#dedicated-servers
1 messages Β· Page 2 of 1
Yeah, that sometimes happens, and especially if the server suddenly has a lot to do (like, during a save). Conveyor belts also sometimes connect in the wrong direction when this happens, also stopping resource flow..
is there a way to tinker with server settings when running the server on normal steam? (not steamcmd)
also shouldnt there be an actual gui and not just a console without any option to type something in there?
Not really? This is normal for running servers. You configure them via command-line switches and configuration files. Pretty standard stuff.
Hey guys just set up a dedi for me and the boys, just after some settings to increase the timeout values boys keep getting kicked out during game saves
Your saves are taking how long? xD If you already went beyond the default 30 seconds? :D
35-40sec atm
are those commands and what not listed somewhere? i might be too dumb to actualy find it...
Considering it's in the Wiki link at the top of this chat, in the channel's topic? I'm not saying anything, but... π
Holy shit. Either the factory you're building is massive, or your server hardware's single-thread performance is in the dumps.
theres are end game save were already over 300k objects
Well, if you can't get a faster CPU... you're out of luck, and either have to remove something or wait for the devs to further optimise saving. Or increase the timeout times, but I don't think you can keep doing that forever...
whats the setting to increase the timings, we just moved to a dedi server because i was getting hammered hosting and playing on the same machine
i dont even have a "ServerSettings.ini" file. i also dont have alot of lines that the wiki tells me to have in most .ini files. is that normal or is that because i am running update6? i am so confused -_-
Nice copy paste there, as I said I can't find any file with the name : game.ini
is there a way to rent a server to run 24/7 ?
@douadouard#1253 in the server files there is a Game.ini yes even though it was copy paste because I myself did it long time ago my server been running for more 4000 hrs couldnβt remember where it was π
Just do a search in your main Satisfactory dedicated server directory.
This is the path: FactoryGame\Saved\Config\WindowsServer
Before factorygame would be where your server is installed
at this point I don't know how to make this clearer... the file is nowhere on the computer. Unless the name of the file is vastly different there is no Game.ini showing up in any search i do on that machine. same with the supposed location of the save file.. its not there yet the server runs and friend can connect to it
Yeah I noticed the wrong direction thing too; it's pretty funky
reinstalling the server using the same steamcmd instructions
I have been getting this message intermittently while connecting to my dedicated server running on a seperate pc on my desk, recently however I have been getting this error every time and can't join at all (all IPs are internal)
I have absolutely no idea what I am doing here. Running Epic dedi server DLC, can't find IP or anything
I am having the same one rn. Can you tell me, did you log out while in a car?
no just standing and also this seems to happen most times i try and join regardless of where i quit
only recently its begun happening every single time and i cant get on
for me it happened, when i logged out while in a car. guess that's coincidence then.
but jeah, same for me... all tries either timeout or this message comes up
my only theory is its freqency is tied to the duration a map's been running, esp since it seems like a timout and things might have just grown to the point where its too slow to fit within that timeout anymore
(in fact when i get the chance I will try on a fresh save and see)
HUH? That's hella outdated, probably. There is no ServerSettings.ini file. It's ServerSettings.{port number} and it's a binary file - so unless you're feeling handy with a hex editor - the only way to edit those settings is via the game's server management UI.
Yes, it's clearly a timeout. Sadly, the game can't tell us anything more about this (like, for instance, why)... You'd have to check the log to see what's happening around the time you're trying to connect.
It must exist, unless you've never managed to start the server properly.
You will need to explain what you mean by "subdomain compatible". If you're thinking of the same sort of thing like Apache vHosts, you can go ahead and forget about it.
So when the server manager says "The server appears to be offline" is there any way to refresh it or re-attempt connection other than completely re-starting the game?
Clicking on another server can make it retry, but it sometimes seems to just give up. Restart the game.
Feedback to the devs then: A freakin' refresh button in the server manager.
It's a hassle having to re-auth and such for my admin stuff
Notably, I think it's supposed to retry by itself... but I don't fully understand what the rules are on that.
Tried clicking away from the menu? I mean, I assumed you've already exhausted the typical options, but...
Yeah, that doesn't do it
Was the first thing I tried.
The only thing I haven't done is launch a single player save and quit back to menu, which sounds like just as much of a hassle as restarting the game
I could use a second pair of eyes on the protocol. Are you any good with reverse-engineering binary data?
I am absolutely the wrong person to ask for a code deep dive.
I'm not a coder, man, I'm just a gamer
It's more looking for patterns than anything else, but if you've no experience, that's fine.
I couldn't find anything networking-related in the code they published for modders, so I assume it's not there. Don't feel like decompiling the server executable, either...
I can't see anything obvious in the server log about what in particular is timing out, but testing with a fresh map on the server I could join and have things work immediately. I then loaded my other save with 120+ hours and got the timeout errors again. It can only really be my guess that the timeout is simply too low to send all of the map/game data to the client before connecting finishes or something
I can load the save fine in single player as well
I think this might be what I need? I added this to the Engine.ini file in the install folder of my dedicated server, but it doesn't seem to have taken effect, not sure if that's the right spot
I honestly don't know as I haven't gotten it be that bad just yet. You could try adding them to the client as well.
Still, 120 hours? Either your server's CPU is a potato, or you've been spamming structures left and right...
just a quick question, where is the saves config file usually located
should be right next to the save, right?
120 is the elapsed playtime, i unchecked the box that says to pause the server with no players connected and I started the map maybe 5 days ago
Not much to do with building count
also i may have written to the Engine.ini file while server was still up and had it overwritten when i closed it, trying again
good news i updated the timout to 60
bad news it wasnt high enough
If that's just idle time, then I have to assume either your network is complete and utter bollocks, or one of those two PCs is a first-order potato.
