[Public|EU] OFFLINE Dedicated Server with Crash Detection

Arrange meetings with other people to play MP, announce your servers.
Post Reply
Sokyra
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri Apr 11, 2014 1:58 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Sokyra »

Thanks :)


Edit: Warning theres some serious lag going on
Edit 2: No more lag since Mark35643 left

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

Sokyra wrote:Hey, rso-mod author has posted an update (1.3.4) , and the old version on your server (1.3.3) isn't available anymore.

Nobody can join until you update the mod or make the file available for download....
I cannot legally make the file available for download I'm afraid :)
orzelek wrote: Ops sorry. Will re-upload the 1.3.3.
But orzelek is a nice guy and fixed it! Thnx m8 :geek:
Hosting a factorio server? Take a look at this || init script ||.

Sokyra
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri Apr 11, 2014 1:58 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Sokyra »

Hmm, it's extremely strange... The map upload speed doesnt go over 15 kb/sec.
There must be a problem with your server.

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by daniel34 »

Sokyra wrote:Hmm, it's extremely strange... The map upload speed doesnt go over 15 kb/sec.
There must be a problem with your server.
Other people have reported small map download speeds, however I was connecting at the same time and I always get 300-400 kb/s on this server. (I have DSL 6000.)
It doesn't matter whether P2P is enabled or not. We had one peer who had a map download of 5 kb/s (it took him 15min to load the map) and he lagged afterwards, but claimed he had DSL 16000 and no up-/downloads running.
quick links: log file | graphical issues | wiki

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by jorgenRe »

daniel34 wrote: Other people have reported small map download speeds, however I was connecting at the same time and I always get 300-400 kb/s on this server. (I have DSL 6000.)
It doesn't matter whether P2P is enabled or not. We had one peer who had a map download of 5 kb/s (it took him 15min to load the map) and he lagged afterwards, but claimed he had DSL 16000 and no up-/downloads running.
Yea i got a farily high speed when connecting to it. It may just be that when he/she connected it was at the same time as another person for example ;)!
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

Sokyra wrote:Hmm, it's extremely strange... The map upload speed doesnt go over 15 kb/sec.
There must be a problem with your server.
I just capped at 850 kB/s when connecting just now which is in line with my download limits, I was the only peer at the time - I doubt it's an issue with the server other than what has already been suggested, ie, multiple peers connecting at the same time and or other strangeness ;)
Hosting a factorio server? Take a look at this || init script ||.

Sokyra
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri Apr 11, 2014 1:58 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Sokyra »

Well, yesterday 15kb today 1.3M... Problem solved itself

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by daniel34 »

Could you remove the replay.dat from the server save?
Currently the save is 29mb, it would be 18mb if you removed it.
You just need to unzip the savefile, remove the replay.dat and zip it again.

Also please consider doing that for all the future savegames.

On my server I created the map locally in the client, saved the map, removed the replay.dat and then uploaded the save to the server.
quick links: log file | graphical issues | wiki

markheloking
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Tue May 12, 2015 4:31 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by markheloking »

Sooo.. I've been playing for a few days now, and I must say: it's awesome!... but we finished it.

Is there any way to restart the server/start a new game?

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by daniel34 »

I'm sure Bisa will restart the server soon.

For now I've restarted my server (https://forums.factorio.com/forum/vie ... 53&t=13579), there are no mods and settings are low/small/poor for ores and biters.
quick links: log file | graphical issues | wiki

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

I kept the replay intentionally, just so I can go back and find if anyone was a jerk (I keep track of all connected peers hence I can ban douche bags retroactively)

I'll get a new map up in a moment - stay tuned :)

*EDIT
A fresh new save has been started
Hosting a factorio server? Take a look at this || init script ||.

markheloking
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Tue May 12, 2015 4:31 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by markheloking »

Bisa restarted the server, but an hour into playing the server crashed. Let's hope we don't have to start over again.

-- edit --

also bisa: there were some guys putting some pretty inflammatory things in there, drawing dicks and such. One guy kept boxing me in in walls and being annoying at 30'something hours in i believe, you'll see on the replay.


-- edit2 --

we started with nests so close they immediately overrun us. probably need to start over, but for now I'm calling it a night.

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

markheloking wrote:Bisa restarted the server, but an hour into playing the server crashed. Let's hope we don't have to start over again.

-- edit --

also bisa: there were some guys putting some pretty inflammatory things in there, drawing dicks and such. One guy kept boxing me in in walls and being annoying at 30'something hours in i believe, you'll see on the replay.
I'll look into it =)
markheloking wrote: -- edit2 --

we started with nests so close they immediately overrun us. probably need to start over, but for now I'm calling it a night.
I logged on the server, you guys have been expanding way too fast =) I'll help you get started but I do not think we need to restart the world just for a few pesky natives ;)

*EDIT
Never mind, there's a group of biters camping the spawn xD I'm reloading the same world - try not to be too aggressive when expanding before there is enough research put into military/defences :D

*EDIT
I've researched turrets, armor, walls and machine guns - I've installed turrets around the copper/coal and iron smelting areas, gave you guys a little head start - now go have fun! ;)
Hosting a factorio server? Take a look at this || init script ||.

DRBLN
Filter Inserter
Filter Inserter
Posts: 411
Joined: Sat Mar 23, 2013 12:44 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by DRBLN »

Pelease could you not to end thi map?
Let's launch as many rockets as possible.

Tyrant597
Burner Inserter
Burner Inserter
Posts: 11
Joined: Tue Mar 17, 2015 5:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Tyrant597 »

Worked on adding more power / oil production today. Have to go to bed, but we are going to need a new copper train soon.

markheloking
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Tue May 12, 2015 4:31 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by markheloking »

The starting base got overrun and is completely gone, the iron base got overrun: I got that one back up and running, now with more defense. Oil production site is completely gone. We started a new base at the old copper site. Also started to reinforce that new base which is almost done.

This map is proving itself to be a bitch :P

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

markheloking wrote:This map is proving itself to be a bitch :P
Sounds like a challenge! :D
Hosting a factorio server? Take a look at this || init script ||.

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by daniel34 »

Bisa wrote:
markheloking wrote:This map is proving itself to be a bitch :P
Sounds like a challenge! :D
You might want to update the map details in the first post, as far as I know they currently are
Ores: Very low/Very small/Very poor
Enemy bases: Normal/Big/Regular
and water is very small
quick links: log file | graphical issues | wiki

alex8d
Burner Inserter
Burner Inserter
Posts: 18
Joined: Sat Aug 08, 2015 1:35 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by alex8d »

We really need that kick-when-multiple-connections-have-been-tried script. People are freezing the server without being able to connect

Bisa
Filter Inserter
Filter Inserter
Posts: 450
Joined: Fri Jul 17, 2015 3:22 pm
Contact:

Re: [Public] Dedicated MP Server with Crash Detection

Post by Bisa »

daniel34 wrote:You might want to update the map details in the first post
ah, forgot that this time around - thnx for the reminder
alex8d wrote:We really need that kick-when-multiple-connections-have-been-tried script. People are freezing the server without being able to connect
good point, I'll see what I can do - my logparser already keeps track of desyncs and timestamps for connecting/disconnecting, I should be able to use that information to weed out ill-doers, if only for a temporary ban
Hosting a factorio server? Take a look at this || init script ||.

Post Reply

Return to “Multiplayer”