Stuff
recently, me and my friend tried to run a headless server on windows platform(just because hamachi went:"oh hi now you have no connection between"). everything seemed fine server ran normally all the things considered, but there is a catch: disabling user auth still lets a server get a padlock from auth.factorio
C:\Users\ME\Desktop\Games\Factorio.v0.18.24\bin\x64>factorio.exe --start-server "test.zip"
0.003 2020-05-22 09:17:24; Factorio 0.18.24 (build 51524, win64, alpha)
0.027 Operating system: Windows 10 (version 1903)
0.028 Program arguments: "factorio.exe" "--start-server" "test.zip"
0.028 Read data path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24/data
0.028 Write data path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24 [73259/199644MB]
0.028 Binaries path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24/bin
0.045 System info: [CPU: Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz, 4 cores, RAM: 4985/8077 MB, page: 7137/12943 MB, virtual: 4240/134217727 MB, extended virtual: 0 MB]
0.046 Running in headless mode
0.053 Loading mod core 0.0.0 (data.lua)
0.182 Loading mod base 0.18.24 (data.lua)
0.671 Loading mod base 0.18.24 (data-updates.lua)
0.894 Checksum for core: 3208458829
0.894 Checksum of base: 3160172884
1.170 Prototype list checksum: 3923662443
1.229 Info PlayerData.cpp:68: Local player-data.json available, timestamp 1590128239
1.230 Info PlayerData.cpp:75: Cloud player-data.json unavailable
1.234 Factorio initialised
1.275 Info ServerSynchronizer.cpp:30: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
1.276 Info ServerMultiplayerManager.cpp:774: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
1.276 Info ServerMultiplayerManager.cpp:774: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
1.277 Loading map C:\Users\ineta\Desktop\mano\zaidimai\yarrrg\Factorio.v0.18.24\bin\x64\test.zip: 662611 bytes.
1.614 Loading level.dat: 1139398 bytes.
1.621 Info Scenario.cpp:187: Map version 0.18.24-0
1.655 Loading script.dat: 328 bytes.
1.663 Checksum for script C:/Users/Me/Desktop/Games/Factorio.v0.18.24/temp/currently-playing/control.lua: 2031664712
1.668 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
1.669 Hosting game at IP ADDR:({0.0.0.0:34197})
1.670 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-serv ... _version=4
2.306 Info AuthServerConnector.cpp:67: Obtained serverPadlock for serverHash (zzKAdXtyKobDu8ZNslltGPE4mB1xCA9p) from the auth server.
2.308 Info ServerMultiplayerManager.cpp:774: updateTick(1) changing state from(CreatingGame) to(InGame)
120.451 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({*my ip*:63732}))
120.452 Refusing connection for address (IP ADDR:({*my ip*:63732})), username (kirlikaa). UserVerificationMissing
i've gone trough different posts and they all say that you need to disable user verification which i did0.003 2020-05-22 09:17:24; Factorio 0.18.24 (build 51524, win64, alpha)
0.027 Operating system: Windows 10 (version 1903)
0.028 Program arguments: "factorio.exe" "--start-server" "test.zip"
0.028 Read data path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24/data
0.028 Write data path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24 [73259/199644MB]
0.028 Binaries path: C:/Users/ME/Desktop/Games/Factorio.v0.18.24/bin
0.045 System info: [CPU: Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz, 4 cores, RAM: 4985/8077 MB, page: 7137/12943 MB, virtual: 4240/134217727 MB, extended virtual: 0 MB]
0.046 Running in headless mode
0.053 Loading mod core 0.0.0 (data.lua)
0.182 Loading mod base 0.18.24 (data.lua)
0.671 Loading mod base 0.18.24 (data-updates.lua)
0.894 Checksum for core: 3208458829
0.894 Checksum of base: 3160172884
1.170 Prototype list checksum: 3923662443
1.229 Info PlayerData.cpp:68: Local player-data.json available, timestamp 1590128239
1.230 Info PlayerData.cpp:75: Cloud player-data.json unavailable
1.234 Factorio initialised
1.275 Info ServerSynchronizer.cpp:30: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
1.276 Info ServerMultiplayerManager.cpp:774: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
1.276 Info ServerMultiplayerManager.cpp:774: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
1.277 Loading map C:\Users\ineta\Desktop\mano\zaidimai\yarrrg\Factorio.v0.18.24\bin\x64\test.zip: 662611 bytes.
1.614 Loading level.dat: 1139398 bytes.
1.621 Info Scenario.cpp:187: Map version 0.18.24-0
1.655 Loading script.dat: 328 bytes.
1.663 Checksum for script C:/Users/Me/Desktop/Games/Factorio.v0.18.24/temp/currently-playing/control.lua: 2031664712
1.668 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))
1.669 Hosting game at IP ADDR:({0.0.0.0:34197})
1.670 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-serv ... _version=4
2.306 Info AuthServerConnector.cpp:67: Obtained serverPadlock for serverHash (zzKAdXtyKobDu8ZNslltGPE4mB1xCA9p) from the auth server.
2.308 Info ServerMultiplayerManager.cpp:774: updateTick(1) changing state from(CreatingGame) to(InGame)
120.451 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({*my ip*:63732}))
120.452 Refusing connection for address (IP ADDR:({*my ip*:63732})), username (kirlikaa). UserVerificationMissing
{
"name": "Name of the game as it will appear in the game listing",
"description": "Description of the game that will appear in the listing",
"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": false,
"_comment_max_upload_in_kilobytes_per_second" : "optional, default value is 0. 0 means unlimited.",
"max_upload_in_kilobytes_per_second": 0,
"_comment_max_upload_slots" : "optional, default value is 5. 0 means unlimited.",
"max_upload_slots": 5,
"_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": 20,
"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
"autosave_slots": 5,
"_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
"afk_autokick_interval": 0,
"_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_segment_sizes": "Long network messages are split into segments that are sent over multiple ticks. Their size depends on the number of peers currently connected. Increasing the segment size will increase upload bandwidth requirement for the server and download bandwidth requirement for clients. This setting only affects server outbound messages. Changing these settings can have a negative impact on connection stability for some clients.",
"minimum_segment_size": 25,
"minimum_segment_size_peer_count": 20,
"maximum_segment_size": 100,
"maximum_segment_size_peer_count": 10
}
where did i go wrong in this situation? or there is no way for me and my friend to play on headless server w/o buying the game itself?"name": "Name of the game as it will appear in the game listing",
"description": "Description of the game that will appear in the listing",
"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": false,
"_comment_max_upload_in_kilobytes_per_second" : "optional, default value is 0. 0 means unlimited.",
"max_upload_in_kilobytes_per_second": 0,
"_comment_max_upload_slots" : "optional, default value is 5. 0 means unlimited.",
"max_upload_slots": 5,
"_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": 20,
"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
"autosave_slots": 5,
"_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
"afk_autokick_interval": 0,
"_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_segment_sizes": "Long network messages are split into segments that are sent over multiple ticks. Their size depends on the number of peers currently connected. Increasing the segment size will increase upload bandwidth requirement for the server and download bandwidth requirement for clients. This setting only affects server outbound messages. Changing these settings can have a negative impact on connection stability for some clients.",
"minimum_segment_size": 25,
"minimum_segment_size_peer_count": 20,
"maximum_segment_size": 100,
"maximum_segment_size_peer_count": 10
}