Minetest server error "Failed to bind socket ..."

Snake
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Posts: 8
Joined: Fri Oct 09, 2015 13:51

Minetest server error "Failed to bind socket ..."

by Snake » Fri Oct 09, 2015 14:00

Hi to everybody, im new in this comunity and i am trying create a minetest server, i had done the steps of wiki but when i run "minetestserver" in terminal show me this error:

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ERROR[main]: ERROR: An unhandled exception occurred: Failed to bind socket (port already in use?)


My minetest.conf is the next:

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#    This file is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    Further documentation:
#    http://wiki.minetest.net/

#    NOTE: This file might not be up-to-date, refer to the
#    defaultsettings.cpp file for an up-to-date list:
#    https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp

#    A vim command to convert most of defaultsettings.cpp to conf file format:
#    :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
#    Note: Some of the settings are implemented in Lua.

#
#    Client and server
#

#    Name of player, on a server this is the main admin
name = Snake

#
#    Client stuff
#

#    Port to connect to (UDP)
remote_port = 30002

#    Key mappings.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I

#    Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_cinematic = KEY_F8
#keymap_screenshot = KEY_F12

#    If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false

#    Double-tapping the jump key toggles fly mode
#doubletap_jump = false

#    If false aux1 is used to fly fast
#always_fly_fast = true

#    Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR

#    If set to true, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false

#    Minimum FPS.
#    The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#fps_max = 60

#    Maximum FPS when game is paused
#pause_fps_max = 20

#    The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35

#    Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#fsaa = 0

#    Vertical synchronization
#vsync = false

#    Field of view in degrees
#fov = 72

#    Address to connect to (#blank = start local server)
#address =

#    Enable random user input, for testing
#random_input = false

#    Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600

#    Maximum number of mapblocks for client to be kept in memory
#    Set to -1 for unlimited amount
#client_mapblock_limit = 5000

#    Whether to fog out the end of the visible area
#enable_fog = true

#    Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false

#    Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false

#    Max liquids processed per step
#liquid_loop_max = 100000

#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#liquid_queue_purge_time = 0

#    Liquid update interval in seconds
#liquid_update = 1.0

#    Leaves style:
#     fancy  - all faces visible
#     simple - only outer faces, if defined special_tiles are used
#     opaque - disable transparency
#leaves_style = fancy

#    Connects glass if supported by node
#connected_glass = false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#smooth_lighting = true

#    Adjust the gamma encoding for the light tables. Valid values are in the range
#    1.0 to 3.0 (inclusive); lower numbers are brighter.  This setting is for the
#    client only and is ignored by the server
#display_gamma = 1.8

# Path to texture directory. All textures are first searched from here.
#texture_path =

#    Video back-end.
#    Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl

#    Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false

#    Continuous forward movement (for testing)
#continuous_forward = false

#    Enable cinematic mode
#cinematic = false

#    Camera smoothing - smooths rotation of camera. 0 is no smoothing.
#    Must be equal to or greater than 0, and less than 1.
#camera_smoothing = 0.0

#    Camera smoothing when in cinematic mode
#cinematic_camera_smoothing = 0.7

#    Fast movement (keymap_special1)
#fast_move = false

#    Invert mouse
#invert_mouse = false

#    Enable/disable clouds
#enable_clouds = true

#    Height on which clouds are appearing
#cloud_height = 120

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#cloud_radius = 12

#    Use 3D cloud look instead of flat
#enable_3d_clouds = true

#    Use a cloud animation for the main menu background
#menu_clouds = true

#    Path for screenshots
#screenshot_path =

#    Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0

#    Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0

#    3d support.
#    Currently:
#        "none"       = no 3d output.
#        "anaglyph"   = cyan/magenta color 3d.
#        "interlaced" = odd/even line based polarisation screen support.
#        "topbottom"  = split screen top/bottom.
#        "sidebyside" = split screen side by side.
#3d_mode = none

#    Strength of parallax
#3d_parallax_strength = 0.025

#    In-game chat console background color (R,G,B)
#console_color = (0,0,0)

#    In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200

#    Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)

#    Crosshair color (R,G,B)
#crosshair_color = (255,255,255)

#    Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255

#    Scale gui by a user specified value
#    Use a nearest-neighbor-anti-alias filter to scale the GUI.
#    This will smooth over some of the rough edges, and blend
#    pixels when scaling down, at the cost of blurring some
#    edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0

#    When gui_scaling_filter is true, all GUI images need to be
#    filtered in software, but some images are generated directly
#    to hardware (e.g. render-to-texture for nodes in inventory).
#gui_scaling_filter = false

#    When gui_scaling_filter_txr2img is true, copy those images
#    from hardware to software for scaling.  When false, fall back
#    to the old scaling method, for video drivers that don't
#    propery support downloading textures back from hardware.
#gui_scaling_filter_txr2img = true

#    Sensitivity multiplier
#mouse_sensitivity = 0.2

#    Sound settings
#enable_sound = true
#sound_volume = 0.7

#    Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true

#    Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2

#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0

#    Save the map received by the client on disk
#enable_local_map_saving = false

#    Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false

#    Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false

#    Filtered textures can blend RGB values with fully-transparent neighbors,
#    which PNG optimizers usually discard, sometimes resulting in a dark or
#    light edge to transparent textures.  Apply this filter to clean that up
#    at texture load time.
#texture_clean_transparent = false

