Hosting a LAN Game behind a proxy
Posted: Wed Oct 12, 2016 4:01 pm
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:
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 in the server-setting.json, in the hopes that it would stop it, but didn't seem to do anything
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 tried
Code: Select all
"verify_user_identity": false