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Guides and tips · Clash Verge Rev roundup
Clash Tutorials Blog

Deep dives into Clash configuration: importing subscriptions, splitting traffic by rules, running TUN mode, and the practical details that separate a working setup from a smooth one. Subscription import failures, rule-set updates and node switching in Clash Verge Rev show up here more than anywhere else.

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Clash Troubleshooting · 18 articles

18 articles covering Clash troubleshooting, from fundamentals to hands-on steps. Read them in order or jump straight to the part you need.

Troubleshooting

<strong>npm</strong>, <strong>pnpm</strong>, and <strong>yarn</strong> behind restricted networks often mix fast <strong>registry.npmjs.org</strong> probes with stalled <strong>tarball HTTPS</strong> GETs ending in <strong>ETIMEDOUT</strong>: fence npmjs-shaped hosts ahead of GEOIP; keep competent domestic mirrors DIRECT; tune TUN, DNS fake-ip alignment, Mihomo logs, and concurrency before blindly rotating nodes.

Troubleshooting

Discord Windows client update stuck at 0% or voice drops behind Clash: TUN capture versus browser-only proxy, DNS fake-ip alignment, log-first DOMAIN-SUFFIX for discord.com and discord.media-shaped CDN before GEOIP, DISCORD_APP versus DISCORD_MEDIA groups, UDP RTP WebRTC path and NAT—methodology like Epic or Steam launcher guides with Discord host evidence, not recycled steampowered lists.

Troubleshooting

Mainland portals slow through proxy despite GEOIP snippets: greedy DOMAIN-KEYWORD or RULE-SET rows before GEOIP cn DIRECT, MATCH miswired to flaky groups, DNS fake-ip vs resolver fallback bypassing Mihomo—not Sniffer-first streaming tweaks; first-match reordering, GEOIP positioning, RULE-PROVIDER merge audits, QUIC and IPv6 edge cases versus browser-only TUN guide.

Troubleshooting

Steam store blank or download at 0 B/s while the browser works through Clash: TUN vs system proxy for the thick client, DNS and fake-ip alignment, log-first DOMAIN-SUFFIX for steampowered and steamstatic ahead of GEOIP, slow-download vs region mirrors, UDP and NAT for multiplayer, SteamWebHelper on Windows, verification checklist—gaming platform and UDP, not streaming or AI tool domain recycling.

Troubleshooting

Clash on Windows fails after install or update with port 7890 or mixed-port already in use: netstat and Get-NetTCPConnection to PID, Task Manager mapping, free the listener or edit YAML mixed-port and system proxy, external-controller and duplicate-instance notes, WSL2 and Docker pointer—user-intent port conflict guide, not Allow LAN or TUN repeats.

Troubleshooting

Clash “global” but only the browser works: system proxy as voluntary HTTP/SOCKS versus Mihomo TUN at the IP layer, Windows WinINET vs WinHTTP and UWP loopback to localhost proxies, macOS Network Extension approval, firewall and competing VPN conflicts, rule order still hitting DIRECT, and pointers to TUN guide and Verge—not WSL2 or Docker.

Troubleshooting

Clash works in the browser but docker pull and builds fail: point Docker Desktop HTTP/HTTPS proxy at the local mixed port, separate WSL2 backend behavior on Windows from engine settings, pass HTTP_PROXY into containers and BuildKit build-args, and tell registry timeouts from routing issues using our WSL2 guide when the whole Linux side is offline.

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