#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#texture_min_size = 64

#    Set to true to pre-generate all item visuals
#preload_item_visuals = false

#    Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true

#    Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false

#    Set to true enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping enabled.
#generate_normalmaps = false

#    Strength of generated normalmaps
#normalmaps_strength = 0.6

#    Defines sampling step of texture (0 - 2).
#    A higher value results in smoother normal maps.
#normalmaps_smooth = 0

#    0 = parallax occlusion with slope information (faster)
#    1 = relief mapping (slower, more accurate)
#parallax_occlusion_mode = 1

#    Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false

#    Number of parallax occlusion iterations
#parallax_occlusion_iterations = 4

#    Overall scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08

#    Overall bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04

#    Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false

#    Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0

#    Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false

#    Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false

#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#ambient_occlusion_gamma = 2.2

#    Enables caching of facedir rotated meshes
#enable_mesh_cache = false

#    Enables minimap
#enable_minimap = true

#    true - round shape, false - square
#minimap_shape_round = true

#    true = 256, false = 128
#    useable to make minimap smoother on slower machines
#minimap_double_scan_height = true

#    The time in seconds it takes between repeated
#    right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25

#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true

#    Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72

#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#curl_timeout = 5000

#    Limits number of parallel HTTP requests. Affects:
#        Media fetch if server uses remote_media setting.
#        Serverlist download and server announcement.
#        Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#curl_parallel_limit = 8

#    Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000

#    Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true

#    Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt

#    Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true

#    Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15

#    Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1

#    Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15

#    This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128

#
#    Server stuff
#

#    Network port to listen (UDP)
port = 30002

#    Bind address
bind_address = hispagnu.no-ip.org

#    Name of server
server_name = Servidor oficial de HispaGNU Minetest

#    Description of server
server_description = Servidor oficial de HispaGNU Minetest

#    Domain name of server
server_address = http://hispagnu.no-ip.org

#    Homepage of server
server_url = http://hispagnu.no-ip.org

#    Automaticaly report to masterserver
#server_announce = 0

#    Announce to this masterserver.
#    If you want to announce your ipv6 address - use  serverlist_url = v6.servers.minetest.net.
serverlist_url = servers.minetest.net

#    Default game (default when creating a new world)
default_game = minetest

#    World directory (everything in the world is stored here)
map-dir = /home/minetest/.minetest/world

#    Message of the Day
motd = ¡Bienvenido al servidor oficial de HispaGNU!

#    Maximum number of players connected simultaneously
#max_users = 15

#    Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false

#    Time in seconds for item entity to live. Default value: 900s.
#    Setting it to -1 disables the feature.
#item_entity_ttl = 900

#    Set to true to enable creative mode (unlimited inventory)
#creative_mode = false

#    Enable players getting damage and dying
#enable_damage = false

#    A chosen map seed for a new map, leave empty for random
fixed_map_seed = 15

#    Gives some stuff to players at the beginning
#give_initial_stuff = false

#    New users need to input this password
default_password =

#    Available privileges: interact, shout, teleport, settime, privs, ...
#    See /privs in game for a full list on your server and mod configuration.
default_privs = interact, shout, give, teleport, bring

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true

#    Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0

#    Whether to enable players killing each other
#enable_pvp = true

#    If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0

#    If true, new players cannot join with an empty password
#disallow_empty_password = false

#    If true, disable cheat prevention in multiplayer
#disable_anticheat = false

#    If true, actions are recorded for rollback
#    This option is only read when server starts
#enable_rollback_recording = false

#    Handling for deprecated lua api calls:
#        "legacy" = (try to) mimic old behaviour (default for release).
#        "log"    = mimic and log backtrace of deprecated call (default for debug).
#        "error"  = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy

#    A message to be displayed to all clients when the server shuts down
#kick_msg_shutdown = Server shutting down.

#    A message to be displayed to all clients when the server crashes
#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.

#    Whether to ask clients to reconnect after a (lua) crash.
#    Set this to true if your server is set up to restart automatically.
#ask_reconnect_on_crash = false

#    Mod profiler
#mod_profiling = false

#    Detailed mod profile data
#detailed_profiling = false

#    Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false

#    From how far client knows about objects
#active_object_send_range_blocks = 3

#    How large area of blocks are subject to the active block stuff.
#    Active = objects are loaded and ABMs run.
#active_block_range = 2

#    How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10

#    How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6

#    Where the map generator stops.
#    Please note:
#      * Limited to 31000 (setting above has no effect)
#      * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
#      * Those groups have an offset of -32, -32 nodes from the origin.
#      * Only groups which are within the map_generation_limit are generated
#map_generation_limit = 31000

#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between sqlite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096

#    Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16

#    Interval of sending time of day to clients
#time_send_interval = 5

#    Controls length of day/night cycle.
#    72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72

#    How much the server will wait before unloading unused MapBlocks.
#    Higher value is smoother, but will use more RAM.
#server_unload_unused_data_timeout = 29

#    Maximum number of statically stored objects in a block
#max_objects_per_block = 49

#    Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3

#    http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2

#    To reduce lag, block transfers are slowed down when a player is building something.
#    This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0

#    Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1

#    Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false

#    Specifies URL from which client fetches media instead of using UDP.
#    $filename should be accessible from $remote_media$filename via cURL
#    (obviously, remote_media should end with a slash).
#    Files that are not present would be fetched the usual way.
#remote_media =

