openfactorioservermanager / factorio-server-manager Goto Github PK
View Code? Open in Web Editor NEWA tool to help manage Factorio multiplayer servers including mods and save games.
License: MIT License
A tool to help manage Factorio multiplayer servers including mods and save games.
License: MIT License
troy@vps221680:~/factorio-server-manager$ make gen_release
Building Frontend
npm WARN package.json [email protected] No repository field.
npm WARN package.json [email protected] No README data
[email protected] build /home/troy/factorio-server-manager/ui
NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
/usr/bin/env: node: No such file or directory
npm ERR! [email protected] build: NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
npm ERR! Exit status 127
npm ERR!
npm ERR! Failed at the [email protected] build script.
npm ERR! This is most likely a problem with the factorio-mod-manager package,
npm ERR! not with npm itself.
npm ERR! Tell the author that this fails on your system:
npm ERR! NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
npm ERR! You can get their info via:
npm ERR! npm owner ls factorio-mod-manager
npm ERR! There is likely additional logging output above.
npm ERR! System Linux 3.16.0-4-amd64
npm ERR! command "/usr/bin/nodejs" "/usr/bin/npm" "run" "build"
npm ERR! cwd /home/troy/factorio-server-manager/ui
npm ERR! node -v v0.10.29
npm ERR! npm -v 1.4.21
npm ERR! code ELIFECYCLE
npm WARN This failure might be due to the use of legacy binary "node"
npm WARN For further explanations, please read
/usr/share/doc/nodejs/README.Debian
npm ERR!
npm ERR! Additional logging details can be found in:
npm ERR! /home/troy/factorio-server-manager/ui/npm-debug.log
npm ERR! not ok code 0
Makefile:24: recipe for target 'app/bundle.js' failed
make: *** [app/bundle.js] Error 1
troy@vps221680:~/factorio-server-manager$
the directory exists
root@vps221680:# mkdir /usr/bin/env#
mkdir: cannot create directory ‘/usr/bin/env’: File exists
root@vps221680:
Getting the following json response for configuration page:
success:false
data:"Error getting config.ini"
Page shows it as if each letter in data was a separate config, instead of showing an error message.
Not sure if there is somewhere to edit this in the configs but my times stamps are off by 2 days. So autosave just now says 2016-9-6 1:12:47 and today is 2016-9-8 and that actual zip file reflects it which is odd
I wanted to add this to the backlog and also discuss it before I start working on it.
With the ability of authentication from the manager itself, authenticating from the proxy is no longer strictly necessary, am I correct?
However, to my ignorant eyes it looks like the manager only allows for one user? For this reason basic auth might still be of use for some people, so it should be made optional, but not removed?
Now tell me where I am wrong and what to do :)
When pressing the Stop button on the UI I am greeted with an error popup "stop server handler: not supported in Windows". The log file on the UI does not show the lines associated with the error. In the terminal window it logged some output.
Error in server handler: not supported by windows
Creating server status response
Server status sent with data: map[status:running port:34197 savefile:multiplyer.zip]
Server control shows server running but logs show it errored out.
0.488 Error Main.cpp:344: Couldn't load the game for MP: Map version 0.12.32-0 cannot be loaded
0.488 Info MultiplayerManager.cpp:912: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
0.488 Error MultiplayerManager.cpp:109: MultiplayerManager failed: "Map version 0.12.32-0 cannot be loaded"
0.468 Loading map /opt/factorio/saves/319.zip
0.468 Info MultiplayerManager.cpp:912: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.468 Info MultiplayerManager.cpp:912: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.468 Info Router.cpp:534: Router state -> Disconnected
0.467 Info Router.cpp:507: Router peerID(65535) shutting down.
0.465 Factorio initialised
0.023 Loading mod base 0.12.29 (data.lua)
0.020 Loading mod core 0.0.0 (data.lua)
0.015 Running in headless mode
0.002 Binaries path: /opt/factorio/bin
0.002 Write data path: /opt/factorio
0.001 Read data path: /opt/factorio/data
0.001 Program arguments: "/opt/factorio/bin/x64/factorio" "--start-server" "319.zip" "--latency-ms" "100" "--autosave-interval" "5" "--autosave-slots" "10" "--port" "34197"
0.000 Operating system: Linux
0.000 2016-05-01 04:10:22; Factorio 0.12.29 (Build 17931, linux64, headless)
Hi,
first things first: Awesome job! Thank you so much!
