#dedicated-servers
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yes
hooooowww
when I create a new game on the dedicated server it just spawns me in with tier 1
@charred hound
yes
I am confusion
there is a setting in the bottom right when creating a save
you have to do the tutorial
else no tier 0
is this a dedicated server issue ? or a known bug?
Hi, is it normal when dedicated experimental server lags so much when starting both the server and the game from Epic Launcher? It lags especially when approaching rear of the vehicle. Thank you
this is only in solo, on the create game page of the dedicated server there are no setting to skip tier 0 and begin in tier 1. It just does it.
Where's the problem?
Can you tell us a bit more about your hardware configuration?
No.
Fun fact: every player gets HUB parts. ;]
Yes, even if the HUB has already been built.
when i put conveyor lifts trough the conveyor floor hole it looks ok, and suddenly this happens from the other side of where i put the lift
@blazing halo
Processor AMD FX(tm)-8320 Eight-Core Processor
Video Card Radeon RX 580 Series
Operating System Windows 10
RAM 16 GB
Suddenly?
Dude, that sounds like a recipe for disaster. :D That CPU is ancient. 16 GB of RAM seems a bit low - especially for Experimental.
i can come back and suddenly everything looks like that, and this
Yeah the CPU is running her last. But it doesnt seem to be a CPU issue. It acts like jumping up and down her approaching the vehicle from back
Then it looks like a bug. It only affects lifts that aren't attached anywhere?
I dont have lifts yet π
It acts like jumping up and down her approaching the vehicle from back
Sorry, I didn't understand that bit.
the last picture i sent it is functional but looking like that im just wondering if it's a dedicated issue
I haven't had such issues, but... I honestly don't know.
In any case, my PC, running Windows 10, uses anywhere between 3 and 5 GB of RAM at idle. Out of 16 GB, that would leave you with about 13 GB (on average) of usable memory. Satisfactory server (u5) uses 7.5 GB of RAM, leaving 5.5 GB of free memory. The game client uses about 5 GB. On a good day, that leaves 500 MB of memory as a "buffer". On a bad day, you're out of memory and need to swap to/from disk, which is very costly in terms of performance.
If you happen to be running u6 (Experimental), you're SOL, because the Experimental DS uses about 10 GB of memory, leaving you with usable 3. The game client uses 5 GB, and you have -2 GB (that's negative two) of RAM -- meaning you're swapping like crazy.
The thing about swapping is that accessing a page that's been swapped out to disk is orders of magnitude slower than RAM - instead of the read taking microseconds, it suddenly takes 200 ms, and everything goes to shit.
You can run the dedicated server on the same machine, but it doesn't mean that you should.
Add 8 GB more RAM (or even 16 if able).
Alright. So experimental keeps crashing so I want to revert. Is there a way to make my server roll back to normal? Or do I need to Uninstall and reinstall?
I backed up my save before moving to experimental ao I'm good there
You can always install a different version into another folder with steamcmd, but otherwise it'll depend on how you're installing it in the first place (if via STEAM or Epic Launcher, you'll have to figure out how to with the UI).
As long as they're running under the same user account, they will share the save folder between them.
Sorry, I didn't say. I used steam CMD.
So since I used steam CMD, can I just run the beta installer again and it will override the experimental?
I just wipe (or rename) the folder before attempting an install.
I would not rely on steamcmd's ability to tell which files match and which don't.
On the one hand: it does have a file manifest, since it must know how to request an update delta and/or which files to verify and re-request.
On the other: it should not delete any files it doesn't recognise...
I think i/we broke the server; saves are taking 33+ seconds and people with poor connections are dropping :p
Nope. You just crossed the save-vs-timeout threshold. ;]
There are three ways to resolve this:
a) get a faster CPU (this will make saves happen faster)
b) wipe the save and start over (you can use a save editor to remove all structures without removing the learned recipes)
and c) extend the timeout beyond 30 seconds
As for extending the timeout, I haven't had to try yet, so I can't really tell you how well it'll work.
If you wish to try, find the save's configuration file Engine.ini and add (or modify) this section:
[/Script/OnlineSubsystemUtils.IpNetDriver]
InitialConnectTimeout=60.0
ConnectionTimeout=60.0
The values are in seconds, default 30.0.
If the [/Script/OnlineSubsystemUtils.IpNetDriver] section already exists, simply append these two values to the end of it.
Hmm, not sure if i can do plan A. B is a no, C. is erm tricky but could try.
What's your server CPU, by the way? I'm curious. You can also use the online save editor to make a map of your current structures - I'd love to see how much is "33+ seconds" in terms of saving. :D
Also, do keep in mind that CSS is still working on the game, and the save routine is also being worked on - so its efficiency may change over time (improve, hopefully ;P). Even with the fastest CPU in existence, there's still an upper limit to how much stuff can be going on before the save times get too long again. If you're looking at 30+ save times, you may want to consider increasing the save interval as well, so that you don't get held up for 30 seconds every 5 minutes.
CPU: Intel Xeon E5-2650v2 - 8 Cores
MEM: 16 GB
DISKSIZE: 120 GB SSD NAS
BANDWIDTH:~500Mbit/s up/down
Yes already bumped that one up. :p
Yeah, that CPU is great for multithreaded stuff, but not all that great for single-thread performance.
Not much i can do about that one though...
Yeah, I know. Still, the game wants single-thread performance.
Especially for things like saving, since the serialization that happens during is a single-thread task.
Though by the time you arrive at 1-minute save times, you'll need to do something about it.
Correction: CSS need to do somethign about it. :p
Well, true, but good luck selling that as the excuse to your players. ;P
They already know π
Still, waiting for CSS to fix it is like sitting out on the desert waiting for the rain to fall.
You could do that... or you could build a water tank.
water tank for what the tears of my players? :p
As long as you desalinate it, the plants won't care.
(hint: "building a water tank" is my way of saying "buying a faster CPU" here ;P)
Just because CSS have to fix it doesn't mean you can't do something in the intervening time.
You could try for something like the 2667 v2, or the 1660 v2. I don't know about compatibility or availability, but there's a whole list you can check out @ www.cpu-list.com/lga2011-cpu-list/eng/
(it might also be a good idea to expand to 32 GB of RAM, since DDR3 isn't all that expensive, and you probably have enough slots to go wild)
Erm it is not a phsysical system i can touch π
2667 is maybe an option, but not this weekend to much work π
Collocating?
@blazing halo Late responds; but yes it is a system i hired; could try to see if they can give me a better CPU; as far i know they also want to "sell" Satisfactory hosted servers, but they probably going to get the same problems then.
Also the .ini edit does not work π¦
Hey, since today i can no longer join my dedicated server. Myfriends can join but i get 1 of 2 errors
1: network error (the image)
2: outgoing reliable buffer overflow
I have restarted both the server and my client multiple times, tried verifying the game content to.
My network quality is on ultra.
Server log:
https://pastebin.com/raw/BiMbwC5h
My friend gets kicked when i try to join.
I do hear the spawning in sound. The player standing up or something?
sooo
quick question
any clue why signals dont work when the server restarts?
I am talking about a dedicated Server.
whenever he does a restart Path Signals dont work anymore and all the trains stop
Any way to delete my character from the map? Doesn't seem possible in the satisfactory-calculator editor.
trying it on a different device doesn't change the problem.