#    Level of logging to be written to debug.txt:
#    0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2

#    Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256

#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32

#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32

#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#num_emerge_threads = 1

#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#max_packets_per_iteration = 1024

#    Enable/disable IPv6
#enable_ipv6 = true

#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#ipv6_server = false

#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url  = https://forum.minetest.net/mmdb/mod/*/

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true

#    Override language. When no value is provided (default) system language is used.
#    Check "locale" directory for the list of available translations.
#language =

#
#    Physics stuff
#

#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81

#
#    Mapgen stuff
#

#    Name of map generator to be used.
#    Currently supported: v5, v6, v7, singlenode.
#mg_name = v6

#    Water surface level of map
#water_level = 1

#    Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5

#    Global map generation attributes.
#    Currently supported: trees, caves, flat, dungeons, light.
#    Flags that are not specified in the flag string are not modified from the default.
#    To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
#    'trees' and 'flat' flags only have effect in mgv6.
#mg_flags = trees, caves, dungeons, light

#    Map generation attributes specific to Mapgen V6.
#    Currently supported: jungles, biomeblend, mudflow, snowbiomes.
#    When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes

#    Controls size of deserts and beaches in Mapgen V6
#    When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15

#    Map generation attributes specific to Mapgen V7.
#    Currently supported: mountains, ridges.
#    'ridges' are the rivers.
#mgv7_spflags = mountains, ridges

#    Perlin noise attributes for different map generation parameters.
#    Noise parameters can be specified as a set of positional values:
#    Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
#    For example:
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#    Or the new group format can be used instead, for example:
#mgv6_np_terrain_base = {
#    offset      = -4
#    scale       = 20
#    spread      = (250, 250, 250)
#    seed        = 82341
#    octaves     = 5
#    persistence = 0.6
#    lacunarity  = 2.0
#    flags       = "defaults"
#}
#    Only the group format supports noise flags which are needed for eased noise.
#    Mgv5 uses eased noise for np_ground so this is shown in group format,
#    other noise parameters are shown in positional format to save space.

#    Noise parameters for biome API temperature, humidity and biome blend
#mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
#mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
#mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
#mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0

#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
#    offset      = 0
#    scale       = 40
#    spread      = (80, 80, 80)
#    seed        = 983240
#    octaves     = 4
#    persistence = 0.55
#    lacunarity  = 2.0
#    flags       = "eased"
#}

#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
#mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#    Prevent mods from doing insecure things like running shell commands.
#secure.enable_security = false

#    Comma-separated list of trusted mods that are allowed to access insecure
#    functions even when mod security is on (via request_insecure_environment()).
#secure.trusted_mods =


I had try with other ports but show me the same error.

Thanks.

PD: My server is a Debian 8 (linux) and the minetest version is 0.4.10.
 

User avatar
Krock
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Posts: 3598
Joined: Thu Oct 03, 2013 07:48
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Re: Minetest server error "Failed to bind socket ..."

by Krock » Fri Oct 09, 2015 14:22

Is there any firewall that could block Minetest?
Also, did you try the latest 0.4.13 version?
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

Snake
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Posts: 8
Joined: Fri Oct 09, 2015 13:51

Re: Minetest server error "Failed to bind socket ..."

by Snake » Fri Oct 09, 2015 14:24

Krock wrote:Is there any firewall that could block Minetest?
Also, did you try the latest 0.4.13 version?


Thanks for response.

I only have a router, in router i had redirect the port and i open the port in linux server with iptables.

I try 0.4.13 in my desktop pc with the same minetest.conf and show the same error.
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
GitHub: melzua
IRC: melzua
In-game: melzua

Re: Minetest server error "Failed to bind socket ..."

by Ivà » Fri Oct 09, 2015 18:01

Comment the remote_port option:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
#    Port to connect to (UDP)
#remote_port = 30002

and try again.
 

User avatar
maikerumine
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Posts: 946
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: Minetest server error "Failed to bind socket ..."

by maikerumine » Fri Oct 09, 2015 18:34

Snake wrote:Hi to everybody, im new in this comunity and i am trying create a minetest server, i had done the steps of wiki but when i run "minetestserver" in terminal show me this error:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
ERROR[main]: ERROR: An unhandled exception occurred: Failed to bind socket (port already in use?)


My minetest.conf is the next:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
#    This file is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    Further documentation:
#    http://wiki.minetest.net/

#    NOTE: This file might not be up-to-date, refer to the
#    defaultsettings.cpp file for an up-to-date list:
#    https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp

#    A vim command to convert most of defaultsettings.cpp to conf file format:
#    :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
#    Note: Some of the settings are implemented in Lua.

