Thw0rted

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About Thw0rted

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  1. Thanks Gina, I'm checking out the Discord now. It looks like the launcher can't actually *fix* the Loopback issue, but at least it makes it easier to manage and diagnose.
  2. That sounds to me like it should work. Are you sure your router has port-forwarding configured for the right port, and Windows Firewall is letting it through? I don't know if your DigitalOcean box lets you SSH in or something, but you could try netcat or echo to /dev/tcp to test if your VPN endpoint can see your forwarded port as open.
  3. There are a couple of other threads about this - I made one myself - but no official response yet. For now, you just have to kill it with Task Manager.
  4. There was a lot of discussion shortly after the launch of the dedicated server about how, if your router doesn't support reaching a LAN server via the WAN IP with port forwarding rules, you can't play on your own server from a local computer. I haven't seen any updates in those threads for a while. I know a new version of the client just came out. Are there fixes for the server yet? Is System Era tracking this? Is there a better place to ask for status than here?
  5. I would be totally happy with a simple status window like you get with a (Java) dedicated Minecraft server. Of course more advanced IPC, paired with a tray icon for control, would be great, but I assume that's more work. I haven't actually been able to use it at all yet, because my router doesn't support loopback NAT. I'm not going to worry too much about quitting the server until they fix that...
  6. I played with it some more today and still time out waiting to connect. I don't know what else I can try, so I guess I'm just waiting for it to be addressed by the team. A fully-offline server would sure be nice to have. I think all the trouble I've had so far has been because the server needs to phone home for some reason and register my public IP. Why is it doing that? Can you give us a standalone server that truly stands alone?
  7. I'm wrestling with this second problem. It's called "hairpin" or "reflective" NAT, and basically it means that your router allows you to ask for your external IP using a forwarded port, and sends the packets to the server via the LAN. It gets complicated enough that a lot of routers don't support it, and I know mine does not. I did try assigning my external IP to the server as a second address on the interface (and same with the client using a different host number in the subnet), which let me see "0/8 connected" in-game, but I still time out trying to actually connect. I might play with i
  8. This is fiendishly clever and I can't help but think that it's going to break something -- I just can't figure out what. I'm trying it now.
  9. This reddit post is probably of interest to people following this thread: https://www.reddit.com/r/Astroneer/comments/grg3v9/some_info_on_self_hosted_dedicated_servers_as_of/ They point out that because you must connect to the server via public IP, if you want to reach your server from inside the same LAN where it's running, your router must support "NAT Loopback" (aka "hairpin routing") which allows LAN clients to talk to other nodes on the LAN via port-forwarding on the public IP. My router doesn't support this so I'm stuck until they add the ability to access the server directly via L
  10. I followed the instructions for setting up the dedicated server, and it now stays running in Task Manager. I added a port-forward rule on my router, TCP/UDP, to the LAN IP of my server, using the port from Engine.ini. I got a Windows Firewall prompt to allow connections to the dedicated server, and allowed them. Just to be safe, I also added separate rules to always allow inbound connections to the port I specified, one each for TCP and UDP. I then launched Astroneer on another machine and went to Co-Op -> Dedicated Servers. I added two entries, one with my LAN IP and local port, a
  11. Somebody on Reddit said they talked to support and I guess there's some way you can FTP in to the file system and add/remove game saves? If that's true, though, it weakens the argument about limiting your ability to maybe hack/cheat on the hosted servers, right? I haven't dug much deeper myself, I'm not planning on buying the hosted service.
  12. OK, to clarify, I'm aware that the server is designed to run in the background indefinitely. As an example of what I'm asking, this same system is running a Plex server. It runs at startup, and has a little tray icon to show me that it's active. I can right-click the icon and look at the server's log file, or kill it. I'm also running a dedicated Minecraft server. This has its own status window complete with a console and a list of connected players. If I close this window, the server stops running. Astroneer has neither of those things as far as I can tell. You run the ser
  13. I finally got the dedicated server in my Steam Tools, downloaded, configured, and it's running. Great, now how am I supposed to quit it? The Steam page for it has changed the "Launch" button into a "Stop" button, is that safe to do? What if I launched it outside Steam, do I have to kill it in Task Manager? How do I even know it stayed running, without Task Manager? Every other headless server I run on Windows has a tray icon, but I don't see anything like that. Whatever the answer is, it should be documented in the official instructions.
  14. I added the port number to Engine.ini and in AstroServerSettings.ini I set the PublicIP, ServerName, and OwnerName. I changed nothing else, clicked "Launch" from inside Steam, and I have AstroServer and AstroServer-Win64-Shipping in my task manager. I actually came here to ask if there's an official / graceful way to have it shut down, rather than just killing the task.