Trying it on another network doesn't change the problem. I guess my character is just corrupt or something
you can just find the player sitting on ground and kill it
Hey we are trying to install U6 on a own server. Static IP4 we do have etc.. We get the error message "Connection lost" when we try to connect. We checked all Ports, all are open. Firewall none.
Anyone know how to get U6 working ?
Did you change any config?
Fixed it./
I run my server, but need see logs
hey, can anyone help me with setting up a dedicated server? cus the cmd window is crashing when i wanna start the server 
ah
rinstall new server
no )
@granite crystal what do I do with the py file?
I have the steam version π
downloaded the dedicated server too
Fixed it how? By killing the character?
Yeah
drop this exe in new folder and run
what's this main.exe ?
and choise what you need
yes
i create him
He means he's the author of the software, of course.
If you have python, you can just run the .py file directly.
It's a simple server manager program. It does a number of things for you. But anyway.
Tell me more what you did, what works, what doesn't, and what happens. What tutorial did you follow?
@granite crystal ookaaay you are a legend then. you made the hole thing π
@blazing halo thanks. I'm trying to find a simple solution for myself. The guy hosting the server is in our discord and I'm basically trying to ask for help here, but it's kinda impossible to be the middle man. I showed him to the tool from Asidx and he's currently checking it out. He got U5 working now finally, trying to go for U6. Thanks for the help. I'm gonna keep trying to install a server with it myself and see if I can get it running. but playing the middle man for this dude is kinda inefficient xD
Is there a step by step guide how to launch this? trying to follow along the git readme still a little confuse
Step 1 :
Download .. download what ? the tool or download the dedicated server?
If you look at the top of the Discord channel, there's a Wiki link with step-by-step instructions on how to install the server. It should be enough to get you going without any tools.
ohh okay.. let me find this.
What is your servadmin working with? Windows? Linux?
Windows Server π
Big oof. :D
why ? π
Switched to Linux, haven't looked back. :D
Haven't touched Windows Server since 2007 or so.
I mean he actually does it professionally. but well seems like the simple stuff still gets him π
ahh okay ^^
Yeah, I've done that 3 times already. lemme try again
If not, I can jump over to yours. Got nothing better to do. :D
Fiiiinaallly . big oof, hee's coming π
α΅§βα΅§
hey
Sup my dude. What seems to be the issue?
This the guy?
We want the Dedi to run with mods.
I just lack knowledge of where to install the mods and the SML.
SML doesn't currently support the dedicated server. Currently unpossible.
Sorry.
Listenserver-only.
Ok is there another way to run dedis with mods
No.
the mods are claiming to be U6 ready. So they still don't work? Or simply not on dedicated servers?
SML came out when the DS wasn't a thing.
So it was never written with dedicated server support.
ahhhhh
It doesn't even have Linux binaries to hook into the thing. :/
So yeah, until SML is server-ready - the mods won't work with the DS.
Vanilla mods should, but they don't exist. Everything relies on SML.
(the server itself supports mods just fine, but all mods require SML, and SML does not work with the DS)
SO dedicated server only vanilla. U6, let's go
Pretty much, yeah.
Ok and U5 same?
Yup.
If you can afford an extra Satisfactory license, you can just run a game client and set the player limit to 5.
Put the "extra" player in a concrete box somewhere and forget about it. :D
Can you somehow make it energy efficient?
I wish.
So a gpu doesn't render the images all the time ?
It's something I toyed with, but sadly, it will require the GPU to run.
oki doki !
Unless you can get a driver that just renders into /dev/null or something... or, says it renders, but actually doesn't.
I dunno.
Do you happen to know of a way to deactivate day and night cycle in vanilla ?
Not a built-in option.
is that possible with a dedicated server ?
ahh ok
no even with console commands or so ?
No.
Also, cheats are explicitly removed from the game,
so that is also out.
Believe me, I came from ARK and Conan, I asked all of these questions before. :D
Dude I'm already saying to the other guys that I'm super impressed. I ask, Peng! answer in bullet speed
You can however increase inventory slots (and hand slots in u6) via .ini settings.
OK, great thanks for the information
That's about the only thing that works, that I could find - cheat-wise. :D
the only thing is that one of our players start to get headaches with the day/night cycle. Visually fatiguing.
Unfortunately - not something that was considered. It's not even in the vanilla game.
anyway, so we'll have a talk about what to do. Dedicated or electic heater in the middle of a hot summer π
You can try running it inside a VM, with a hacked GPU driver that doesn't actually render 3D.
Though good luck navigating the menu...
If it had the option to switch 3D rendering on/off...
Thanks soo much for the great help. Hmm yeah, that sounds like a neaty, nerdy solution π
Though, if you're on Win10, that might not work at all, since even the desktop needs some rendering support.
In general - meh.
You can try putting a GT210 in, or something.
if you could tell the game client to stop rendering, that'd be nice already D
It'll get an impressive 0.5fps, but it might run. xD
launch the game, open pc case, rip out gpu as fast as you can π
Yeah, I fear that it might reach never before seen speeds for crashing.
worth a laugh on a youtube video, send it to the devs π
xD
May be worth a laugh,
but is it worth a motherboard PCIe slot?
xD
You could also try running it in a x1 slot, that might also help. Or it might not work at all, hell knows.
I actually alreadys purchase a mainboard where someone actually managed to rip out a 16x pci-e slot π
only had 1 gpu so it didn't matter
Hey, if you do find a solution to this, let me know! I've been looking for a solution for a while now.
but it's possible ^^
sure! we were wondering how nitrado does it with the mods then. or maybe that's false information
From what I know, it's false information.
Either that, or they got the SML source code, rebuilt it for the DS somehow,
and are sitting on it like the motherfuckers they are, instead of releasing it to the community.
:)
hahaha
I mean, that's actually something people could sue them for, I think.
But these guys already do underhanded stuff, so I wouldn't put it past them.
if you have enough cash and nerves π
They could also be claiming that their servers support mods
because technically they do
It's not that the DS doesn't support mods.
It's the other way around. :D
The mods don't support the DS. :D
Skip http(s)
wouplsiii no links allowed ?
bruh, kinda looks like they have it actually working
hmm ok. I click the link: how to install mods on your dedicated server. get the payment screen.
they probably do it over their UI stuff. Seems like you are right bud. Guess they figured out the secret sauce!
Sure π
I think this is rather conclusive.
haha... what are the odds, your little nitrado joke was actually gold on point
Mods do not work on dedicated servers yet. Dediserver support requires work and time, but it is coming π! Just don't ask for ETAs please. For more info, read the faq about dediservers.
Note: If a hosting service tells you they can make mods work, they are not telling the truth. Mods have to be built for these platforms, and they are not able to rebuild our stuff because that tooling comes from us.
(emphasis mine)
Okay, but we have a dude here that acutally already played u5 with nitrado and smm mods
And the SML guys say they don't support the DS.
he just selects the steam ids in the Ui, restarts the server, nitrado installs everthing and is able to play the mods on nitrado servers
xD
Seriously. I see these options:
a) Nitrado (and this guy you mentioned) are lying bastards
b) Nitrado built their own tools and aren't releasing them to the community - which, while a bit faggy, is well within their rights...
c) Nitrado ripped SML off, somehow, and need to answer for this
xD
yeah we are ripping him apart in our interrogation xD
think he is talking about steam mods....