#
#    Client and server
#

#    Name of player, on a server this is the main admin
name = Snake

#
#    Client stuff
#

#    Port to connect to (UDP)
remote_port = 30002

#    Key mappings.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I

#    Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_cinematic = KEY_F8
#keymap_screenshot = KEY_F12

#    If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false

#    Double-tapping the jump key toggles fly mode
#doubletap_jump = false

#    If false aux1 is used to fly fast
#always_fly_fast = true

#    Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR

#    If set to true, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false

#    Minimum FPS.
#    The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#fps_max = 60

#    Maximum FPS when game is paused
#pause_fps_max = 20

#    The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35

#    Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#fsaa = 0

#    Vertical synchronization
#vsync = false

#    Field of view in degrees
#fov = 72

#    Address to connect to (#blank = start local server)
#address =

#    Enable random user input, for testing
#random_input = false

#    Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600

#    Maximum number of mapblocks for client to be kept in memory
#    Set to -1 for unlimited amount
#client_mapblock_limit = 5000

#    Whether to fog out the end of the visible area
#enable_fog = true

#    Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false

#    Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false

#    Max liquids processed per step
#liquid_loop_max = 100000

#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#liquid_queue_purge_time = 0

#    Liquid update interval in seconds
#liquid_update = 1.0

#    Leaves style:
#     fancy  - all faces visible
#     simple - only outer faces, if defined special_tiles are used
#     opaque - disable transparency
#leaves_style = fancy

#    Connects glass if supported by node
#connected_glass = false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#smooth_lighting = true

#    Adjust the gamma encoding for the light tables. Valid values are in the range
#    1.0 to 3.0 (inclusive); lower numbers are brighter.  This setting is for the
#    client only and is ignored by the server
#display_gamma = 1.8

# Path to texture directory. All textures are first searched from here.
#texture_path =

#    Video back-end.
#    Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl

#    Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false

#    Continuous forward movement (for testing)
#continuous_forward = false

#    Enable cinematic mode
#cinematic = false

#    Camera smoothing - smooths rotation of camera. 0 is no smoothing.
#    Must be equal to or greater than 0, and less than 1.
#camera_smoothing = 0.0

#    Camera smoothing when in cinematic mode
#cinematic_camera_smoothing = 0.7

#    Fast movement (keymap_special1)
#fast_move = false

#    Invert mouse
#invert_mouse = false

#    Enable/disable clouds
#enable_clouds = true

#    Height on which clouds are appearing
#cloud_height = 120

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#cloud_radius = 12

#    Use 3D cloud look instead of flat
#enable_3d_clouds = true

#    Use a cloud animation for the main menu background
#menu_clouds = true

#    Path for screenshots
#screenshot_path =

#    Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0

#    Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0

#    3d support.
#    Currently:
#        "none"       = no 3d output.
#        "anaglyph"   = cyan/magenta color 3d.
#        "interlaced" = odd/even line based polarisation screen support.
#        "topbottom"  = split screen top/bottom.
#        "sidebyside" = split screen side by side.
#3d_mode = none

#    Strength of parallax
#3d_parallax_strength = 0.025

#    In-game chat console background color (R,G,B)
#console_color = (0,0,0)

#    In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200

#    Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)

#    Crosshair color (R,G,B)
#crosshair_color = (255,255,255)

#    Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255

#    Scale gui by a user specified value
#    Use a nearest-neighbor-anti-alias filter to scale the GUI.
#    This will smooth over some of the rough edges, and blend
#    pixels when scaling down, at the cost of blurring some
#    edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0

#    When gui_scaling_filter is true, all GUI images need to be
#    filtered in software, but some images are generated directly
#    to hardware (e.g. render-to-texture for nodes in inventory).
#gui_scaling_filter = false

#    When gui_scaling_filter_txr2img is true, copy those images
#    from hardware to software for scaling.  When false, fall back
#    to the old scaling method, for video drivers that don't
#    propery support downloading textures back from hardware.
#gui_scaling_filter_txr2img = true

#    Sensitivity multiplier
#mouse_sensitivity = 0.2

#    Sound settings
#enable_sound = true
#sound_volume = 0.7

#    Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true

#    Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2

#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0

#    Save the map received by the client on disk
#enable_local_map_saving = false

#    Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false

#    Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false

#    Filtered textures can blend RGB values with fully-transparent neighbors,
#    which PNG optimizers usually discard, sometimes resulting in a dark or
#    light edge to transparent textures.  Apply this filter to clean that up
#    at texture load time.
#texture_clean_transparent = false

#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#texture_min_size = 64

#    Set to true to pre-generate all item visuals
#preload_item_visuals = false

#    Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true

#    Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false

#    Set to true enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping enabled.
#generate_normalmaps = false

#    Strength of generated normalmaps
#normalmaps_strength = 0.6

#    Defines sampling step of texture (0 - 2).
#    A higher value results in smoother normal maps.
#normalmaps_smooth = 0

#    0 = parallax occlusion with slope information (faster)
#    1 = relief mapping (slower, more accurate)
#parallax_occlusion_mode = 1

#    Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false

#    Number of parallax occlusion iterations
#parallax_occlusion_iterations = 4

#    Overall scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08

#    Overall bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04

#    Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false

#    Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0

#    Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false

#    Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false

#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#ambient_occlusion_gamma = 2.2

#    Enables caching of facedir rotated meshes
#enable_mesh_cache = false

#    Enables minimap
#enable_minimap = true

#    true - round shape, false - square
#minimap_shape_round = true

#    true = 256, false = 128
#    useable to make minimap smoother on slower machines
#minimap_double_scan_height = true

#    The time in seconds it takes between repeated
#    right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25

#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true

#    Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72

#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#curl_timeout = 5000

#    Limits number of parallel HTTP requests. Affects:
#        Media fetch if server uses remote_media setting.
#        Serverlist download and server announcement.
#        Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#curl_parallel_limit = 8