I'd love to use this tool for my current factorio server. However, the lack of an auth system and ssl support kinda kills the thing for me. My factorio server is hosted in a computing center, so I have to access it via the internet. This makes SSL and authentication a must.
I'm currently trying work around these issues using a nginx reverse proxy. This way ssl is easily added and one could add authentication via nginx as well.
However, via the reverse proxy the frontend is not available. It always gives a 404 or an empty page while everything works just fine without the proxy. The API can be accessed via the reverse proxy.
I'd love to see this problem fixed.
Tell me if I'm wrong (haven't looked into Go and that stuff yet), but wouldn't it make sense if one could serve the static frontend via nginx as well?
However, feel free to message me if you need additional information. I'll continue to look into the issue from my end (trying to somehow force the nginx to get this working :) ), so if you have any additional ideas, please tell me :)
Thanks again!
"Stop Factorio Server" from the "Server Control" page does not cause the server to save. I can see a note in the CLI for the manager, saying that SIGINT was sent to the server, which should cause the server to save (it does if I'm running the server manually, anyway).
Using the release, couldn't toggle the mods as the mods-list.json file wasn't owned by the user executing the factorio-server-manager. All mods and game files and saves belonged to the correct user, however the single file mods-list.json was owned by another user, causing the problem where when you toggle the availibility of any given mod, mods-list.json could not be modified.
I upgraded from a previous version of factorio-server-manager by downloading the zip of 0.7.1 and unzipping it over the existing directory (making sure to preserve my conf.json). However, I'm not sure if this is a new problem.
When I tell the webUI to "update" a mod, it actually downloads a very old version of the mod in question, compatible with Factorio 0.13 or 0.14. Nearly all of my mods say that updates are available, even though they are all at the newest version (bootstrapped via upload from my local 0.16 mods folder).
Might be nice to publish on Docker Hub once the dust has settled.
@drahti
Tried uploading save file and recieved the following response from server. No error was displayed either. Had to inspect network traffic in firefox.
<html>
<head><title>413 Request Entity Too Large</title></head>
<body bgcolor="white">
<center><h1>413 Request Entity Too Large</h1></center>
<hr><center>nginx/1.8.1</center>
</body>
</html>
Equinox handles a lot of open problems:
See also the blog post announcing Equinox. It's free for open-source tools, and signing in with GitHub instantly gets you a sandbox account to try it out.
I have no particular connection to Equinox, and there are some other options in this space. I think FSM should use one of them.
current version keep changing the server-settings.json file to an outdated version, need some extra info on 0.14.16, can also not change the servers name and description or amount of players etc cause of this.
When starting the server, most of the time I want the most recent save file. This isn't easily found in current UI.
After starting server I see dialog stating: Factorio server started on port: %!s(int=34197)
There exists many good containers for factorio.
Together with early issue #3 it would remove the need to install an instance on the target system.
Factorio SM could just be provided with the target version when triggering the creation.
Can you please add a login option to be able to control the server manager.
Chrome: Version 58.0.3029.110 (64-bit)
FSM: 0.6.0
Factorio: 0.15.9
OS: Ubuntu 16.04
Whenever I go to "Console" in the web UI my browser becomes unresponsive and the chrome debug console is spammed with these messages:
Whenever Chrome has enough of it and kills the webpage the server manager crashed with the following error:
2017/05/16 11:28:30 Factorio Server: 0.718 Hosting game at 0.0.0.0:34197
2017/05/16 11:28:30 Factorio Server: 0.718 Info ServerMultiplayerManager.cpp:664: mapTick(36001) changing state from(CreatingGame) to(InGame)
2017/05/16 11:28:30 Factorio Server: 0.740 Info RemoteCommandProcessor.cpp:122: Starting RCON interface at port 43081
2017/05/16 11:28:30 Rcon running on Factorio Server
2017/05/16 11:28:30 rcon session established on 0.0.0.0:43081
2017/05/16 11:28:30 Factorio Server: 0.740 Info RemoteCommandProcessor.cpp:230: New RCON connection from 127.0.0.1:34722
2017/05/16 11:28:30 Factorio server started on port: 34197
panic: send on closed channelgoroutine 30 [running]:
panic(0x7902c0, 0xc420136030)
/usr/local/go/src/runtime/panic.go:500 +0x1a1
main.logSubscribe.func1(0xc42099ab10)
/home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/src/wsroutes.go:19 +0x1c2
created by main.logSubscribe
/home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/src/wsroutes.go:21 +0x3f
Obviously resulting in my server being offline.
