Running a Factorio headless server
The headless build, server-settings.json, admins and whitelists, UDP 34197, mod sync and Space Age, a systemd unit, and updating without losing the map.
The headless build, server-settings.json, admins and whitelists, UDP 34197, mod sync and Space Age, a systemd unit, and updating without losing the map.
How -mod and -serverMod load mods, why every mod's .bikey belongs in the keys folder, and what to do when a Workshop update starts kicking players.
The world stores references to mods that are gone. Why the unit of update is the pack, and the step everyone skips because it feels redundant.
Races, levels and abilities bolted onto Counter-Strike, still busy after twenty years. What the races do, why it works, and what arriving is like.
A hundred dependencies that all have to agree. What pinning means, why client and server must match, and when not to update at all.
Mods are not plugins, the pack picks the loader, and the install is shorter than its reputation. How to join a modded server without losing an evening.
Natural Selection, Team Fortress Classic and a dozen others still have servers with people on them. Why these survived, and how to get into one.
The community built more campaigns than Valve did and kept building after Valve stopped. What makes a good one, how to install them, and where they run.
The playground game inside a shooter, taken more seriously than it has any right to be. One of the easiest community servers to walk into.
No objective, no score, and the mode that made Garry's Mod. What people actually do on them, and what separates a build server from chaos.
SQLite until it is not enough, MySQL after that. What plugins actually store, and the three failures that lose player data.
Hide as a chair, or find the chair that is a person. The mode's variants across games, and what separates a good server from a frustrating one.