#    Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000

#    Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true

#    Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt

#    Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true

#    Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15

#    Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1

#    Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15

#    This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128

#
#    Server stuff
#

#    Network port to listen (UDP)
port = 30002

#    Bind address
bind_address = hispagnu.no-ip.org

#    Name of server
server_name = Servidor oficial de HispaGNU Minetest

#    Description of server
server_description = Servidor oficial de HispaGNU Minetest

#    Domain name of server
server_address = http://hispagnu.no-ip.org

#    Homepage of server
server_url = http://hispagnu.no-ip.org

#    Automaticaly report to masterserver
#server_announce = 0

#    Announce to this masterserver.
#    If you want to announce your ipv6 address - use  serverlist_url = v6.servers.minetest.net.
serverlist_url = servers.minetest.net

#    Default game (default when creating a new world)
default_game = minetest

#    World directory (everything in the world is stored here)
map-dir = /home/minetest/.minetest/world

#    Message of the Day
motd = ¡Bienvenido al servidor oficial de HispaGNU!

#    Maximum number of players connected simultaneously
#max_users = 15

#    Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false

#    Time in seconds for item entity to live. Default value: 900s.
#    Setting it to -1 disables the feature.
#item_entity_ttl = 900

#    Set to true to enable creative mode (unlimited inventory)
#creative_mode = false

#    Enable players getting damage and dying
#enable_damage = false

#    A chosen map seed for a new map, leave empty for random
fixed_map_seed = 15

#    Gives some stuff to players at the beginning
#give_initial_stuff = false

#    New users need to input this password
default_password =

#    Available privileges: interact, shout, teleport, settime, privs, ...
#    See /privs in game for a full list on your server and mod configuration.
default_privs = interact, shout, give, teleport, bring

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true

#    Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0

#    Whether to enable players killing each other
#enable_pvp = true

#    If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0

#    If true, new players cannot join with an empty password
#disallow_empty_password = false

#    If true, disable cheat prevention in multiplayer
#disable_anticheat = false

#    If true, actions are recorded for rollback
#    This option is only read when server starts
#enable_rollback_recording = false

#    Handling for deprecated lua api calls:
#        "legacy" = (try to) mimic old behaviour (default for release).
#        "log"    = mimic and log backtrace of deprecated call (default for debug).
#        "error"  = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy

#    A message to be displayed to all clients when the server shuts down
#kick_msg_shutdown = Server shutting down.

#    A message to be displayed to all clients when the server crashes
#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.

#    Whether to ask clients to reconnect after a (lua) crash.
#    Set this to true if your server is set up to restart automatically.
#ask_reconnect_on_crash = false

#    Mod profiler
#mod_profiling = false

#    Detailed mod profile data
#detailed_profiling = false

#    Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false

#    From how far client knows about objects
#active_object_send_range_blocks = 3

#    How large area of blocks are subject to the active block stuff.
#    Active = objects are loaded and ABMs run.
#active_block_range = 2

#    How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10

#    How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6

#    Where the map generator stops.
#    Please note:
#      * Limited to 31000 (setting above has no effect)
#      * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
#      * Those groups have an offset of -32, -32 nodes from the origin.
#      * Only groups which are within the map_generation_limit are generated
#map_generation_limit = 31000

#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between sqlite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096

#    Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16

#    Interval of sending time of day to clients
#time_send_interval = 5

#    Controls length of day/night cycle.
#    72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72

#    How much the server will wait before unloading unused MapBlocks.
#    Higher value is smoother, but will use more RAM.
#server_unload_unused_data_timeout = 29

#    Maximum number of statically stored objects in a block
#max_objects_per_block = 49

#    Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3

#    http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2

#    To reduce lag, block transfers are slowed down when a player is building something.
#    This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0

#    Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1

#    Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false

#    Specifies URL from which client fetches media instead of using UDP.
#    $filename should be accessible from $remote_media$filename via cURL
#    (obviously, remote_media should end with a slash).
#    Files that are not present would be fetched the usual way.
#remote_media =

#    Level of logging to be written to debug.txt:
#    0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2

#    Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256

#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32

#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32

#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#num_emerge_threads = 1

#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#max_packets_per_iteration = 1024

#    Enable/disable IPv6
#enable_ipv6 = true

#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#ipv6_server = false

#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url  = https://forum.minetest.net/mmdb/mod/*/

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true

#    Override language. When no value is provided (default) system language is used.
#    Check "locale" directory for the list of available translations.
#language =

#
#    Physics stuff
#

#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81

#
#    Mapgen stuff
#

#    Name of map generator to be used.
#    Currently supported: v5, v6, v7, singlenode.
#mg_name = v6

#    Water surface level of map
#water_level = 1

#    Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5

#    Global map generation attributes.
#    Currently supported: trees, caves, flat, dungeons, light.
#    Flags that are not specified in the flag string are not modified from the default.
#    To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
#    'trees' and 'flat' flags only have effect in mgv6.
#mg_flags = trees, caves, dungeons, light

#    Map generation attributes specific to Mapgen V6.
#    Currently supported: jungles, biomeblend, mudflow, snowbiomes.
#    When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes

#    Controls size of deserts and beaches in Mapgen V6
#    When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15

#    Map generation attributes specific to Mapgen V7.
#    Currently supported: mountains, ridges.
#    'ridges' are the rivers.
#mgv7_spflags = mountains, ridges

#    Perlin noise attributes for different map generation parameters.
#    Noise parameters can be specified as a set of positional values:
#    Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
#    For example:
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#    Or the new group format can be used instead, for example:
#mgv6_np_terrain_base = {
#    offset      = -4
#    scale       = 20
#    spread      = (250, 250, 250)
#    seed        = 82341
#    octaves     = 5
#    persistence = 0.6
#    lacunarity  = 2.0
#    flags       = "defaults"
#}
#    Only the group format supports noise flags which are needed for eased noise.
#    Mgv5 uses eased noise for np_ground so this is shown in group format,
#    other noise parameters are shown in positional format to save space.