Or there's something really funky going on with stuff like routing, or your antivirus... I don't know.
Because...
does anyone know about this server hosting website?
Judging by the RAM setup alone, I would say AVOID AVOID AVOID.
do u know any paid hosting servers?
I know of paid hosting.
Don't know any personally.
I can tell you to avoid Nitrado, too. Waste of good air, they are.
People seem to not say bad things about Hetzner. Haven't seen anyone rant (or rage) about them yet.
Is there any fix for map markers disappearing when I disconnect and rejoin?
Ive had a great experience with indifferent broccoli. good prices no issues for the 3 days I have had it.
As far as I know, not yet.
Can't see any server specs tho'. Not word one without logging in.
Yea but I mean I got the 16 player tier has worked without issue.
Well, there you have it.
As a rule of thumb: if someone offers you less than 8 GB for u5, or less than 12 GB for u6 - assume they have no clue what they're doing with this game. (Well, they could still be geniuses who have worked out how to run the game on less than the raw 6.7-to-7.6 GiB it requires in residential memory... but I wouldn't count on that.)
also indifferent broccoli allows you to run server for 2 days before having to pay anything. get in test it out
thnx, really appreciated
If anyone (like Nitrado) implies that they support mods for the dedicated Satisfactory server, it's a safe bet that they're lying to you (like Nitrado).
(they may still not know any better... though in Nitrado's case, it's obvious as fuck that they know, and their point is to take money from you before admitting to not supporting mods only after you paid them)
(and if the host company doesn't know any better, that's also not exactly a glowing review...)
(I knew that shit within 4 days of getting this game xD)
Yeah pretty scummy making false claims.
Is it possible to have the free server on without the pc being on?
No. You need the server to be running in order to play itβ¦.
It's like asking if you can have the light with the switch off. No, you can't. ;P
Buy another PC lol
My Lenovo Tiny PC runs satisfactory server just fine and it was $125 on eBay
Smart π
I also run Minecraft on it too π
Also smart
could it be that my troubles arise from the tutorial i used to install the steamcmd server isn't the one pinned on here ? i found a much simpler one on screenrant of all places
I'm using Indifferent Broccoli who seem to be pretty reliable
If you don't mind your vegetables being rather unexcited
More dedicated server feedback: Lights seem to forget their settings, particularly whether they should be On, Off, or in Day sensor mode.
I sincerely doubt it. The config files should be in {DS install dir}/FactoryGame/Saved/Config/{type of server}. Make sure the game manages to run, at least. It may also need to save the game, I don't know.
Something I also saw in u5, at least that last bit.
I don't recall it in single player, but maybe it's just a U5 issue in general
I've only got streetlights researched right now and that's what I'm using; and I will see random single lights ignoring their settings. Rarely entire strings of them.
There's a certain range (the LOD, or Level of Detail), beyond which objects - in theory - simply stop existing, or at the very least lose most of their details. They get reinstantiated as you move back into the area. If there's a problem at this stage, some settings may not end up remembered or, more likely, correctly applied.
and I also have lights that are not set to day sensor mode that will seemingly randomly turn off and I have to toggle the switch for them to come back on
The loading bays look real good when it's all working right tho
This simplification process happens to save memory and CPU cycles. Instead of having {Lamp 1: brightness X, position X, Y, Z, object instance, function calls etc.} you get {Lamp:X,Y,Z,ID} for example.
The lamp doesn't need to hold any UI logic in memory if you're a kilometer away, after all. You can extend your interaction reach, but not that far. ;P
And thing is, this is all just code still.
Just because I set lamp brightness value to X, doesn't mean it'll change the light source. I still need to reference the light source and update it, and dispatch the change to the renderer.
If this happens not to happen for some reason, the UI will reflect the correct value, but the lamp might be fully on, or fully off when you look at it.
By going into the UI to change the value or turn the lamp on/off,
you force a complete update of the entire thing.
It's sort of like putting your mail in the "OUTGOING" tray, but then forgetting to take it with you as you leave.
In your mind, it's already "out", but it's not actually physically sent.
@blazing halo fresh win install, fresh steamcmd install and fresh dedicated server install ...
The files won't exist until you launch the server and make it work its thing. You may need to log into it and create a new session (or load an existing one), and you may need to wait for it to save the game until these files will appear.
There should be a console command to dump the files - it should be saveini, I think.
Does it work in Satisfactory? No idea.
I'm personally kinda used to the various UE shenanigans, so I tend to have plenty of patience with the thing.
Normally you'd be able to copy these files from a distro folder, but Satisfactory is the first UE game that did the smart thing and put 'em in the PAK files, where they fucking belong.
Cons: not as easy to get at them - but this is usually not a problem as local copies should be made quickly enough. Pros: there's finally no way to lose your edits by editing the source .ini files, which do get overwritten on updates; there's generally less confusion as to which Game.ini or Engine.ini to edit.
has anyone tried hosting with a tunnel?
I found the solution to my missing file problem. I had to use the exit /quit command for the server to to a shut down and actually create the files..
With a what? (elaborate, as I'm not sure if you mean an SSH tunnel, a reverse proxy, or anything else)
Oh. Let me guess, you hit Ctrl+C twice to kill it, without waiting for it to shut down on its own? :D
instead of port forwarding I'm using a tunnel see playit.gg
Yeah - been tried, doesn't work.
