Reboot when you are done, then proceed to the next steps. There are no requirements for other mods, they can be ran in any configuration allowed by the base game. Game Client = The people connecting to the serverĪll Server Hosts (Slaves) AND Game Clients need to be running the clusterio mod located at github Install it by dropping it into either the sharedMods folder or instances//instanceMods folder. Server host (Slave) = client.js + factorio server Windows setupĬlusterio is built up of multiple parts. Your instances (save files etc) will be stored there. The -v flag is used to specify the instance directory. Sudo docker run -name slave -e MODE=client -e INSTANCE=world1 -v /srv/clusterio/instances:/factorioClusterio/instances -p 1235:34167 -it -restart=unless-stopped danielvestol/clusterio Sudo docker run -name master -e MODE=master -p 1234:8080 -d -it -restart=unless-stopped danielvestol/clusterio sudo docker build -t clusterio -no-cache -force-rm factorioClusterio To launch an instance with pm2 pm2 start -name slave client.js - start Ĭlusterio has limited support for using docker. To create a new instance (its own save, set of mods and config files) node client.js start To download the mod for all its non vanilla features and items, (optional) node client.js download To specify a version, change "latest" in the link to a version number like 0.14.21. Master and all slaves: sudo curl -sL | sudo -E bash - & sudo apt install -y git wget curl tar & git clone & cd factorioClusterio & npm install & sudo npm install pm2 -g & curl -o -L & tar -xf ĭownloads and installs nodejs, pm2, git and clusterio. Make sure you are on the most recent LTS release or newer. NodeJS does not support EOL ubuntu releases. Yes, modded items are fully supported.Ĭlusterio also handles a few other neat things, such as giving you access to epoch time, transmitting combinator signals between worlds (and any other application who wants to) andĬreating graphs on the master web interface. This process works the same for both items and liquids, independant on what mods are used. Master: server2 asked for stuff, check if we have enough and how much demand there is, then send however much is appropriate backĬlient.js on server2: We were allowed to import x of item y, run command /c remote.call("clusterio", "importMany", "") Server2: get-chest is empty, write a request to fileĬlient.js on server2: Request file has stuff in it, parse and send a request to master for more items of that type Master: server1 gave us stuff, store it in the storage and write some statistics Server1: Chest has stuff in it, write the contents to a file and delete them from the game worldĬlient.js on server1: File has stuff in it, parse and send to the master for storage Sending an item from one server to another takes this path: This gives us a very bug free and predictable game, but doesn't allow us cool stuff such as internet communication.Ĭlusterio exploits one of the games logging features, game.write_file and RCON to communicate between servers. Traditional factorio mods have always been limited by the games deterministic design. There can be any number of clients connected to each slave, and any number of slaves connected to a master but there can only be one master server in each cluster. Reporting of graphs and UPS on master interface Inventory combinator to display item levels in the cluster (and epoch time) If you want to connect to a clusterio cluster, please reffer to the client Table of contents
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