#    Noise parameters for biome API temperature, humidity and biome blend
#mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
#mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
#mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
#mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0

#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
#    offset      = 0
#    scale       = 40
#    spread      = (80, 80, 80)
#    seed        = 983240
#    octaves     = 4
#    persistence = 0.55
#    lacunarity  = 2.0
#    flags       = "eased"
#}

#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
#mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#    Prevent mods from doing insecure things like running shell commands.
#secure.enable_security = false

#    Comma-separated list of trusted mods that are allowed to access insecure
#    functions even when mod security is on (via request_insecure_environment()).
#secure.trusted_mods =


I had try with other ports but show me the same error.

Thanks.

PD: My server is a Debian 8 (linux) and the minetest version is 0.4.10.


Sometime this can also happen if you run two server sessions of minetest.
 

Snake
New member
 
Posts: 8
Joined: Fri Oct 09, 2015 13:51

Re: Minetest server error "Failed to bind socket ..."

by Snake » Fri Oct 09, 2015 18:54

Ivà wrote:Comment the remote_port option:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
#    Port to connect to (UDP)
#remote_port = 30002

and try again.


Thanks but i did try it but show the same error :(

maikerumine wrote:
Snake wrote:Hi to everybody, im new in this comunity and i am trying create a minetest server, i had done the steps of wiki but when i run "minetestserver" in terminal show me this error:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
ERROR[main]: ERROR: An unhandled exception occurred: Failed to bind socket (port already in use?)


My minetest.conf is the next:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
#    This file is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    Further documentation:
#    http://wiki.minetest.net/

#    NOTE: This file might not be up-to-date, refer to the
#    defaultsettings.cpp file for an up-to-date list:
#    https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp

#    A vim command to convert most of defaultsettings.cpp to conf file format:
#    :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
#    Note: Some of the settings are implemented in Lua.

#
#    Client and server
#

#    Name of player, on a server this is the main admin
name = Snake

#
#    Client stuff
#

#    Port to connect to (UDP)
remote_port = 30002

#    Key mappings.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I

#    Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_cinematic = KEY_F8
#keymap_screenshot = KEY_F12

#    If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false

#    Double-tapping the jump key toggles fly mode
#doubletap_jump = false

#    If false aux1 is used to fly fast
#always_fly_fast = true

#    Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR

#    If set to true, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false

#    Minimum FPS.
#    The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#fps_max = 60

#    Maximum FPS when game is paused
#pause_fps_max = 20

#    The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35

#    Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#fsaa = 0

#    Vertical synchronization
#vsync = false

#    Field of view in degrees
#fov = 72

#    Address to connect to (#blank = start local server)
#address =

#    Enable random user input, for testing
#random_input = false

#    Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600

#    Maximum number of mapblocks for client to be kept in memory
#    Set to -1 for unlimited amount
#client_mapblock_limit = 5000

#    Whether to fog out the end of the visible area
#enable_fog = true

#    Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false

#    Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false

#    Max liquids processed per step
#liquid_loop_max = 100000

#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#liquid_queue_purge_time = 0

#    Liquid update interval in seconds
#liquid_update = 1.0

#    Leaves style:
#     fancy  - all faces visible
#     simple - only outer faces, if defined special_tiles are used
#     opaque - disable transparency
#leaves_style = fancy

#    Connects glass if supported by node
#connected_glass = false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#smooth_lighting = true

#    Adjust the gamma encoding for the light tables. Valid values are in the range
#    1.0 to 3.0 (inclusive); lower numbers are brighter.  This setting is for the
#    client only and is ignored by the server
#display_gamma = 1.8

# Path to texture directory. All textures are first searched from here.
#texture_path =

#    Video back-end.
#    Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl

#    Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false

#    Continuous forward movement (for testing)
#continuous_forward = false

#    Enable cinematic mode
#cinematic = false

#    Camera smoothing - smooths rotation of camera. 0 is no smoothing.
#    Must be equal to or greater than 0, and less than 1.
#camera_smoothing = 0.0

#    Camera smoothing when in cinematic mode
#cinematic_camera_smoothing = 0.7

#    Fast movement (keymap_special1)
#fast_move = false

#    Invert mouse
#invert_mouse = false

#    Enable/disable clouds
#enable_clouds = true

#    Height on which clouds are appearing
#cloud_height = 120

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#cloud_radius = 12

#    Use 3D cloud look instead of flat
#enable_3d_clouds = true

#    Use a cloud animation for the main menu background
#menu_clouds = true

#    Path for screenshots
#screenshot_path =

#    Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0

#    Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0

#    3d support.
#    Currently:
#        "none"       = no 3d output.
#        "anaglyph"   = cyan/magenta color 3d.
#        "interlaced" = odd/even line based polarisation screen support.
#        "topbottom"  = split screen top/bottom.
#        "sidebyside" = split screen side by side.
#3d_mode = none