From what I can tell, Satisfactory really doesn't like tunnels, reverse proxies, and other such shenanigans.
I would love to ask the devs about this, in fact.
It feels like Satisfactory does something that doesn't quite work if the connection isn't direct, and I'm not sure what it could be. It's the first time I'm seeing something like this. Worse - it seems to have the same problem with my NAT. On both ends, actually - not only is my server unreachable, I can't reach any Internet game either.
Saved and clicked on X ...
you think i could run both EA and EX version of the server on the same machine?
You can, no problem. They need to have different ports set up, though.
Keep in mind their RAM requirements if you wish to run them at the same time.
right right .. so i shut down the EA server and started the EX server.. both install locations are different but on the EX server manager i could see the EA save files. Should i do something about that ?
Also, the servers have started to show up as background processes in task manager.. yesterday the server showed up as an app.. and the console stayed visible but now they just sorta disapear
It's not an issue, as long as you don't try to load one in the other. Just settle on separate session names and you'll be fine. This happens because while they may be installed in different locations, the save files (and config) are kept in the user's private directory and not in the server's folder.
If you're on Windows, you may have to specify -log in your server launch command. This (along with -unattended) is implicit on Linux, but not on Windows.
i already have that in a start.bat file .. but it seems like the server starts on the pc startup
That should absolutely not happen by itself. Are you using some sort of a server manager program?
H u h. Do dedicated servers not like recording truck paths?
Would you consider, instead of being cryptic af, perhaps explaining the issue you're having? π
I don't know how I can be more clear than 'It did not record the truck path'. It doesn't place markers, it doesn't save when the loop is completed. The function simply does not work.
How is it cryptic to state exactly what happened?
It doesn't place markers, it doesn't save when the loop is completed. The function simply does not work.
- is a clear description of the issue (what happens? what were you trying? what did you expect to happen?).
Do dedicated servers not like recording truck paths?
- is not.
the first one was a question of 'Is there a known issue with truck path recording'
Then you should've opened with that, smartass. :-)
And to answer your question: that is not an issue I have encountered, neither on u5 nor u6.
I DID but ok thank you.
I haven't played with it much in u6 however, and in my current instance I do not have vehicle paths - so if you're running Experimental, it's possible that there is a bug with it.
I'm pretty sure it works as advertised on u5, however.
yeah I have to hit Start Recording multiple times before it registers, but once started it doesn't place the route markers.
It's U5
Okay... I currently have a truck merrily delivering its own fuel on u5, so please debug this a little. Start a new session and see if the issue persists, if you can.
oh wait, ui problem
Explain?
Record button did not update on first click but actually was activating the recording function, clicking it a second time to get the button to update turned it right back off.
no
As far as I'm aware, the ds does not include any sort of code to install itself as a system service or some sort of auto-start program.
i'll have to look a bit more into the behavior to be certain.
I see your previous conversations about changing the ports. I changed added the -port=8000 and -ServerQueryPort=15800 lines in the start.bat file and loaded the server with it but it still shows at unreachable
Remind me, what are you trying to do, and how are you trying to do it?
(I'm reading smut in the background, so I may not be 100% focused ;P)
run an EA server and EX server on the same windows machine. Do i not have to set different ports ?
Yes, you have to set different ports. How are you testing connectivity?
by trying to connect to the EX server with the modified ports (also forwarded)
So, you can connect to the EA server, but not to the EX one?
the EA server is currently stopped so it doesn'"t interfere with the EX setting up
it was earlier before i shut it down
Okay. So it's a difference in configuration, somehow.
Which ports did you configure and forward?
I assume you intend to run the two instances simultaneously?
the port 7777 to 8000 and the query port 15777 to 15800. both forwarded
When you say "the port X to Y"
do you mean "when a connection on port X comes in, I forward it to port Y"
or "all of the ports between X and Y"?
NVM i'm stupid .. i made a typo in the fortwarding
The host OS is Windows, right? In that case I would recommend you actually run both when setting it up. Start the EA server first, then try to set up EX.
This is because of the way the ds uses the Beacon port, combined with how Windows does some of its context-sensitive configuration wizards.
it is windows.
Seems like everything is working fine for now, thanks for al the noob questions you've answered
Hello, don't mean to interrupt yalls discussion but for update 5 we use standard server, the experimental is currently update 6 yes?
That is correct.
Ok thank you!
quick question- how much of a time/money investment am I looking at to set up a dedicated server this afternoon? I'm trying to run the experimental build if possible
time: some , money: depends if youre renting or using your own computers
yeah, could be 30 minutes, could be longer
otherwise I'd have to leave the game running on my computer correct?
for my friends to play when I'm not playing
yeah and youd only have 3 player slots left
that probably wouldn't be an issue for the time being, but leaving the computer / game running would defeat the purpose for me
how much would a server cost that would have sufficient resources to support the game and 2-3 active players?
is there a specific company that people generally recommend to rent from?
I tried to set one up on Nitrado earlier and had no luck, so unless someone else has had success with them, probably avoid that one.
Avoid Nitrado like the lying bastards they are. :D
> make a whole page implying you support modded servers
> sprinkle it generously with links to purchase plans
> make them pay up-front for a plan
> PROFIT!!!
> ???
> tell the player you don't support mods
I call it "The Nitrado Business Model" :D
do you guys know what company I should actually use tho if I go this route?
also, I had a thought: Would it be possible for me and my brother to 'share' a cloud save so to speak? Through steam or manually through something like google drive?
cause then we wouldn't need a dedicated server at all, it would just be whoever got on and saved most recently would update the save file
Well its a hassle but you can do it. The save file is not that large, could be even emailed when you've finished. But its sow unpractical that never would go in to that myself π
git
or svn ;P
Seriously. Make a private repo somewhere. One of you stops playing, he commits the update to the repository. You just have to check out the latest commit before playing.