When I open the UI in Firefox (53.0.2) the messages are displayed in the web UI console window.
This also results in the browser freezing, however when I force-close Firefox the server-manager does NOT crash.
Please advice if you require any more info!
I just installed the manager using docker, and after a bit of fiddeling around, it finally started the webinterface.
I configured my server settings and on the last input box i stumbled across a stray [object Object]
inside the text box.
After saving the configuration anyway, the server wouldn't want to start, because there was "visibility": "[object Object]"
written to the config, so I manually had to change it again inside the config.
Now, there is still [object Object]
inside the text box, so I just have to make sure, I don't save the config accidentally.
It seems like a simple fix
Picture: https://i.imgur.com/M6ZCIu7.png
Started a new docker with release 4.0. Then logged in and selected save. A server start error popped up but server reported running, Log showed no errors, and was able to connect to factorio server.
Not sure if it depends on my setup, so i will describe it shortly:
~/factorio contains factorio headless server with standard folder structure (bin, config, data, mods, saves) v13.8
~/factorio-server contains unziped server manager files
Starting params runnning as user factorio2:
./factorio-server-manager --dir "/home/factorio2/factorio/" --port "9595"
Everyhing in the Manager works, including uploading Mods and Savegames (to the correct folder) EXCEPT for actually starting the server.
Error:
3.749 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Opening zip /home/factorio2/factorio-server/savegame.zip failed: No such file or directory"
3.749 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
3.750 Error Main.cpp:455: Couldn't load the game for MP: Opening zip /home/factorio2/factorio-server/savegame.zip failed: No such file or directory
Looks like he is looking for the savegame not in ~/factorio/saves but in ~/factorio-server ? If i manually copy the file i uploaded from ~/factorio/saves to ~/factorio-server everything goes well and server starts as it should.
Any suggestions for fixing that?
Attempting to use the Docker container and after completing basic auth and then user login, the page redirects to the login. docker logs <container_name>
returns the error
Unauthenticated request GET <host> /api/user/status
One possibility was an error due to the password in /opt/factorio-server/conf.json was somehow conflicting with the login credentials but that's a weak guess at best. Attempting to use the same password didn't work.
A second idea was that the hash generated by OpenSSL in my local environment was not compatible with the hash generated by OpenSSL within the alpine envinronment. The docker build works but openssl is not installed so the normal initialization doesn't work.
2017/09/26 15:28:22 Error parsing mod-list.json JSON: json: invalid use of ,string struct tag, trying to unmarshal unquoted value into bool
Not sure if this is due to a change in 0.15.34 or some other problem with the 0.6.0 release of FSM.
Bug causes the Mod Toggle list to be empty.
Linux Ubuntu 16.04
Factorio Headless 0.15.34
FSM 0.6.0 release
when starting server it gives an error
unrecognised option --latency-ms
Hello!
I can't find how i can specify server bind address, certainly for game server not web server.
Or it's not possible?
It is no longer possible to search for mods in the factorio-server-manager UI. I believe this is actually due to Wube launching the new, faster mod portal, since manually calling the API URL used by the app (https://mods.factorio.com/api/mods?q=%s
) shows the same list of random mods as attempting a search in the app. There was talk of them breaking some API functions, and searching via the API seems to be one of them. I tried using the query parameters q
, query
, search
, k
, & keyword
to no effect—all return the same unfiltered mod list.
This might not be immediately fixable as such, but it would be nice to be able to directly install a mod by typing in its mod portal name (i.e. vanilla-loaders
, Factorissimo2
, PickerExtended
, etc. as those API queries seem to still work).
Hey again :)
While tinkering around I noticed that you can get the server status into an invalid state. I loaded up the manager together with a completly empty factorio. No saves. If you start the server, you get the success message and the server starts. The server will quickly go down because it won't be able to find a save file.