We are purchasing a nitrado server now and test it
Yeah, SF doesn't support the Steam Workshop just yet, so that would be a heaping pile of bull||shit||.
anyway. couple $ spent. We'll know in a couple minutes
Keep me updated, please.
probably you are right
Oh, there's also option D
xD
D as in CSS are D||ICKS|| and helped Nitrado out somehow
but I don't see it happening...
nice site π€£
yeah, theoretically they could still use the sml code, modifiy it and use it. They are not redistributing sml code so they also wouldn't have to publish their modifications under GLP3 license. You can download blender and change it in any way or form and use it for your own purposes.
It'd probably be a good cash cow for them but I don't think they have it running. Anyways we'll see it in a couple mins.
They wouldn't have to, true, but I wonder how their mods work without giving you access to their mod loader.
(the game expects mods to be the exact same between server and client)
And if they are giving you the loader, they also have to provide the source code for it. And that is irrelevant of any fees they charge for your use of their services, or whatever.
If they wanted to, they could simply offer to mail it to you on floppy disks... with air cargo postage, or something, to make it as expensive and difficult-to-use as would be humanly possible.
Still, someone would swallow those fees, just to re-release it for the community.
Well?
@blazing halo
little bit updated, they actually even show SMM!
scammy dudes over at nitrado
WELL THEN... xD
So it seems Nitrado really doesn't have a level that is too low...
I mean, I knew they were scummy, but damn that's a new low...
I hope you went through their refund process, just to drive the point home?
(since they seem to be advertising a service they can't actually offer)
Damn, I wish we could have some sort of a blacklist, or something...
At least Satisfactory doesn't actually have an ad for Nitrado in-game (like some other games do...).
Yeah they really make it look like there is full modding support.
And the in game ads are really stupid.
I also find 29 euros a lot of money for a single game server π . At least comparing to hetzner pricing for a full dedicated (root) server...
I'm actually wondering if it's even legal for them to make it seem like they do have mod support, without putting up a disclaimer (even in goddamn small print!) that this functionality is not available yet.
BEFORE asking for your card's details, as in.
Since nobody is going to sue them over it they most likely won't even care if it's legal or not
And they never acually say "we support modding for this game"
Seeing as they're in Germany (and thus, the EU), I think we can get them on the hook for this.
But they do say this:
But it'd have to be reported in Germany, I think... The EU website basically tells me that individual countries are responsible for their shares of the market.
With a link to the nitrado satisfactory servers
They do. And while they don't outright claim to support mods, the entire page is designed to imply that they do, and to convert it to a sales lead.
Which, at least in the EU, isn't exactly legal.
I'm saving a snapshot of that ad page in the Web Archive.
Meh, I can't link it.
Yeah, no, I can't,
because a part of the link further down (a very important part, actually) also has "https" in it
But I can do this: bit.ly/3PRKDHq
How do I join server
In the game's main menu, select Server Manager, add your server via the provided UI, and once it's connected (and you've authenticated, if necessary) - click on Join.
yeah, the mod installation guide is legit, except for the claim of mods on dediservers
i mean, yeah, you can install them, but fuck all is going to work lol
i have passed this on to the rest of the mod server team
so did they fix the massive ram consumption that happened when starting with the new update?
How do you mean?
when the new experimental came out, it was consuming like 8-10gig of ram during boot
i mean during first log in
Yeah. Because, well, u6 requires about 10 G to run, where u5 required about 8.
Unless this goes down when they build a non-debug version (which, to be fair - it might, when the debug symbols are removed),
you'll need to get used to the fact that u6 needs more RAM, simply.
Ah i am currently on the AX41-storage + 512 gb ssd
How
and instead of 2x2tb they gave 2x 6tb π
prob went wrong with some extra custom stuff in the order like usb drive and ssd drives
No clue. Had contact through support and never heard anything from it.
Lol lucky
Yeah free storage for plex π
I might run a few virtual machines
Windows server?
With DE? or headless
Thank the guy who decided to upload all of the porn to see if it really was unlimited... As it eventually turned out, it wasn't - or, it was not financially viable for it to be, anyway.
"This" being...?
Exactly that happend to me today. But with oil
This did indeed fix it
However, this does make me wonder... it looks like CSS are experimenting with piping uranium waste.
(otherwise why have it as a liquid resource?)
That would certainly be interesting. Much more sense than barrels.
what dedicated server hosting website do you recommend for 5 players?
I, personally, can't in good conscience recommend any of them. :)
But whatever else you do, do not choose Nitrado. They're shady and scummy, from predatory ad tactics to getting you to pay for services they don't actually offer yet.
And word of note: mods do not work with the dedicated server at this time. If a hosting company says (or implies) that they do (like Nitrado), they are lying to you.
We just want vanilla
and the least scummy in your opinion?
I'm sick of hosting them myself tbh
No clue... I've seen people say not bad things of Hetzner, but I haven't used them personally. I self-host.
Why?
I want to play something else, my friends want to keep playing it, i get 6598363 discord pings...
Ah.
Can't use my computer for anything other than satisfactory for a month
Yeah, that's a good enough reason I suppose.
I thought you had a technical gripe, and most of those can be resolved or automated away. But that... yeah.
Well, I'll check that Hetzner site, thanks for everything!
How to join my friend in a server Ψ
In the game's main menu: select 'Server Manager', add your friend's server, and when it shows its info, click 'Join'. Your friend should know what info to give you.
what are the informations.Ψ
If your friend set up the server, they should know.
i have never seen a backwards question mark before
Me neither. Apparently it's used to denote sarcasm or something...
Hi, I've got a dedicated server I need to pull a saved game off of, its linux based and I've looked in the wiki but I dont have an Epic directory. There is a FactoryGame directory in the root but it does not have a SavedGames folder. I would appreciate any help with finding the save game directory. The server does have a Steam directory but the saves dont appear to be in there either. I'm getting my server from Bisect Hosting
So the server isnt running local on my computer, it is a dedicated server, however just in case I just checked my save directory locally and it isnt there either
Yeah, I found it, missed the /.config directory, so I'm gonna go bury my shame now π
no need i am not mad at you just disappointed in you lol
that'd be cool to have uranium waste as a liquid, though it may change a bit for systems that help remove that waste
For me, this is the first game server that actually does things this way. Everything else I ever set up kept its saves along in its directory structure somewhere - or allowed me to configure where I'd like it to put 'em. This is the first one I've seen that doesn't do either.
Maybe someone will know , But are large files sizes still to this day regardless of how much power a DS server has will eventually start slowing down drastically? The one we are on Is approaching 8 megs and the FPS is really starting to bottom out
@blazing halo how would I hide my ip when I share a instance
You wouldn't.
The other end needs to know your IP in order to connect, much like you need to know someone's address to send them mail.
(the equivalent of PO boxes - the reverse proxy - doesn't seem to want to work with Satisfactory at all)
@mental locust
It's the same question as "how can we block people from downloading stuff from our website" -- the Internet relies on your viewers downloading stuff from your website in order to display it, you can't block it because it's a base concept and at the very core of how it works.