And yes, I suppose you could make it a drive share as well...
Either way, it'd be interesting to set up.
Is there a way to recover/change admin password on dedicated server. I set mine up back when Update 5 first launched, then moved. Now I don't remember even setting a password
friends of mine have done this with dropbox on update 3 or 4 (before servers were a thing)
There's no way to recover it. You can remove the ServerSettings file associated with that particular port, and configure it from scratch. Set a new password, new (old) name, same settings - and load up the save.
I looked at that file. Any particular program needed to modify?
Nope. I don't know if anybody knows exactly what that file contains.
Strings I can decode just fine, but that ugly binary blob in the middle? I've no clue what it holds.
Maybe someone else does.
Though you can always try yourself. String values are encoded as Name/Type/Value, each of these being 4-byte length (incl. null, so an empty string has a length value of 1) followed by the null-terminated string. String values are typed as StrProperty. The string you're looking for is probably mAdminPassword, so that's name = 16 + mAdminPassword + null, followed by type = 12 + StrProperty + null, followed by... 10 bytes I which do fuck knows what (but seem to be 0x00 0x25 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 for the passwords) and then the actual contents = length + likely a (salted?) password hash + null. You can try replacing the contents with a 0x01 0x00 0x00 0x00 0x00 to see if that just sets it to an empty string. You could also try removing that value in its entirety.
There's also a chance it'll break the file, since I don't really know if it has a header with an included length, which would then fail its check. (this would result in either the server aborting/crashing, or in the server starting as a blank slate - which, all things considered, is your backup plan... ;P)
All things considered, the game seems to store quite a bit of data in that file (in the binary fuck-all blob in the middle), but... it doesn't seem to actually change instance to instance, so I don't really know what it is. It does change if the server is configured vs unconfigured, but otherwise looks game-specific instead of instance-specific (for example - from what I can see, it doesn't change between EA and EX).
You're welcome to dig more into it, if you want. I'd certainly like to hear about it, mind.
I will keep looking at it. I will copy the file before messing with it
I doubt you'll be able to recover the password, since judging by the contents and length it's almost certainly a hash, not the actual password.
I wasn't able to produce a matching hash with any of the hashing algos I know (since I know the passwords and all...), so I have no clue what the hash algo actually is.
If I did, it'd be a simple mod of swapping the value of that string (since the length stays the same) to a new hash value and calling it a day.
I'm trying to play with a friend on a dedicated server i host. Ports are all forwarded. I can play on it, my friend cannot, although it already worked some months ago. Any suggestion?
Did your IP change in the meantime?
I suppose what I want to ask is: have you checked your public IP since?
hey i'm trying to setup a dedicated server headlessly on linux thru steamcmd but i keep getting a SIGILL (Illegal instruction: core dumped) all the time, having done some searching in here it seems a couple folk seem to have a similar issue with running this on an older cpu, does anyone know a workaround or something
im running a phenom ii inside a vm, i've tried arch and debian but with no result
Hmm... it's technically an x64 multi-core CPU, so that shouldn't be an issue.
Does it say anything else in the log? When does it abort?
oh there is a log?
There should be, somewhere in FactoryGame/Saved.
There might also be a crash log, but if the crash reporter didn't get that far - it might not be there.
yeah there isn't a FactoryGame/Saved
... how soon does it abort?
almost instantly
Oh, damn.
is there a way to get a trace or something?
You can try strace.
Still, what's your VM host?
You can try running it directly, see if the VM is the problem.
its running in a standard qemu vm right now with cpu model set to host-passthrough
Why?
I mean, qemu is great for sim-ing different archs, but I'm not sure I'd use it to host a guest that can run on the parent hardware...
Try running it naked, see if it helps at all.
the host is a truenas for my home network so id like to run this isolated for security since my friends are supposed to be joining from outside
but ive tried running it in a linuxgsm docker which is bare metal as far as i know and its the same result
Hmm... While I'm aware that you can run stuff on the various NAS distros, I wouldn't say it's the perfect env. :D
Does the syslog say anything about killing the process and why? I mean, doubt it, but maybe?
yeah let me dig a bit ill get back to you in a minute
I wish I was proficient with strace, I could tell you more then... alas.
I'm personally on XigmaNAS, and I know that getting shit to run on that is a bitch and a half. Especially since I'm booting from an image.
I actually wouldn't be surprised if it's using some alt libc, like muslc or something. I mean, running an emulator should in theory help with that, but... I don't know.
yes a faulty lib is exactly what im suspecting too
You can try booting a live usb, see if it starts up at all.
(the game, I mean)
You'd probably have to go live Ubuntu or something,
I know Debian doesn't have a proper live that isn't an install.
(or, it didn't when I looked for it)
i suppose it wouldnt hurt to try
Still, you only need it to start up.
Nobody said you have to play it like that. Just confirm or eliminate the host OS as the possible cause.
Like I said, NAS distros aren't really geared towards running software on 'em straight up.
It's possible, but not the intent.
i have the strace output but unfortunately its mostly useless
@blazing halo do you know how to change the "command lines/arguments" on a server i setup as a service on windows with nssm?
What's nssm?
god damnit...
Right there it says verbatim:
This will pull up a GUI for configuration. Set the "Path" to the location of FactoryServer.exe, Set the "Arguments" to "-unattended". You can modify other settings if you want, but that's the only required step. Click "install", then run this command.