The manager UI will show the server as online though. You can't stop the server (process already finished, this is correct) as well. What is a lot worse is that you can't restart the server "Factorio server already running".
I guess that should be fixed :)
just a feature request, in-case someone wants to implement it:
Upload more than one mod at a time ()
and maybe upload mod packs to servers (zip's containing mod zip files) and let the user switch between mod packs by clicking them
Also nice could be activating/deactivating using checkboxes and functionality to read that from the client's jsons files
it probably doesn't make sense to implement all of the above, or at least not in that way
but a combination could be nice
(this functionality is obviously useful for users without terminal access)
The newer data layout for visibility is no longer a string but a dictionary of boolean values.
Ability to have modpacks that can be toggled on/off. If 1 save is using 1 pack of mods, and another using a second pack of mods, they can be easily toggled on/off in a pack.
and possibly some little note system to allow users to remember which saves use which pack...
Seems like rcon-pass is no longer an option?
2017/12/21 23:54:25 Starting server with command: /factorioServers/factorio/bin/x64/factorio [--port 34197 --server-settings /factorioServers/factorio/config/server-settings.json --rcon-port 43081 --rcon-pass factorio_rcon --start-server /factorioServers/factorio/saves/map.zip]
2017/12/21 23:54:25 Factorio Server: Option ‘rcon-pass’ does not exist
2017/12/21 23:54:25 Factorio Server:
2017/12/21 23:54:25 Factorio Server: Usage:
2017/12/21 23:54:25 Factorio process exited with error: exit status 1
2017/12/21 23:54:25 Error starting Factorio server: exit status 1
panic: runtime error: index out of range
goroutine 46 [running]:
panic(0x7901a0, 0xc4200100f0)
/usr/local/go/src/runtime/panic.go:500 +0x1a1
main.(*FactorioServer).parseRunningCommand(0xc42007a280, 0x998400, 0xc4200fa5b0, 0xc4205e7080, 0x8)
/home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/src/factorio_server.go:173 +0x5af
created by main.(*FactorioServer).Run
/home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/src/factorio_server.go:141 +0x9d9
I have updated the fsm to 0.5.2 and there are no content on the webinterface.
Log:
factorio@dlh-srv01:~/srv02$ ./factorio-server-manager -conf "config/fsm.conf"
2016/11/03 14:35:45 Error in reading config/server-settings.json: json: cannot unmarshal object into Go value of type string
2016/11/03 14:35:45 Loaded Factorio settings from config/server-settings.json, settings: &{Name:OnkelDom - #2 Description:Dedicated Factorio Server #2 Tags:[] MaxPlayers:10 Visibility: Username:######## Password:######## Token:######## GamePassword:krassey RequireUserVerification:true MaxUploadInKilobytesPerSecond:0 IgnorePlayerLimitForReturningPlayers:false AllowCommands:admins-only AutosaveInterval:30 AutosaveSlots:3 AfkAutoKickInterval:0 AutoPause:true OnlyAdminsCanPauseThegame:true Admins:[OnkelDom ThommyFFM] AutosaveOnlyOnServer:true}
2016/11/03 14:35:45 Created user: ########
Starting server on: 0.0.0.0:34201
Config:
{
"factorio_dir": "/home/factorio/srv02/",
"factorio_binary": "bin/x64/factorio",
"config_directory": "config",
"saves_dir": "saves",
"mods_dir": "mods",
"settings_file": "server-settings.json",
"config_file": "config.ini",
"username": "########",
"password": "########",
"database_file": "auth.leveldb",
"cookie_encryption_key": "########",
"server_port": "34201"
}
Server-Settings:
{
"name": "OnkelDom - #2",
"description": "Dedicated Factorio Server #2",
"tags": [""],
"max_players": 10,
"visibility":
{
"public": true,
"lan": true
},
"username": "########",
"password": "########",
"token": "########",
"game_password": "krassey",
"require_user_verification": true,
"max_upload_in_kilobytes_per_second": 0,
"ignore_player_limit_for_returning_players": false,
"allow_commands": "admins-only",
"autosave_interval": 30,
"autosave_slots": 3,
"afk_autokick_interval": 0,
"auto_pause": true,
"only_admins_can_pause_the_game": true,
"autosave_only_on_server": true,
"admins": ["########","########"]
}
In the startup log in front of this post can you see that the visibility are not loaded. Is that the problem and is there a way to fix it? On the webinterface there load no content. the site is white.
