Search found 62 matches
- Fri Apr 09, 2021 6:05 am
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Thank you! I appreciate the honesty and am happy to know it's supposedly fixed. Not sure I can test it now but I'll try to setup a new game with my friend and report back here if it works (when the next release is out).
- Wed Apr 07, 2021 4:38 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Thanks for this detailed write up and insight. Indeed, it was very disappointing, especially after reading so many stellar FFFs where the devs go super deep to solve even the smallest 3rd party mod issues and it turns out to be something unexpected. Those people who reported the bugs gave only a bit...
- Sat May 30, 2020 8:21 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
So if I read you correctly, you want to host your server behind NAT? I just looked up in factorio wiki about headless servers, and they require to have public IP. I also looked at history of this article and change regarding headless servers having public IP was made on 19 of March 2017, more then ...
- Tue May 05, 2020 9:14 am
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Any updates on this? What information should I provide to help you fix the issue?
- Sun Apr 19, 2020 6:07 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
So I wrote a program to test if my NAT can be punched correctly and in fact it can. Here's the code: https://github.com/rkfg/nat_punch How to test: 1) Run server.py on a VPS with a WAN IP (it accepts -p flag to set the port but you can leave it as is): python3 server.py 2) You can run server.py on m...
- Sun Apr 19, 2020 1:29 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Guys, what happened with It's never what you think it is ? Recently we had a bug report where a modded game would freeze for a minute for seemingly no reason and then continue like nothing went wrong. It being a heavily modded game my first reaction was to blame it on the mods doing something in a v...
- Fri Apr 17, 2020 8:20 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
I get that but can you help me to debug this issue? I can provide network dumps from tcpdump or any other info you might need. I'm a devops at work and I know how to configure iptables and routing so I doubt it's on my side. I'm not saying it's a bug on your side either but... who knows? If you're w...
- Fri Apr 17, 2020 6:32 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Okay, but why do I see the address replies that come from your servers and absolutely nothing from them when I try to connect to my game from the client that I launch from Steam? Should your servers somehow respond to the ping packets that the headless server sends their way? Because I don't see tha...
- Fri Apr 17, 2020 10:16 am
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Re: Headless server doesn't detect NAT with port randomization correctly
Any thoughts? I'd like to be able to host a game on my home PC but currently I'm limited to forwarding ports using my VPN provider, it works but the ping time is much higher than it could be and there's also a noticeable packet loss because the VPN server is in another country. Just from the traffic...
- Sun Apr 12, 2020 2:14 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 6374
Headless server doesn't detect NAT with port randomization correctly
I tried to host a server behind two NATs, the router and ISP ones. Pingpong servers replied with my external address and port and I thought it was okay but I couldn't connect to my own server via Internet neither could another player. So I started digging. I use Debian testing amd64 as my only OS + ...
- Sat Sep 22, 2018 11:15 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 131142
Re: Friday Facts #260 - New fluid system
I agree on the model, but Dijkstra algorithm can not be used to solve this problem. Each algorithm can solve a specific problem, if you try to take one algorithm and put it on another problem, you have no guarantee it will work and chances are, you are missing on an algorithm that has been crafted ...
- Fri Sep 21, 2018 1:40 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 131142
Re: Friday Facts #260 - New fluid system
I somehow missed this FFF so only replying now. 12 pages is a lot to digest, maybe my idea has already been posted and discussed but anyway I'll describe it. The pipe system consists of sources and sinks, basically. Fluids come from somewhere and get consumed anywhere else. The pipe system rarely ch...
- Fri Sep 07, 2018 9:52 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46236
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Forcing undo as Ctrl+key-right-to-left-shift works for the opposite, increasing the number of people who will rebind. What makes you think that? Because under the current proposition for Ctrl+Z, it's the A Z ERTY users that will be forced to rebind (away from it), due to the issue raised in the FFF...
- Fri Sep 07, 2018 3:32 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46236
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
So, basically, "fuck you newer people, we (older people) are going to keep using what we're used to, even if it's worse" ? Well, not that extreme. It's just that if people are used to some shortcut already it's easier for them to use it further in other games and apps. And if some people ...
- Fri Sep 07, 2018 2:42 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46236
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Cutemine, rkfg, that's my point : doing the right thing often presumes to go against what people are used to ! Well, that boils down to the definition of "right". It's like forcing people to use HJKL for movement instead of WASD because Vim use them and it's a "right" thing to d...
- Fri Sep 07, 2018 1:28 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46236
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
I think this is really the right thing but people with non-US layouts might have got used to those shortcuts in other apps. Is Ctrl+Z actually Ctrl+W in MS Word, for example? What about browsers? Ctrl+W usually closes the active tab, is it Ctrl+Z for the French layout? It's kinda controversial for t...
- Sat Jun 16, 2018 7:59 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 69281
Re: Friday Facts #247 - Pricing and its exploits
There are region locks on Steam that prevent this reselling scam. It's used for many not so cheap games, usually the keys bought in CIS can only be activated in CIS. But if GOG can't sell per-region keys that wouldn't work. The rouble price dropped noticeably a couple of months ago so that would mea...
- Fri Feb 16, 2018 9:31 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 50784
Re: Friday Facts #230 - Engine modernisation
Vulkan would really help with parallel renderer, something that Factorio might not even need. It's not CPU-intensive on the graphics front from what I saw and read, the world updates eat most of the CPU. Vulkan allows to load all the cores when you prepare and fill the GPU buffers (commands, vertexe...
- Sat Dec 02, 2017 12:50 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 94040
Re: Friday Facts #219 - Cliffs
The terrain on the cliff must be different, not just a continuation of the "lower" part. On this picture it somehow gives away the underlying trick, i.e. there's no 3rd dimension at all: fff-219-cliffs-05.jpg It doesn't look right because in reality there are different natural forces affec...
- Fri May 19, 2017 10:25 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168976
Re: Friday Facts #191 - Gui improvements
I love these changes, please implement them. However, if you need some feedback about GUI, I'd complain about blueprints. It's truly a mess right now, it's functional but very counterintuitive compared to the previous UX. So, to create a blueprint (a basic and quite regular task) I have to press a h...