Try nssm configure SatisfactoryServerService
oh its "edit"
Or hell, even nssm /? :D
Well there ya go.
Also, you damn kids have it easy these days...
When I was your age... (and rode around on a dinosaur)
we only had srvany :D
command line stuff is still hard for me. give me a GUI already π‘
(it's essentially an executable wrapper that knows how to react to the various control signals services need to react to)
Hey, nobody said you have to run a Satisfactory server. There are plenty of online services waiting to skin you alive to run it for you. :D
fuck paying money for something when i have a good enough PC :KEKW:
thats what i am doing but my native language isnt english so its pretty confusing when there are just lines of code without a 1 2 3 guide on where to enter it
Then learn harder.
English isn't my native language either.
No excuse, you have. ;]
are there any arguements that i should put in to improve stability if i have enough ram?
Not really, no. Is your server unstable?
i have a Dynamic DNS set up. We tried it directly via my public IP, that works now.
Strange.
Your DDNS probably didn't update.
maybe stability is the wrong word. sometimes stuff just works weird. like not connecting and stuff
You know you have to update it, right?
Meh, that shit affects everyone. It's just a buggy server being buggy. :D
Remember, the servers are experimental in their own right.
I'm just happy we have them at all.
there is 1 thing i realy hate about the experimental branch and its nothing about servers but i just gotta get it out. the floor passthrough lifts are buggy as hell!
Yes, so I've gathered.
To be honest, I think that the game being this light on clipping and such is actually a good thing.
(though it sometimes leads to bugs like that)
its nothing about clipping tho. the bug i mean is if you put the passthrough down and then put one side of the lift on it it assumes you want it as output instead of input and then you have to get rid of it but then you cant put a new lift on it and have to get rid of the passthrough again. so freaking annoying. sorry
okay having read up on my cpu it doesnt support AVX extensions for the instruction set like most modern x86_64 cpus so thats probably the reason. Tracing the SIGILL code back i get an illegal operand error which only supports this hypothesis. there is a way I could probably force an alt library or just plain emulate or whatever but that is a headache i dont even want to start, so i guess that there is no server for me
but thank you so much for your time kad@home i really appreciate it
You can actually set the direction with the wheel, you know?
Sure. We don't get many people running it on Linux here (probably because they probably know what they're doing), so it's always a pleasure. ;)
i know that but thats also not what i mean. its input or output side and i know that you can change that with R but like why does putting down a lift without anything take the input first but when you put it on a passthrough it does it the other way around.
anyways. enough ranting
No fucking clue, to be honest. I keep forgetting to set the correct direction all the time, so if it does this - I probably never noticed. :D
What I typically do is install steam on my Linux servers and just install the server there and then just launch the files directly from the folder instead of using steamcmd. It's the same files I think but for some reason it works better with less issues in my experience. You can also launch it directly through Proton that way as well ( for other games that may not have an official Linux port )
There is a performance hit for gui vs cli but for Linux, it's negligible compared to Windows.
I think that just running X is a performance hit, for a server. Ugh.
But no, this time it's likely that his CPU simply doesn't support the instructions Satisfactory DS requires. As far as I can tell, the game worked on a Phenom II back in build 117XXX or so... don't know about afterwards.
Why would anyone willing want to run satisfactory on a server CPU that is so old that the instruction set itself doesn't work? Probably a 32bit. Throw that out
Actually, it's an x64 Phenom II. I actually had one of those not too long ago, still.
It's his NAS machine, and maybe the only machine he has that's separate and runs 24/7.
Besides, "throw that out" is a little harsh, isn't it?
I used to run an FX-8350 myself, not too long ago. It was actually pretty badass as a server, now I think about it - it could run three separate modded ARK instances at the same time.
(could probably run more, but I ran out of RAM slots)
Mind you, it was absolute shite at modern game clients. Fallout 4 regularly dropped to 14 fps, because it just couldn't keep up with the GPU.
But as a server? No complaints.
If that Phenom II could get a microcode upgrade... it might actually manage.
Besides - "Waste not, want not."
A little harsh but I was under the impression it was like a 32bit from the early 2000s. Those have no place anymore besides embedded systems. But yeah the FX series still has use and like on Intel even Pentium do.
Phenom II is a 2008/2009 CPU line.
Not much older than the FX line, which was what - 2011? 2012?
That's about right
And honestly, they don't even have a place in embedded systems - that's all aarch64 nowadays.
But they still have a place in this stone-cold heart...
You would be surprised there are still a bunch of 32 bit cpus out in the wild.
I'm sure, you don't get rid of stuck just like that. I actually have a WYSE terminal with something like a 466 MHz AMD inside. It was actually fun getting Linux to run on that, you know? :D
Hunting down a mini-IDE/IDE cable was a massive pain, tho'.
(the thing originally took CF cards)
My friend repairs traffic lights. He says some of them still have 32bit cpus
Why would that need to be replaced if it works
I'm honestly surprised they haven't all switched over to microcontrollers nowadays... But I guess the codebase is immense, and the industrial solutions required for all-weather situations aren't something you just throw away.
Agreed but sometimes the cost to just change the CPU and all the systems is just too high. Gotta wait for the entire traffic light to fail before they replace everything and that's when they change the CPU
I suppose, yes. Logistically it'd be a nightmare, that's for sure.
"Today, we're starting our project to replace the 150,000 light control systems we have in our city. Buckle up, bitches - this will take a while."
Lol
Though the original central controller (if there even is one...) is probably the simplest to replace - throw it onto a VM on a bigger machine (so that it continues to work), and get the new stuff ready for a switch-over.