Is it possible to release a package to setup on a windows server running IIS? Instructions on setting up the dependencies for windows were are clear in the wiki. npm run build gives an error when executed.
C:\factorio-server-manager-0.4.1\ui>npm run build
[email protected] build C:\factorio-server-manager-0.4.1\ui
NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
NODE_ENV is not recognized as an internal or external command, operable program or batch file.
npm ERR! Windows_NT 6.3.9600
npm ERR! argv C:\\Program Files\\nodejs\\node.exe C:\\Program Files\\nodejs\\node_modules\\npm\\bin\\npm-cli.js run build
npm ERR! node v4.4.6
npm ERR! npm v2.15.5
npm ERR! code ELIFECYCLE
npm ERR! [email protected] build: NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the [email protected] build script NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors.
npm ERR! This is most likely a problem with the factorio-mod-manager package,
npm ERR! not with npm itself.
npm ERR! Tell the author that this fails on your system:
npm ERR! NODE_ENV=production ./node_modules/webpack/bin/webpack.js --progress --profile --colors
npm ERR! You can get information on how to open an issue for this project with:
npm ERR! npm bugs factorio-mod-manager
npm ERR! Or if that isn't available, you can get their info via:
npm ERR!
npm ERR! npm owner ls factorio-mod-manager
npm ERR! There is likely additional logging output above.
npm ERR! Please include the following file with any support request:
npm ERR! C:\factorio-server-manager-0.4.1\ui\npm-debug.log
Currently a FactorioServer struct is initialized when the server is first started in order to track status of the Factorio game server.
To have the ability to launch multiple Factorio servers this struct should be initialized later when launching the server.
Users should be able to select settings for the server and save for later use.
When launching the server a menu can be added to allow selecting which configuration of server to launch.
if you change it from the config itself its fine, but if you look at the text field for visibility it displays [object Object]
i think this is what is causing the issue. When you update the configuration it will no longer start the server and complain that there is an issue with the Syntax in Visibility.
`2016/05/21 14:28:46 Error reading mod-list.json file: open /home/bloons3/factorio/mods/mod-list.json: no such file or directory
2016/05/21 14:28:46 Error listing installed mods: open /home/bloons3/factorio/mods: no such file or directory
2016/05/21 14:29:00 Error reading mod-list.json file: open /home/bloons3/factorio/mods/mod-list.json: no such file or directory
2016/05/21 14:29:00 Error listing installed mods: open /home/bloons3/factorio/mods: no such file or directory
2016/05/21 14:30:30 Error reading mod-list.json file: open /home/bloons3/factorio/mods/mod-list.json: no such file or directory`
Fails to create needed files, the /home/bloons3/factorio folder is owned by the user that the server is running as
Example: Opening the config view and then refreshing app causes a 404 error.
I tried working this out for an hour so far but my nginx knowledge isn't cutting it.
Hello,
when i start the server with this command:
./factorio-server-manager --dir /opt/factorio-community/.factorio
it shows this error:
2017/01/15 19:00:46 Could not create modpacks directory: mkdir /opt/factorio-community/.factorio/modpacks: no such file or directory
2017/01/15 19:00:46 error opening log file: open /opt/factorio-community/.factorio/factorio-server-manager.log: no such file or directory
Can you please help me?
Hello guys!