#    Strength of parallax
#3d_parallax_strength = 0.025

#    In-game chat console background color (R,G,B)
#console_color = (0,0,0)

#    In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200

#    Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)

#    Crosshair color (R,G,B)
#crosshair_color = (255,255,255)

#    Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255

#    Scale gui by a user specified value
#    Use a nearest-neighbor-anti-alias filter to scale the GUI.
#    This will smooth over some of the rough edges, and blend
#    pixels when scaling down, at the cost of blurring some
#    edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0

#    When gui_scaling_filter is true, all GUI images need to be
#    filtered in software, but some images are generated directly
#    to hardware (e.g. render-to-texture for nodes in inventory).
#gui_scaling_filter = false

#    When gui_scaling_filter_txr2img is true, copy those images
#    from hardware to software for scaling.  When false, fall back
#    to the old scaling method, for video drivers that don't
#    propery support downloading textures back from hardware.
#gui_scaling_filter_txr2img = true

#    Sensitivity multiplier
#mouse_sensitivity = 0.2

#    Sound settings
#enable_sound = true
#sound_volume = 0.7

#    Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true

#    Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2

#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0

#    Save the map received by the client on disk
#enable_local_map_saving = false

#    Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false

#    Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false

#    Filtered textures can blend RGB values with fully-transparent neighbors,
#    which PNG optimizers usually discard, sometimes resulting in a dark or
#    light edge to transparent textures.  Apply this filter to clean that up
#    at texture load time.
#texture_clean_transparent = false

#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#texture_min_size = 64

#    Set to true to pre-generate all item visuals
#preload_item_visuals = false

#    Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true

#    Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false

#    Set to true enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping enabled.
#generate_normalmaps = false

#    Strength of generated normalmaps
#normalmaps_strength = 0.6

#    Defines sampling step of texture (0 - 2).
#    A higher value results in smoother normal maps.
#normalmaps_smooth = 0

#    0 = parallax occlusion with slope information (faster)
#    1 = relief mapping (slower, more accurate)
#parallax_occlusion_mode = 1

#    Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false

#    Number of parallax occlusion iterations
#parallax_occlusion_iterations = 4

#    Overall scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08

#    Overall bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04

#    Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false

#    Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0

#    Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false

#    Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false

#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#ambient_occlusion_gamma = 2.2

#    Enables caching of facedir rotated meshes
#enable_mesh_cache = false

#    Enables minimap
#enable_minimap = true

#    true - round shape, false - square
#minimap_shape_round = true

#    true = 256, false = 128
#    useable to make minimap smoother on slower machines
#minimap_double_scan_height = true

#    The time in seconds it takes between repeated
#    right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25

#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true

#    Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72

#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#curl_timeout = 5000

#    Limits number of parallel HTTP requests. Affects:
#        Media fetch if server uses remote_media setting.
#        Serverlist download and server announcement.
#        Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#curl_parallel_limit = 8

#    Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000

#    Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true

#    Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt

#    Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true

#    Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15

#    Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1

#    Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15

#    This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128

#
#    Server stuff
#

#    Network port to listen (UDP)
port = 30002

#    Bind address
bind_address = hispagnu.no-ip.org

#    Name of server
server_name = Servidor oficial de HispaGNU Minetest

#    Description of server
server_description = Servidor oficial de HispaGNU Minetest

#    Domain name of server
server_address = http://hispagnu.no-ip.org

#    Homepage of server
server_url = http://hispagnu.no-ip.org

#    Automaticaly report to masterserver
#server_announce = 0

#    Announce to this masterserver.
#    If you want to announce your ipv6 address - use  serverlist_url = v6.servers.minetest.net.
serverlist_url = servers.minetest.net

#    Default game (default when creating a new world)
default_game = minetest

#    World directory (everything in the world is stored here)
map-dir = /home/minetest/.minetest/world

#    Message of the Day
motd = ¡Bienvenido al servidor oficial de HispaGNU!

#    Maximum number of players connected simultaneously
#max_users = 15

#    Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false

#    Time in seconds for item entity to live. Default value: 900s.
#    Setting it to -1 disables the feature.
#item_entity_ttl = 900

#    Set to true to enable creative mode (unlimited inventory)
#creative_mode = false

#    Enable players getting damage and dying
#enable_damage = false

#    A chosen map seed for a new map, leave empty for random
fixed_map_seed = 15

#    Gives some stuff to players at the beginning
#give_initial_stuff = false

#    New users need to input this password
default_password =

#    Available privileges: interact, shout, teleport, settime, privs, ...
#    See /privs in game for a full list on your server and mod configuration.
default_privs = interact, shout, give, teleport, bring

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true

#    Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0

#    Whether to enable players killing each other
#enable_pvp = true

#    If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0

#    If true, new players cannot join with an empty password
#disallow_empty_password = false

#    If true, disable cheat prevention in multiplayer
#disable_anticheat = false

#    If true, actions are recorded for rollback
#    This option is only read when server starts
#enable_rollback_recording = false

#    Handling for deprecated lua api calls:
#        "legacy" = (try to) mimic old behaviour (default for release).
#        "log"    = mimic and log backtrace of deprecated call (default for debug).
#        "error"  = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy

#    A message to be displayed to all clients when the server shuts down
#kick_msg_shutdown = Server shutting down.

#    A message to be displayed to all clients when the server crashes
#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.