They have until 2038 and the traffic lights will probably stop working
If you know why I'll give you a πͺ
Honestly? I doubt they'll just stop working. And besides, these systems are supposed to be fail-secure.
So, either fail with a red signal, or just shut off (not sure if they do the blinky yellow light to indicate a general caution in your area).
Yeah it's just a time that will be wrong. I doubt a date change will cause them to stop working
Who knows though
Depends on how it's programmed
Might disrupt communications, but if I were the one designing these things (and I hope people smarter than me did it), they would just go into a fallback pre-programmed routine.
Hell, if I were the one writing the code, I would write in something like if ( currentTimestamp < 11648 ) currentTimestamp = 11648; somewhere in there (assuming I couldn't set up an overflow interrupt on that value to handle it then) so that the moment it detected a value of 0, it would switch over to the same hour, if not the correct year.
(yes, I'm simplifying quite a bit, but I would likely include something to make sure it switches over to pre-programmed routines for the right hour)
Because, as Murphy's Law clearly shows - someone will leave some traffic lights running these old buggers beyond INT_MAX.
Are you on the experimentale branch of the game ?
yeah β
doesnt look like it
nah it shouldnt. maybe you reinstalled it at some point and forgot to switch to experimental again.
idk but now it is fixed thx
is it possible to make a server
Hello, maybe someone here can help me. I am pretty "new" to the game. Did not played it for 2 years i think. But now i am back. And i am curious, if i start a dedicated Server, is the production running, when nobody is connected to the server, or is the production stopped, like in single player ?
There is a setting in the server configuration where you can configure it either way.
Considering that this channel exists, I would guess "yes". ;)
okay that sounds great, and is it also possible to upload a existing Sav to the server ?
i meen a singleplayer map to teh server
i think i would rent one @ G-Portal
Absolutely yes - there's even a way to do it in the server manager UI in the game. You can even download it (though there's no in-game method and you'll have to FTP it over) and play locally. The game doesn't care.
any hint what the name is of the server on steam looking for satisfactory gives me zilch
Should be under Tools, really.
tools satisfactory still gives zero
Thx @blazing halo then i go to rent a server, because it is so annoying, that production stops in Singleplayer Local mode
Though I would recommend you get it over steamcmd. There's an excellent step-by-step writeup on the Wiki, linked on this channel's topic.
Well, it's not really possible to keep production running in the listenserver, because once everyone (and, most notably, the host) disconnects, the server stops running.
Well can i set up a G-Portal Server to allways running ?
does it take a lot of power to run this server on linus i have a small linux pc i use for plex it only a slow i5
I dont know and i dont want waste money by rening one if it won`t work
Yes and no... I'll explain in a moment.
Everyone has the same copy of the game, so of course it'll keep working if you set it up this way (you will need to connect to it in-game and set it up). I can't recommend any server provider, but I can tell you to avoid Nitrado as they're lying scumbags that will rip you off.
I've also seen a hoster (though I have no clue what it was because I didn't see a logo) that was offering 6 GB of RAM for a Satisfactory server - and that's inadequate to say the least. u5 (EA) requires 8 GB of memory, and u6 (Experimental) needs about 12.
oh so we have to be hosed hosting this somewhere i was hoping for a local option.
You can run it locally, no problem. I'll explain in a moment, sit tight.
i have just been leaving my pc on but i hate having my 3770 video drawing power when i only need server mode and done see a way to minimise the game
Okay. So to answer your question: yes you can run it locally, and yes there's a Linux binary available (you will want to get it via steamcmd, for obvious reasons). As for the performance requirements... it should work well enough for most of the gameplay, but there's a number of things the server does (chief among them saving the game) that will require as much CPU power as you can give it.
@blazing halo well i am a bit confused now
If i rent a dedicated Server over D-Portal. Everyone who connects, connects to the actual Server File.
So there should not be any problem, if it works so.
The only reason why i want to run a server is, a non stopping production, if nobody connected to the server
The dedicated server (as opposed to the game's built-in listenserver) can run 24/7 and keep production going. It doesn't matter where you put it. You will have to set it up so that it continues to run the game's logic even when empty (there's a checkbox for it in the in-game server manager UI).
Continuing: the server requires quite a bit of RAM however. The current Early Access version is Update 5 (u5), and it requires about 7.6 GiB of RAM in residential memory in order to run properly (so, 8 GB of RAM minimum). The Experimental (beta) version - Update 6 - requires substantially more RAM, at about 10.5 GiB in residential (so, as I mentioned, 12 GB). If you can meet those requirements, you should be able to run the server. Disk space requirement is negligible - about 10 GiB of space should be OK, saves and all (some UE games require silly amounts of disk space; ARK, for example, easily eats up 60 GiB with no mods installed - with mods in, you can easily push that to 300 GB and more).
As for the CPU use and saving - that's an issue you may run into, as you build your factory out. The slower the CPU - the longer the game will take when saving. The default connection timeout is 30 seconds, and if your saving time exceeds that - you'll start disconnecting when it saves. The default save interval is 5 minutes, so you can see why that might become annoying very quickly. :) This process is strongly tied to the CPU's single-thread performance (more GHz = more better ;P).
The solution - at least in the short-term - is to increase the save interval (15 minutes sounds OK?) and the connection timeout (60 seconds?). But if your factory gets big enough to exceed that as well, I'm not sure what to tell you... you can keep expanding those values, but at some point it'll become something absurdly high (like save times of several minutes) - at that point you'll start thinking about either a) upgrading that CPU, or b) renting a server.