My server won't start with FSM my log :
0.000 2017-06-30 09:58:10; Factorio 0.15.25 (build 30533, linux64, headless)
0.060 Operating system: Linux (Ubuntu 17.04)
0.060 Program arguments: "../factorio/bin/x64/factorio" "--port" "34197" "--server-settings" "../factorio/config/server-settings.json" "--rcon-port" "43081" "--rcon-pass" "factorio_rcon" "--start-server" "../factorio/saves/Serveur7.zip"
0.060 Read data path: /home/factorio/factorio/data
0.060 Write data path: /home/factorio/factorio
0.060 Binaries path: /home/factorio/factorio/bin
0.068 System info: [CPU: Intel(R) Core(TM) i7-6600U CPU @ 2.60GHz, 2 cores, RAM: 5018MB]
0.069 Running in headless mode
0.073 Loading mod core 0.0.0 (data.lua)
0.080 Loading mod base 0.15.25 (data.lua)
0.191 Loading mod base 0.15.25 (data-updates.lua)
0.234 Checksum for core: 782074956
0.234 Checksum of base: 1532126768
0.360 Info PlayerData.cpp:58: Local player-data.json available, timestamp 1498809278
0.361 Info PlayerData.cpp:65: Cloud player-data.json unavailable
0.361 Custom inputs active: 0
0.362 Info Updater.cpp:751: Downloading https://updater.factorio.com/get-available-versions?username=IIPoliII&token=<private>&apiVersion=2
1.221 0 packages available to download (experimental updates disabled).
1.229 Factorio initialised
1.229 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
1.230 Info ServerMultiplayerManager.cpp:671: mapTick(-1) changing state from(Ready) to(Closed)
1.246 Goodbye
0.000 Error Util.cpp:62: Value must be a list or dictionary in property tree at ROOT.admins
What could i do?
Thanks
Poli
Moving this to its own issue.
The updater script could be used for reference.
https://github.com/narc0tiq/factorio-updater
hey,
I just got my "production instance" working
I noticed a couple of issues so far. In the Advanced Settings on the main page a couple of checkboxes are misaligned. Also the checkbox "Auto Pause when no players connected" is labelled wrong, checking it will cause the server NOT to auto pause when no players connected.
Last but not least if I edit the autosave slots for example, I'd love if the application could somehow save the values and show the updated values the next time I visit this page.
All minor annoyances, nothing which actually disturbes me. I just wanted you to know about this.
steps:
1 docker build -t factorio-server-manager .
2 docker run --name factorio-manager -d -p 80:80 -p 443:443 -p 34197:34197/udp factorio-server-manager
3 docker logs factorio-manager
then...
2016-05-03 13:00:04:2016/05/03 05:00:04 Error loading config file.: open ./conf.json: no such file or directory
2016-05-03 13:00:04:panic: Error loading config file.: open ./conf.json: no such file or directory
2016-05-03 13:00:04:
2016-05-03 13:00:04:goroutine 1 [running]:
2016-05-03 13:00:04:panic(0x80b500, 0xc820011750)
2016-05-03 13:00:04: /usr/local/go/src/runtime/panic.go:464 +0x3e6
2016-05-03 13:00:04:main.failOnError(0x7f91187b3778, 0xc82000b770, 0x9edb80, 0x1a)
2016-05-03 13:00:04: /home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/main.go:36 +0x2f8
2016-05-03 13:00:04:main.loadServerConfig(0x98b070, 0xb)
2016-05-03 13:00:04: /home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/main.go:45 +0x79
2016-05-03 13:00:04:main.main()
2016-05-03 13:00:04: /home/mitch/prog/go/src/github.com/majormjr/factorio-server-manager/main.go:75 +0x46
2016-05-03 13:00:05:2016/05/03 05:00:05 Error loading config file.: open ./conf.json: no such file or directory
2016-05-03 13:00:05:panic: Error loading config file.: open ./conf.json: no such file or directory
2016-05-03 13:00:05:
Dockerfile will have to download latest release of Factorio server manager. Then download headless server files and extract to a directory. Dockerfile will specify ports for the Factorio game server and UI server. Launch command will start Factorio Server Manager in order to allow user to start Factorio server from the UI.
I was trying to add myself as an Admin and after I add my username and restart the server, I get the following error:
0.000 Error Util.cpp:62: Value must be a list or dictionary in property tree at ROOT.admins
2017/11/27 13:38:20 [0.000 Error Util.cpp:62: Value must be a list or dictionary in property tree at ROOT.admins]
FSM version: 0.6
factorio version: 0.15.37
Currently the 'Create Save File' function only uses the default settings. It would be nice if the command used the --map-gen-settings map-gen-settings.json
flags when creating a new map.
Can you add a new Paramter on the game server site to select
--start-server <file.zip>
or
--start-server-load-latest
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