#    Whether to ask clients to reconnect after a (lua) crash.
#    Set this to true if your server is set up to restart automatically.
#ask_reconnect_on_crash = false

#    Mod profiler
#mod_profiling = false

#    Detailed mod profile data
#detailed_profiling = false

#    Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false

#    From how far client knows about objects
#active_object_send_range_blocks = 3

#    How large area of blocks are subject to the active block stuff.
#    Active = objects are loaded and ABMs run.
#active_block_range = 2

#    How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10

#    How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6

#    Where the map generator stops.
#    Please note:
#      * Limited to 31000 (setting above has no effect)
#      * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
#      * Those groups have an offset of -32, -32 nodes from the origin.
#      * Only groups which are within the map_generation_limit are generated
#map_generation_limit = 31000

#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between sqlite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096

#    Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16

#    Interval of sending time of day to clients
#time_send_interval = 5

#    Controls length of day/night cycle.
#    72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72

#    How much the server will wait before unloading unused MapBlocks.
#    Higher value is smoother, but will use more RAM.
#server_unload_unused_data_timeout = 29

#    Maximum number of statically stored objects in a block
#max_objects_per_block = 49

#    Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3

#    http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2

#    To reduce lag, block transfers are slowed down when a player is building something.
#    This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0

#    Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1

#    Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false

#    Specifies URL from which client fetches media instead of using UDP.
#    $filename should be accessible from $remote_media$filename via cURL
#    (obviously, remote_media should end with a slash).
#    Files that are not present would be fetched the usual way.
#remote_media =

#    Level of logging to be written to debug.txt:
#    0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2

#    Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256

#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32

#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32

#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#num_emerge_threads = 1

#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#max_packets_per_iteration = 1024

#    Enable/disable IPv6
#enable_ipv6 = true

#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#ipv6_server = false

#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url  = https://forum.minetest.net/mmdb/mod/*/

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true

#    Override language. When no value is provided (default) system language is used.
#    Check "locale" directory for the list of available translations.
#language =

#
#    Physics stuff
#

#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81

#
#    Mapgen stuff
#

#    Name of map generator to be used.
#    Currently supported: v5, v6, v7, singlenode.
#mg_name = v6

#    Water surface level of map
#water_level = 1

#    Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5

#    Global map generation attributes.
#    Currently supported: trees, caves, flat, dungeons, light.
#    Flags that are not specified in the flag string are not modified from the default.
#    To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
#    'trees' and 'flat' flags only have effect in mgv6.
#mg_flags = trees, caves, dungeons, light

#    Map generation attributes specific to Mapgen V6.
#    Currently supported: jungles, biomeblend, mudflow, snowbiomes.
#    When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes

#    Controls size of deserts and beaches in Mapgen V6
#    When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15

#    Map generation attributes specific to Mapgen V7.
#    Currently supported: mountains, ridges.
#    'ridges' are the rivers.
#mgv7_spflags = mountains, ridges

#    Perlin noise attributes for different map generation parameters.
#    Noise parameters can be specified as a set of positional values:
#    Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
#    For example:
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#    Or the new group format can be used instead, for example:
#mgv6_np_terrain_base = {
#    offset      = -4
#    scale       = 20
#    spread      = (250, 250, 250)
#    seed        = 82341
#    octaves     = 5
#    persistence = 0.6
#    lacunarity  = 2.0
#    flags       = "defaults"
#}
#    Only the group format supports noise flags which are needed for eased noise.
#    Mgv5 uses eased noise for np_ground so this is shown in group format,
#    other noise parameters are shown in positional format to save space.

#    Noise parameters for biome API temperature, humidity and biome blend
#mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
#mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
#mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
#mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0

#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
#    offset      = 0
#    scale       = 40
#    spread      = (80, 80, 80)
#    seed        = 983240
#    octaves     = 4
#    persistence = 0.55
#    lacunarity  = 2.0
#    flags       = "eased"
#}

#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
#mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#    Prevent mods from doing insecure things like running shell commands.
#secure.enable_security = false

#    Comma-separated list of trusted mods that are allowed to access insecure
#    functions even when mod security is on (via request_insecure_environment()).
#secure.trusted_mods =


I had try with other ports but show me the same error.

Thanks.

PD: My server is a Debian 8 (linux) and the minetest version is 0.4.10.


Sometime this can also happen if you run two server sessions of minetest.


I am not running two minetest servers.
 

kahrl
Member
 
Posts: 236
Joined: Fri Sep 02, 2011 07:51

Re: Minetest server error "Failed to bind socket ..."

by kahrl » Sat Oct 10, 2015 18:08

Does the hostname you set bind_address to (hispagnu.no-ip.org) resolve to an IP address that is bound to a network interface on your computer?

If your computer only has a private IP address, you will need to set bind_address to that (or leave it empty).
 

Snake
New member
 
Posts: 8
Joined: Fri Oct 09, 2015 13:51

Re: Minetest server error "Failed to bind socket ..."

by Snake » Sat Oct 10, 2015 21:44

kahrl wrote:Does the hostname you set bind_address to (hispagnu.no-ip.org) resolve to an IP address that is bound to a network interface on your computer?

If your computer only has a private IP address, you will need to set bind_address to that (or leave it empty).


Thanks! solved, i only comment the "bind_address".
 


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