@dense ibex Do you have any other questions?
As far as I know, the game does not have a binary for aarch64, so I'm afraid you're out of luck on that end anyway. ;)
(also, while those CPUs/SOCs have massive multithreading capacity, they tend to be utter shite in terms of single-thread performance... so I would not recommend either way)
ehhh server seems to much is there a simple way to have the game minimize then become like server when i got afk from the pc game
i try cntrl - enter alt- enter but none will minimize
You can always Alt+Tab and mute the game's audio in the mixer.
i mostly want to stop it from using video card
It won't minimise without use of external tools, but if you can keep a window on top...
Not possible.
That's something I would also want, because the dedicated server doesn't work with mods at the moment, and I want to give those a try...
ok it just makes so much heat i try to face the camera at a dark wall in game when i go afk
Doesn't really change anything.
The game isn't very GPU-demanding, from what I've seen (at least against a GTX 1080).
dark colors draw less power
No they don't. xD
im trying to save on a/c
It's like saying that carrying 1kg of feathers is less work than carrying 1kg of lead. xD
1kg is 1kg man.
lol i use a I5 cpu with no gpu built in then a 3770 so i get less heat.
sadly i think the game really needs a i7
At any rate, the dedicated server doesn't use a GPU at all, so that is the way to go.
If you have enough RAM on your gaming rig, you could try running both.
i have 16 its the game saves that are annoying this is a gen 11 and i have the nvme samsung but i still get some lurches on saves
Unfortunately, that can only be fixed by the devs.
This happens because the game has to essentially freeze so that all of the structures in memory can be condensed into a save file.
(it's called "serializing", you can see it in the log)
This takes a while.
my cpu is only 2.60 ghz i5 lol but the game plays pretty good
The devs know about this issue, and are working on fixing it. It's already a bit better in u6, I think (but it's also possible I simply haven't reached the sizes that would cause me problems yet).
i tried the test version aside from some visual oddities it was good. I have some trouble with the machines but later found out it was operator failure. i have oil production going and made a 4-input assembler but it pops the circuit breakers even when i have 2x the power it needs. I suspect they made it to only run on oil generated power.
I spend most the day trying to move things in my factory to eliminate any clipping
Embrace the clipping. xD
no yellow all blue is my motto
And, as far as I know, there's no machine that will outright trip on the biomass burner. It's just that most of them simply overwhelm the tyke.
i have like 12 coal furnaces running
One thing for late-game: if you happen to use the hoverpack a lot (like I do), remember that you have it on before raging about biomass burners tripping when they should by all means have all the power they need.
(the hoverpack consumes 100W of power, just sitting on your back)
Then you're probably having momentary power spikes. Invest in some batteries, they can sink the transients (that's what they're for, actually).
what should i expect from the radar tower i placed one today and powerd it then waited half hour did not really notice much
it seems you have to put batterys every so often on
As long as it's powered, it should uncover terrain for you. In u6, it also marks all resource nodes on your map.
i have poles and wire covering the whole map now
Remember that it will only reveal/scan things at its height or below, so you want to put it up high.
I don't remember if the radar tower detects and marks things on its own, or if you need some further research in the MAM.
then got lost in swamp and feed a nice group of spiders
There's also a bug that may make it look like it's not doing anything. Save the game, exit, and reload.
oh fun
well when i got back to get my vechicle i left in the swamp ill check it out again.
ill be sure to wear a face mask and bring bug spray
Make sure to do that, yes.
steal plating is your friend in swamps cover them and run
I just apply bug spray liberally.
And then, I'm typically in the air on my hoverpack, so...
carry liberal amounts of inhalers
i guess ill build a hover pack next I think my power grid might handle it
Hmhm... if you're not the sort to focus on building factories, but rather on exploration... I can share my save with you, have you go exploring. :D
It's a complete and utter mess.
(u5 tho')
is there a bug in the assembler that has 4 inputs were it takes the power grid off line the second you turn it on even with 10 batterys fully charged
Send me the save and I'll take a look.
I have been every were on the map even under it and lookig up thru the bottoms of lakes and such
Yeah, I built most of my factory under the map as well.
(that image I posted - most of that is under the map; the long N/S route is all hypertubes cross-map transport)
i am making a highway of roads over the map for fun
whats all the purple lines in the swamp
is your base in the sky that area is full of gas
even up like 10 levels gas will get you
Gas mask, or the HAZMAT.
Depends.
I usually just set up a hypertube through the area.
There are spots where it's safe to stand.
And yes, if I need to build something there, I just put it up.
Like I said, it's a mess. :D
my base is just north of the arrow on your map it more in center
better supply customers barf bags on that train
how far can a tube connect in tried it on 2 floors in factory but it kept knocking power out randomly
Not related to power. All tubes have a fixed power draw.
Like I said, I prefer to build under the map.
do they have lights in the game i like to put in street lights
This is my first center in u6.
i started playing and did not look at others bases till i had build many failures
then i came up with that base idea it seems to work
Yeah, same. I'm not big on building big, empty halls. I'd love some furtniture, details, stuff. That's all in the mods, but the DS doesn't work with mods.
HERE another view i changed the video settings all to max im supprised i can on a 2.3 gh i5
you built over the base like i did
i made it 3 stories then found out i could not put machines on the second floor they seem to need 3 walls high and i only made it 2
i like the swimming pool lok
look
i make the floor blue in the build so i can see where to run around easier
is there a way to buld triangle floors
There are triangle floors. You need to purchase additional stuff from the FICSIT Awesome Shop.