In both cases, the answer is: don't make it public. Of course, this will mean that others won't be able to get to it, but if you're worried - that's what you should do.
You either share your IP with someone - and accept all of the risk and responsibility that goes with it (like the idea that they might attack your network, and that you should have at least a basic understanding of computer and network security)... or you don't, and reject that responsibility and risks (but also reject the possibility of hosting your own services).
It's the core of the whole problem: how do you allow people to host their own services without them having to actually know what they're doing? And the answer is: you can't protect people from themselves. :)
If they don't know, they'll eventually get pwned and will either quit or learn.
Of course, you could always learn before, but judging by the sort of questions we get here (like "how do I run a server?") - that is exceedingly rare.
I get that we should be an inclusive community, and that Satisfactory (and CSS) doesn't concern itself with either the safety or technical ability of its users... but just because you can doesn't immediately mean you should.
The FPS (client-side), or the tick rate (server-side)?
Client
If it's your local FPS dropping, that's entirely on your PC.
ok ty
Sure.
It probably does have a relation with how many things you have going, but... it's not a 1:1 relation.
2700x with 16gb and 2 1080s maybe time for more ram
What's your CPU by the way?
Ah
the 2700X Ryzen.
Hmm...
Have you tried running non-SLI, if SLI is even available?
SLI didn't really take off game-wise, and from what I can tell - apart from a select number of titles - it tends to actually perform worse than single-GPU.
The 2700X is new enough to not be a bottleneck. 16 GB of memory should in theory be plenty enough for Windows and the game client.
It runs SLI actually get like 20% less juice just with one both cards are 8gb founders
And as for the 1080, I'm running one myself, and haven't had issues yet.
Granted, I haven't reached 8 MB of save yet, either, but at around 6 MB it seems fine.
when host reboots server fps goes from 30 to 60 to a flat 100fps after reboot
Hmm... though it shouldn't affect FPS, really.
I mean, the server doesn't dictate your render params.
So, in theory, it should not affect your local render FPS.
and not running a 4k monitor either
If the server was lagging (tick-rate drooping), it would manifest as rubber-banding and things getting rolled back, not FPS drops.
Is an ultra wide and yeah have all the settings maxed minus shadow
Hm, well, I'm runing 1080p, maybe that's the difference.
It's possible that the GPU is simply not enough at that point.
Have you looked at performance metrics?
Earlier before reboot snap band and duplicate manta/moths were visable
At any rate, this isn't DS-related, that I'm fairly sure of.
good to know
The reason you're getting better FPS after a server reboot probably has more to do with reloading the game on your end, to be honest.
@blazing halo tick rate is slow
How low?
it mentions it whren it boots
No, that's normal.
It has to do a lot when it starts up, so of course the tick rate will be all over the place.
UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 11.90, Realtime: 11.90. EOSNetDriver_2147482347
Oh yeah this is my host @mental locust
Yes, but that's during startup.
just making sure
Until it stabilises, the tick rate is unreliable.
So maybe just need to start planning a new rig soon
Though you can't really see it until it finishes its startup.
also EPYC 7502P vs Intel
Core i9-12900K which one do you think is better
For what purpose?
What sort of server? Satisfactory?
but the amd can add more ram if needed intel one i cant
I would go with the i9.
why?
The AMD EPYC is mainly geared for massively multithreaded applications and massive I/O
it has 128 PCIe Gen 4 lanes and 64 threads.
Prolly the single core issue
But its single core speed is 2.5 GHz with a max turbo of 3.35.
That's slower than my i7.
awww ok
It would be fucking amazing for things like compressing video, or AI work.
Blender renders. That sort of thing.
For a heavily single-threaded thing like a game server? Single-core performance is king.
If Epic games and Unreal Engines could tap multi core hells there would be no issues
why dont they
Remember: the game logic is written by the game developers.
aww its up to the devs
Oh thats right snutt mentioned this last year
It's like saying that your house can't accomodate a person that's heavier than 200 kg if you put up plaster floors ;P
wish they would add multi core
They do use multiple threads.
But let me try it this way:
would you rather someone come in and wipe your ass when you're done on the toilet? :D
Or would you rather do it yourself? :D
And that's the problem.
Many operations the game does really can't be effectively split between multiple running threads.
Compressing video parallelises very well because each thread can work on its own identical 8x8 pixel chunk.
Maybe block chain gaming would work in the future
Saving the contents of a memory spanning tree (or whatever they use) can't be effectively multi-threaded.
That's another thing that doesn't parallelise well,
because the results of one computation are required for the next in the chain.
Each step has to wait for the result of the previous one.
Well as granny always says PHIFFLE
It's the reason why heavily multithreading CPUs are great for servers
(which often end up doing the same thing, over and over and over again
for many people at the same time)
but PC gaming is still hevily reliant on single-thread performance.
@nimble harness we got the best we are going to get at the moment
como que cria um servidor dedicado?
Please speak English, thanks.
For Satisfactory, 16 GB should be enough for current Experimental as well as some time into the future.
@blazing halo after rebooting the instance it was running better so idk what the issue is
The EPYC CPU sounds wonderful, and I'd love to get my hands on one, because in theory you could connect up to 8 PCIe x16 slots to it.
Have you noticed that when you reboot the server, the local game ALSO needs to reload everything from scratch?
yep
I think that improved performance has more to do with the fact that the client reloads from scratch
than anything the server is doing.
Can someone help me, I created the server and I can access and play, but my friend can't have access
Heck my mistake when I built this 2700x I thought I could just add more ram but on my mb I would loose the faster speed if I did . I bet a 32 gb pair may be cheaper now just would have 4 sticks of high speed memory going to waste unless I rebuilt my PLEX server.
Local machine?
@snow flume provider
yes
port forwording ?
Ports forwarded? Firewall ports opened?
If you're struggling with RAM exhaustion, adding more RAM would probably benefit you more than the 7% drop in performance would hurt you. ;P
(7% at worst)
I have this doubt about the doors, it may be that they are not open, do you know how to open them?
On Windows: please google how to open ports under Windows.
For your router: please look up your router's make and model, and google "make & model port forwarding" for tutorials.
How safe is all that?
Well I just may try this now that ram collecting dust ddr4 3466mhz
I'm not currently aware of any CVE in relation to Satisfactory, DS or listenserver.
Don't be obsessed about speed. With current-gen hardware, you would have to fuck shit up royally to really see performance issues. 3466 MHz vs 3200 MHz vs 2666 MHz, I personally don't see much difference apart from marginal cases.
Besides, it's never just your RAM speed, is it? The CPU plays a role, your GPU and motherboard play a role as well. Your disk's read/write speed plays a role.
Unless you know for a fact that your RAM speed is bottlenecking your build...
what alternatives are there to Pterodactyl
well will be back in a bit gotta crack open my Lian Li Dynamic 11
Do you really need to gave a WebUI?
The game is fairly simple to run plain.
for now as i have multiple instances
And if you have enough knowledge to set up and run Pterodactyl, you have enough knowledge to run the game naked.
:D
yep lol
i just like i cann assign people access to there instance so they can reboot it if needed
without me having to touch it
I guess...
Still, basic SSH access also works. But then, they would need to understand SSH.
yep
Again, I don't let people touch my shit, so I don't know. :D
mine is in Germany the techs are probably fondling it as we speak poor server π’
lol its in a server rack in a hetzner data center
lol had a long day at work
CONFOUND IT! I could have saved your server's IP and broken into it for free cookies!!!!
FOILED AGAIN!!!
lol
To be fair, breaking into a system isn't nearly as simple as it sounds.
99% of attempts rely on known vulnerabilities.
nothing sensative on it... not like i horde furry stuff lol
The easiest way to not open a vulnerability is to simply not run the vulnerable software.
keep up to date
You consider furry stuff sensitive?
no lol
XD
If I were to break into your system,
I wouldn't give half a shit about your stash of furry porn.
I'd be looking for SSH keys, encryption keys, transactional records, saved database passwords,
saved credit card data, that sort of shit.
Anything and everything I could use to milk your accounts.
Otherwise, why would I fuck with insignificant you?!
i wonder what your server has... "bought"movies
Do you work for Google? Microsoft? Bank of America?
no lol
Are you in some high office?
nope
Are you a known child rapist, drug trafficker?
nope
lol
I mean, I wouldn't because I'm nice
(and also because it's not something I'm good at :D)
but you get the idea.
yes i do
The only thing your server is any good for
is as free CPU cycles I could use to attack others.
could use it to scarape content from websites
That, or - more likely - to dig some coin that's currently trending.
I mean, free electricity, am I right?
99% cpu is easily recognizable
So it is,
but if you can hit 1000 targets each month, and spend maybe 5% of that time digging,
@sour citrus they dont have a rule aginst it
especially if it's at no cost to you...
They who?
hetzner
Most malware/attack traffic on the net is automated. If an automatic script can't find a vulnerability in your system based on the signatures it has, it moves on. There are vulnerable targets it could be attacking while it's wasting its time on yours.
Also, having your IP publicly known or not doesn't matter.
they @blazing halo they could ddos you
Like the poor ppl that cant portfoward through the firewall so they disable it
There are only so many IPv4 addresses. Much like random dialing, you can just connect to random IPs, and there's a nonzero chance it'll be one of yours.
(the net equivalent of cold dialling)
@sour citrus can you port forword?
So, security through obscurity is useless. The only way to protect yourself is to either a) air-gap (no connection to anything), or b) run up-to-date software.
even being up to date wont matter there are zero days
It doesn't matter if nobody knows your IP. You'll get hit by a random probe eventually.
That's what defense in depth is for.
Oh no i dont mess with routers ports or firewalls they there they protect me as long as i dont touch them :)
lol
These things aren't magic, you know. You knowing how they work doesn't make them any less effective, and you not knowing doesn't make you any safer.
@sour citrus open all your ports π
The only difference is that you currently assume that they work, and this lets you sleep at night. Once you've learned, you will know that they do (and what they can't protect you from).
Ye but messing with them gets me in danger, specially if i cant know if with those settings i. In danger or not
you sound like a old person...
It's basically lack of knowledge on my side
learn π
It's not that difficult all ports are closed by default. Just open certain ports for certain applications, monitor traffic
@quiet cairn depends if its self hosted or on a server like hetzner
The "monitor traffic" bit is what is problematic.
Especially with more and more traffic being encrypted.
Fair
Don't get me wrong - I'm all for encrypting stuff. But it does mean that it's harder for everyone to monitor stuff effectively.
If you used a port that nobody uses, you can definitely notice
As a statistic, yes.
hope frosty is ok
Graphs are helpful here, but then - you have to have at least a basic idea about how your particular legit traffic shapes over time.
Yeah statistically you can be port scanned for any port but in reality that does not happen. I monitor logs and they are only the common ports.
Most cases, yes. That + whatever is the latest hot CVE.
How do u monitor the logs
But like I said, 99% of attacks are automated, and they're looking for low-hanging fruit.
Never understood why "port knocking" isn't used. Great concept.
Mainly because it falls under security-through-obscurity.
If the underlying service isn't secure, that's not very helpful. If it is, it'll only get in your way.
Yeah I agree. But interesting concept. You can find some tutorials out there to set it up for socket connections
Yeah. In fact, it can be interesting to combine with triggered services.
But that's fairly involved, and in most cases - has too much overhead, when security can be handled in other ways (like, through some authentication).
Simply put, it's just overcomplicated compared to up-to-date services, defense-in-depth security approaches, and good authorization control.
I guarantee there are proprietary use cases in the government
That's true, but never let it be said that the governments are sane.
True more like military applications
I doubt CIA uses any of that shit. If I were to guess, they would more probably have good, secure services + very tight access control.
You can't attack what you can't reach, after all.
That shit's all airgapped. :D
And, most likely, on the brink of falling apart, thank fuck. Maybe they won't replace them.
ICBMS have been mostly replaced by ballistic variants in nuclear submarines
Which, if you consider the US military, are probably also falling apart. xD
Those probably aren't. But the land ones definitely
Russia threatens nukes and they don't even know if they work
Lol
I'm highly doubtful their doors and windows work
much less their nuke launch platforms...
The Soviets we're good at making rockets but who knows what the Russian federation will do with them
And I have a feeling that they know very damn well that if they let even one fly, the rest of the world will come down on them like locusts.
That's basically the problem
I'm not entirely sure about that
Allow me my fucking fantasy. I'm in Poland.
I hate to be the bearer of bads news but it's possible we would sit on the sidelines and watch Ukraine burn in an inferno then risk nuclear Holocaust
But hey they haven't tried it at least
I have this sinking feeling that they're running around like headless chickens trying to put one functional launch platform together.
Because it only really takes one to make the threat credible.
But I'm not itching for a repeat of the Iron fucking Curtain, man.
If it were anything it would be a small tactical nuke.
@blazing halo if one launches imagine how many would follow... it would be chaos
The war would end shortly after
To be fair, I think that if the damn Russians tried a nuclear approach for real, the war would end very quickly after that.
no china would get involved
The biggest saving grace though is a nuclear war would alienate relations with the Chinese
I mean, it's one thing to have a playground bully, but it's quite another to have one with a fucking machine gun on the playground.
They need the Chinese rn
So that's good
I'm not saying that the world would retaliate with nukes, because that's counter-productive. No, I think good ol' ground troops would have a fucking field day.
Maybe some "rods from God" on Moscow
what size does the saves usaly have issues
https://github.com/CubeCoders/AMP/wiki seems intresting
with a discord bot that can mention game instance status
Interesting. Does it work with steam stuff?
Is there any approach to invite via Steam or EOS when I started a dedicated server?
I've tried once but the profile is set to private(previously Friends Only) when I load the save, and changing this setting in game seems just no use
Anyone running a dedicated server on a windows machine and as a service? I've set it up with NSSM. I've loaded a save and the game seems to be saving, but I cannot seem to find the location of the saves. It's not in the original locations in the appdata\local\factorygame\saved\Savegames folder. I've checked on both the server and my gaming PC. In the game I can see it saving and updating the time intervals on my savefiles.
What is the user assigned for the service? And did you check that "user's" appdata?
@frosty gale I think so
Try it out and let me know
Will do
How's everyone doing
Dedicated servers don't have "profiles", they're always public. You connect via the server manager, not through loading a game. Connections are managed via your host's public IP address and forwarded ports. If you need to exclude players, set a player password - it will be required for everyone connecting to the server for the first time since it's been set (or re-set).
The saves will be in the directory relative to the user account the server runs as. It would be best if you set it up under a new user, instead of using a built-in account like SYSTEM - these accounts may be restricted by what they can read/write and where, since they're built-in accounts that don't usually interact with a desktop (and hence don't need many things a "proper" user needs).
Good morning
Yeah, hey. It's 4:30 PM for me, actually. :D
10:36 am here
Trying to figure out what's causing my 2 instances to tank in fps
Like it shouldn't be this bad
Yeah. I suspected that this might have been the reason. I did have some issues (login time out) with logging in to the server from the game client when I used my own account as LogOn. However, the server was running. It might have just needed a computer reboot to solve the issue, I noticed a lot of issues when editing the Service and not rebooting afterwards
[2022.07.25-14.36.40:691][826]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 12.30, Realtime: 12.31. EOSNetDriver_2147482347
After a few hours
Is this after a save?
Before
Can you show the relevant log entries?
Will do but might have to be after work
[2022.07.25-14.41.52:611][780]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 12.32, Realtime: 12.33. IpNetDriver_2147434646
After save
Any such messages after a save are normal - the server was busy saving, so it didn't do anything else.
People keep reporting the game is laging for them..
Like I don't understand why.. there are only 2 instances
You need to pin-point the times when this happens, and look at system performance metrics.
I assume you have more than 16 GB of RAM, right?
Yes
Those graphs look fairly normal.
Aww ok
That last log entry looks like a completely normal Satisfactory save result.
As in, it's taking quite a bit of time (a few seconds), and it will cause rubber-banding when it's saving,
but otherwise? Looks normal.
Ask your players if this happens regularly - and if it coincides with saving the game each time.
I usually have 1 (me), sometimes 2. There were supposed to be more, but...
... I have no friends. :D
So, you know. It's just me, and potential people.
Iβd join if youβre on U5 and not experiential :p
I have both, but that's not my primary problem.
I have a dedicated server up; server host server is fine and stable, but every time I try to connect to it, it's a huge chore of retrying and restarting the game. Errors I keep encountering are "Unable to connect to server" and "Server appears to be offline" (which is what requires restarting the game, no other way to get off this that I can see)
Is there something I forgot or didn't know to do to make the process of getting onto a server less of a chore?
Satisfactory very actively dislikes my NAT, for some reason. I cannot get a connection going in either direction.
I'd have to let you into my VPN, which isn't something I'm very keen on. :D
It does eventually work but takes like 20 minutes of fiddling each time.
Ah, so your ports and such are all fine.
Then it's either the distance, your PC, or the server.
And once I'm in, connection is really stable.
Maybe it's the date/time? From what I've seen, Satisfactory may be using encryption, which is datetime-sensitive.
I do occasionally get an error popup, let me see if I can capture it
Having a log from around the time the errors/issues happen would also be helpful.
Just make sure that, after starting the server, you give it a minute to actually start up.
Anyone have any suggestions for servers hosts looking at them and im not familiar with any.
I'm using Indifferent Broccoli
Does their standard plan have enough ram for update 6? seems very vague about actual specs.
I haven't had any problems with the service other than the issue I've been having getting in; once I'm in things run pretty smoothly. You'd have to ask them directly about specs though.
Oh. You're using a third-party hosting service.
Right.
In that case, I have to ask you to contact their tech support for further assistance.
Yea unfortunately electric is hella expensive here so its much cheaper to rent a server than run one on my local machine
I have talked to their tech support, and after our troubleshooting it was stated the issue is most likely with the game.
So I figured no harm in asking here
I see.
I mean I'm more than willing to just get swatted back and forth like a birdie in badminton, that's fine. I work tech support myself and sometimes it be like that.
Okay, then. Seeing as you're the first I've seen with this issue since coming here, I will have to assume that it's with the game (... though that's oubtful), or either with their system, or yours.
Or maybe a networking issue, I don't know.
Unfortunately, the game can't provide any more details. This report is full of information, but none of it points towards the cause.
It's only an accurate report of what the server (or client) saw, nothing more.
It could just as well be a wonky path between the server and you, in the end.
you should really censor your public IP
just deleted it; not that it matters, if someone wants that they'll just hack it no matter what privacy methods I take. That's why ultra complex passwords are pointless.
(ALso that was the server IP which is password protected anyway)
They could ddos it
They're actually not... but the truth is - the longer it is, the better. But keep in mind that the complexity of your password may protect more than your shit, in the end - strongly depends on what, and how, is encoded.
The more important bit is to have different passwords for everything.
Besides, in order for someone to actually gain any sort of entry through a gameserver, they'd first need to find a method of breaking it that results in some level of access. The password protects the game, nothing more.
As I said before, I'm currently not aware of any CVEs related to Satisfactory.
We've all had that experience where you set up a 15 character password of mixed letters, cases, numbers, and specials just to get an email 2 days later with "We got hacked, change your password"
Yeah, but that's not an argument against using strong passwords.
If nothing else, it's an argument to use different passwords,
well that's just common sense
and a good password manager to generate complex passwords for you.
I use this: function passgen { LC_ALL=C LC_CTYPE=C tr -dc A-Za-z0-9_\!\\@\#\%\^\&\*\(\)-+=,\.\?\'\{\} < /dev/random | head -c $1; printf "\n"; }
(invoke via eg. passgen 35)
Good:)
hello SysAdmin Notes... π€£ Thanks, much appreciated
dang it, sorry about the ping, forgot to turn it off
If I minded, I would've switched it off.
I use:
#!/bin/bash
for ((i=0; i<4; i++)); do
echo -n "$( look . | grep -E "[a-z]{4,6}$" | shuf | head -n1 )"
echo -n "$( < /dev/urandom tr -dc '_!@#$%^&*()0123456789' | head -c1 )"
done | tr -d '\n'
printf '\n'
works for easier-to-remember passphrases with higher entropy.
I wouldn't be so sure about that "higher entropy" thing. For several major kernel versions now, they pull from the same source - the main difference is in that one's blocking, and the other isn't.
I don't think you understand where the entropy is coming from in my case
"four random words" has higher entropy than '8 random characters'
Assuming you're taking 8 random characters. But in the same vein, 35 random characters has more entropy than 4 random words.
I don't go below 25, because I don't have to remember these.
the math behind 'correct horse battery staple' passwords being more entropic and easier to remember and harder to crack has been documented in several white papers.
so long as the words are not 'curated'
As far as I remember, the key is in length really.
the key is twofold- you're going to want to by able to remember at least one passphrase so that you can unlock your password manager after all.
The entire point behind 'correct horse battery staple' is about remembering them, through some semantic key.
(on top of being serviceable against brute-force or rainbow attacks)
Since I don't need to remember these, I don't really care.
I hand-craft passwords I actually need to remember.
But significantly easier to remember. And I don't tend to have external access to things they protect.
It's a balancing act.
If I need to reach my local password manager, I don't have a problem with generating a strong VPN key to have remote access. I don't have to remember it. ;P
I occasionally have to type in passphrases because of the inability to copy and paste through an air gap. CHBS passwords have a definite advantage there, while still retaining the entropic superiority.
I don't really see the issue you have with entropic superiority. "Hourglass 2 o'clock. smoke on The Ice" is still perfectly difficult to crack if you don't have a reference point for it,
and even if I gave you my reference point, it wouldn't help you,
because I tend to hand-craft based on immediate vicinity objects.
And, as they say, the staple of a good security system is that it's just as difficult to crack even when you have in-depth knowledge of how it works.
Regardless, Hourglass 2 o'clock. smoke on The Ice or rOxuNbi+(,U&J2p&mYd!8X@?A&hSjyZMX57, they're both difficult enough to require an approach that doesn't involve cracking the password itself.
And even if you have the perfect state of my machine to reverse-calculate the randomness I used - you still don't know if I did any shifting on that password (which I do, when I feel like it).
And I can't tell you by how much, or how far, because I often don't know myself before I do it. So once again...
And finally, counting on random words to have 11 bits of entropy may be optimistic. According to linguistics.stackexchange.com/questions/8480/what-is-the-entropy-per-word-of-random-yet-grammatical-text the closer value may be 7, or as low as 5, depending on the circumstances.
So... don't sweat it. :)
the differene there is that 'random-yet-grammatical' sequences of words are not as entropic as 'sequence of random words'
as I said, as soon as you start curating the words, entropy decreases
I think this is a "forest/trees" issue. Don't lose sight of the fact that these systems are still meant to be usable. Protect your assets as well as you value them.
Anything I seriously value requires a cryptographically-secure key, or perhaps 2FA.
I want to be able to get into the systems I have past an air-gap without worrying about getting locked out of I misread an I as a |, l, or 1 and fat-finger the passphrase if it's comprised of incomprehensible and immemorable gibberish. And of course MFA wherever it can be implemented is a must.
In the end, the single most important step you can make is to stop re-using passwords. That's the primary danger at this point.
To be fair, I never said I need to remember or type these passwords in, right? I swear I did, or at least implied it.
the other thing is to stop enforcing periodic password rotation; that's how we get passwords on post-its under keyboards, but that's a debate for other venues (:
Don't even get me started on that, yeah.
The only thing password rotation can help is if you've since implemented a better (more secure) way of hashing and/or storing them,
but that can just as easily be done on next logon, in most cases, transparently.
indeed
hi there! has anyone experience with running a server on their own PC on win11? my server keeps crashing after like 3 minutes of doing literaly nothing. (its a save file on tier 6) also i cant find my crash log (maybe it is somewhere but i just cant find it lol)
oh yea... some infos on my PC i guess (its in german if you need to translate)
hey bro, can you help me? my friend created a dedicated server on his computer, it has the correct ports open on the router and firewall, but only he can access it, for me it appears offline, do you know if I need to do something for me to get in?
You will need to find the log, because judging by that screenshot - it should be perfectly fine.
I assume you're using the correct IP to connect to it?
yes correct ip and port, but the server does not appear for me
can you tell me where the log file normaly is?
I would think somewhere in AppData/Local for the user account running the server.
And if not, then in the server's folder itself, somewhere in Saved.
Actually, the latter is probably correct.
Then there's a communication problem. Are you guys sure your friend has a public IP?
ok i found it. let me run around until it crashes again and i will upload it
as soon as he joins discord i will confirm this with him
after he opens the server, there is no need to run any command in the console?
No.
@blazing halo whats up
It's 2:30 AM, I'm reading smut fanfiction. You? ;P
rofl lol just got off work
ofc now this stupid thing doesnt want to crash anymore...
Well, that's a problem. :)
You should have other crashes stored there, though.
you want the factorygame.log right?
That's one option. There should also be a Crash Reports folder, or something.
Well, should, or might.
ya and in that i got 3 folders and in those folders are 4 files each
oh god... didnt know that discord does THIS to .log files
Can you ban players yet or any command to set a timer ban
@visual spear did you make sure there is nothing sensative in nthose?
@next geode nope
welp... i didnt
anyways... :D
i checked and deleted
wonder if its something to do with windows 11
anyway to set server restart to set times or every 2-3 hours
Hmm... No crashes in those logs, it seems.
What about the context data?
could it be windows 11 related>
That's the thing - these logs are clean, up until they just end.
odd....
The context data XML might be more informative...
he wont be on for a few hours
I'm going to be back in about... 18 hours or so.
Might check in from work, but can't guarantee that.
have a good night π
so noob question ...
dedicated server, how do?
it's not the first game i run a dedicated server at home and its always so convoluted to have run properly.. add the server/client version troubles.
nah world wide
curreently familiarizing on my gaming rig but will run on an actual desktop server machine
i host mine on a hetzner machine
Remind people there's a Wiki with the basic stuff, like "how do".
srsly
top of channel
gnight
ok sorry
yeah so i follow the steps and i get to the infamous server client version mismatch problem
wrong -beta ... while installing
what beta while installing? i clicked on istall on epic
thought i read it doesnt work between epic and steam
lies and slander
ds don't care where ya bois coming from
all IP based, steam or epic protocols don't do shit here
adn the IP i input is the host machines ipv6?
Are you asking or telling?
Okay, let's try this again: that's my way of trying to point out that the question doesn't make sense.
If your server runs IPv6 and you have access to it over IPv6, use IPv6.
If it's configured for IPv4, use IPv4.
I can't tell you, you should know this.
I don't know your server. You do.
you better know your own server...
well thats helpful
If you don't know, find out.
please try to understand i'm asking question because i don't know
I don't want to come off as rude, but dude - don't ask us to explain how your network works. :D
Ugh, I'm probably too sleep-deprived at this point, so I'm entering my asshole mode.
Sorry.
Yeah, that might be best. I really don't want to pass on partial knowledge,
but I don't see how to explain this without giving you a spontaneous 4-hour lesson on how networking works from the ground up.
Though I suppose I can say this: if in doubt, use IPv4.
There are too many partial (and broken) implementations, wonky 4-to-6 tunnels (I believe Satisfactory internally uses one of those, but I don't have concrete evidence for this apart from anecdotal evidence)... and lots of confusion how and when to implement IPv6.
Will send it to you privatly when i am at home again!
does anyone know where the save files are located in the server to export to backup
How do I get a server?
Is it normal to have Deja vu like the moth manta flys by then flys by again39 sec later
if you would have googled it instead of joining this discord, finding this channel and typing this question you would have gotten an answer sooner
Is it free
One question, is it possible to run aSatisfactory experimental Server with 8GB RAM on Docker, because when I start the server this error is shown:
[2022.07.25-20.23.39:574][994]LogMemory: Warning: MemoryStats: AvailablePhysical 727363584 AvailableVirtual 0 UsedPhysical 7039696896 PeakUsedPhysical 7039901696 UsedVirtual 9792393216 PeakUsedVirtual 9792458752 [2022.07.25-20.23.39:575][994]Allocator Stats for binned2 are not in this build set BINNED2_ALLOCATOR_STATS 1 in MallocBinned2.cpp [2022.07.25-20.23.39:701][994]LogCore: Error: appError called: Fatal error: [File:D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformMemory.cpp] [Line: 1031] Ran out of memory allocating 1298141184 bytes with alignment 4096 << callstack too long >>
U5 yes. Experimental/u6 - no. It requires about 10.5 GiB of actual physical RAM, and declares about 12.5 all in all.
Depends on what platform you are on. Windows or Linux? Using any sort of managers or running it raw?
It runs on Ubuntu20.04 + Docker + Portainer
thank you
Have you checked in where the Wiki says it should be, i.e. ~/.config/Epic?
No, I did not,but I think it must be correct, because I restarted the container multiple times and I had only to download it once (the game)
So I need at least 12.5GB of Ram ?
I would recommend 16, since you need some for the OS as well.
OK thank you very much π
hello on nitroserv i got error message when first installing satisfactory experimental can someone know why plz ?
Not without knowing what the error was
I actually had to crank the RAM up to 20
just cause the server crashes randomly whenever it restarts
Seen it before, yup.
Setting the tick rate on the server, lower is better, or higher is better
30 should be more than enough for everything.
And it really should be. Stability is more important.
Here's a very good comparison: what's better for your eyes/enjoyment - 60 fps, or 600 fps?
And the answer is: beyond a certain minimum, it doesn't matter.
Yes, a 120Hz display for competitive shooters is better because it allows you to react faster to things, but it does nothing for the overall smoothness of the experience.
And the same can be said about the tick rate. 30 ticks/s is more than enough for the game to manage everything on time, as long as it's stable.
And if it dips, things will lag, and it won't matter if the cap is 30, 60, or whatever, if it can only physically manage 9 at the moment.
A tickrate of 30 means that the game will update 30 times every second, and it'll have 33ms for each update. Doubling that to 60 will halve that time (since it'll then be 1/60th of a second, or about 17ms). If the hardware is good and the code is optimised, things should work just as well as they would with a tickrate of 30 (there's no guarantee that things will improve, mind). But if the hardware can't perform well, or if the game code is not optimised - this will likely mean that things will get left behind or get delayed, as the system struggles to complete everything in 17 milliseconds.
Does this ^ answer your question?
yes, thank you
The game is generally balanced to work well with a tick rate of 30. This means that everything should work as designed at that rate. Increasing it may improve the "smoothness" of the experience, but it's just as likely to have no visible effect at all (and further, it may make the game more sensitive to momentary slowdowns - though it may not, since the client is also balanced to work well with a tick rate of 30, so losing a tick every 60 shouldn't phase it).
It's important to remember that If the hardware can't keep up, increasing the value will not help. If your car can only go 40 mph, increasing the speed limit won't help it any, will it. ;P
π
i am hoping to get an upgraded PowerEdge, as soon as the newer ones go EOL.
im excited, if I ever get the money together
Got a few questions about satisfactory DS:
- Can you view the current player list from ingame?
- Can you view the current player list/count with having to launch the client?
- Is there any ingame 'admin' mode?
There are very little admin things you can do. Haven't seen a way to see players on the server, only how many
No, no, and no.
Well, sorta no to that last one, in the sense that you - as an admin - get to set up stuff like saves, name, passwords (admin + player) and some misc options.
If you're thinking about stuff like cheats - no, the cheats are explicitly removed from the game.
Where is the file to set the tickrate on the server? I forgot
You can use the online save editor to configure things like creative mode, or no-power-requirement, but these options are not directly available in the game (as far as I'm aware).
You want Engine.ini. It's somewhere next to the saves.
Is taht in the main folder where the server files are stored, or is it in AppData
It's where the saves are.
thx
(so, for Windows, that would indeed be AppData)
it's not in there, it was ini the main Data directory for the server
and i guess I have to add the line
why can't i find this online
ah it's int he pinned messages
I wasn't thinking of using cheats in-game. Other sandbox games have admin menu that allows browsing through grids/buildings etc and doing cleanup and removing stuff wholesale that isn't needed. Useful for keeping things running, and also doing like highlights of what people have been building on the server π
Damn, you're right. Apologies.
None of that is available, as far as I'm aware.
I have also never seen anything like that in UE-based games.
Well - yes, in CONAN: Exiles, but that was through a mod.
(ARK's admin menu is quite spartan - basically a list of commands you can run, with some extra fluff)
yea. I've only come across it in a very simple form in quake like games and Space Engineers / Medieval Engineers.
You can use the console (in two ways - directly, or through the server management UI), but I haven't seen many typically administrative commands.
right yea, some games do it via some restricted command console. I guess with 4 players .. and I think given the way MP is you be playing with people you know it is not really necessary
being able to view what players are connected and what there ping is ... however is really needed.
Here's info on the console: satisfactory.fandom.com/wiki/Console
Otherwise, you can see the number of players and your ping to the server in the server manager UI in the game's menu.
There's also no RCON, if you were wondering... ;P
I might of started thinking about RCON at some point, thanks at least saves me having to ask about that π
can you run a dedicated server on your machine and also play the game on the same machine? My friend was looking into setting it up, but seemed to think you needed a separate machine for the server
You can, yes. It's not really recommended, since each will take its own resources - but there's no reason that says you can't.
Of course, one of the perks of running a dedicated server is the fact that you can offload some of the work onto another computer. It's not the primary perk, but it's there.
The reason you typically use a different machine for this purpose, is that you don't want to keep your power-hogging main gaming PC running 24/7 - it's much more efficient to set up a server machine that will consume power in the 60~100W range for this.
The idea behind a dedicated server is that it behaves much like any other system service (as opposed to game clients, which often require to be running as the primary-focus application), and doesn't do anything related to presentation (because there's nobody to present to at the terminal), so it can utilise the full performance of the machine for running game logic alone.
you guys know if they plan on making the whole add server thing, subdomain compatible? i don't like sharing a plain IP for a machine on my home network..
Heya, I'm running with a dedicated server and I'm starting to see some weird things, we've finished tier 3+4 except for vehicular transport and I'm seeing major build lag and odd belt behavior. Are those signs of memory issues or connection issues or is there another issue I'm not thinking of currently?
Multiplayer has pretty common visual bugs with items traversing belts, or belt lifts being vertically offset. These bugs are purely cosmetic and do not impact the delivery of items via the conveyors.
First: you can add a server to the manager via hostname rather than IP address. but secondly, anyone who has your server's hostname has its IP address, because that's how DNS works.
yeah i know that bit and predicted to myself that someone would point out how easy getting the IP would be from a DNS.
i'm running the server successfully from SteamCMD and want to increase the max player count. online it says to find the game.ini file but it is nowhere to be seen in the server folder.. any pointers from you more experienced guys?
Domains and subdomains themselves don't protect you. They can be setup to do so, you can use services like cloudflare to help obsculate your true IP.
Many you have to pay for, to get true protection.
@blazing halo whats up π
i had a question i9-12900K should be able to handle this game right?
getting alot of lag for some reason
Whatβs your graphics card?
Youβd also need at least 16-32GB of Ram
thats not a server CPU but ok
here's a fun bug i've noticed, sometimes belts and pipes won't connect properly to splitters/mergers and T-crosses. Which leads to fun things like seeing all your pipes connected but resources not actually flowing between them.
something to watch for, never encountered that in single player.
Nothing stopping you from running server stuff on consumer hardware.
Find the Game.ini file in your server's configuration directory and add this stanza to the top of the file (replacing the default of 4 with the desired player cap for your server):
[/Script/Engine.GameSession]
MaxPlayers=4