So, this is what you're supposed to expect from the radar towers - at least in u6.
i sort of seen some resources so i guess it must have worked
i need triangle floors to fix this stufff
This work?
im fixing the factory when i get done i think ill feed the excess to the awsome shop
yes down corner i thought i see those in game somewher
fun stuff
the game is so much better with more than 1 player
have you seen lost oasis
its another game with vechiles and building but not so great yet
but they have maps that you warp from one to the other like changing continents
this game needs more maps to explore I hope thay add that later
I hope so too, but it'll probably take a while. They're still working on this one.
they are dong pretty good
is there some secret to the power grid like distance from the generators or wire length like the water has
i have everythings on same wire yet some show battery others do not
That is a very heartening sight... :D
Then your setup must have a missing link somewhere.
what is the difference between Statisfacory and Statisfactoy experimental ?
"Satisfactory" is Early Access, currently on Update 5.
"Satisfactory Experimental" is the development branch of that, where things may break. Currently on Update 6 Experimental.
so if i run a dedicated server, it need to be experimental ?
Once the developers are satisfied with the current development cycle and have deemed it "stable enough", Update 6 will be pushed to Early Access.
No, you can run whichever you want.
ohh okay, i was scared π
"Early Access" is the current stable branch.
"Experimental" is the current development branch.
Damn i found out i am a complete deasaster in organizing π
And I seem to have been busy...
never saw this things π
(protein is an Experimental thing)
Well tahts a server channel i should ask my questions in another channel, i wated to know, how to see hom many units per Minute i can get from Recources, before i place a miner
It depends on the purity of the resource (impure, normal, pure) and the miner (Mk I, Mk II, Mk III).
It's all on the wiki.
ohh okay the name shows the amount thx π
For example, a Pure node with a Mk III miner overclocked to 250% can produce 1200 units/minute. Which is a bit of a moot point, since the fastest belt (Mk V) can carry up to 780 units/minute and there's no way to split the output.
Well Split it and use 2 belts then
> and there's no way to split the output
As I understand, 780 u/m is the absolute maximum the game will do under the constraints.
Technically, 600 is already pushing it.
but the overclock snails are a bit tricky, since you need to refill them
No, they last forever.
ohh did they change that
There's a limited number of them on the map, so they can't just deplete.
back then, when i was playing, 2 years ago, they did not last 4 ever
That'd be a low blow.
ohh nice
i dont remember snails ever getting used up
i think it was like that when they game was released, but i am not 100% shure
The game technically isn't released. ;P
π
That's sort of the point of Early Access. ;)
is hypertube only 1 direction ?
seems every game is early access amy more so many never make it to final
@blazing halo you there ?
?
I rented a server and i am scared i do something wrong, its my firt time i create a satisfactory Server
Maybe you do have 10 minutes time and lead me a bit ?
ohh i think i did it
hopefully the upload works
ohh yes β€οΈ it worked
Cool :)
finally producing continues π
It was pretty easy to uplad the save file
most other games it is way more complicated
It often is, yes.
Is anyone else having issue with server restarts? Everytime my server restarts after 24 hours automatically it wont start back up by itself, I have to log in and manually boot the server again. This also happens if I try to load a save. Im running experimental on a Windows 10 OS.
Should also mention this issue seemed to be linked with an experimental update, not sure which one exactly.
Hm, haven't had that issue with Experimental yet, but I have had restart issues with EA before.
Not sure how it got fixed tho'.
hypertubes go both directions and you can even change direction with the move keys, like try to walk backwards while you're in a hypertube to slow down and eventually turn around π
In most cases, you wouldn't even know about them. In many instances, it's due to funding running out mid-development. So... this isn't a bad thing, you know?
It's not exactly great, I suppose, but only because you can now see it. The same with all sorts of autism disorders - it's not an epidemic, it was there before, we just didn't see it this clearly.
A game in EA can get more funding directly from the people most interested - us, the players. Only this time you're not just voting "make more shit like this in the future" (by paying for a game that's already done), but you're saying "make this shit, please" (by paying for a game that's still in development).
Of course, this is only possible due to digital distribution. Back when you had to find a publisher to publish your shit, it was much more of a gamble. Now, you can source interest (and funding) directly.
Have you included the file in the startup folder of windows?
as the savegame gets bigger (We are at 26 seconds save time) can the server become unstable and kick us out without us crashing ?
Reason im asking is cause i cannot see any error messages on the server when i suddenly get kicked out , and it seems to be happening when it saves
how do you guys get such long wait times on saving? bad CPU for the server? my console tells me its saving in 0.01s o.O
How big is your savegame ? like .. how long have you been playing ?
i believe its around 70 hours
mine is 320 hours now
the specs are :
Intel Xeon E-2236 @ Max 4.80GHz
NVMe SSDs in RAID 1
14 DDR4 ECC RAM
1Gbps Network Port
not sure if those are bad specs or not
Not sure about the cpu because i have no clue about server cpus tbh. But i think your issue is the ram because the satisfactory server alone needs like 8-10gb.
10 is not enough im using 11.3 almost atm ..
well i meant on a clean server ofc :P (fresh save file)
also that stat you got there is for OS too i believe and thats why your ram might be the issue. not sure tho. kad might know more
i didnt have 26 seconds savetime on a clean server ...
this has been the same over and over as the server grows since the start of satisfactory ... the further u get the longer the savetime thats nothing new, what i am wondering about is if the dedicated server will kick me out when the savetime takes so long due to "non responsiveness" or something cause it doesnt seem like the server is crashing when i get sent back to the main menu
when the server crashes i usually get "server crashed" in the server console , there is more than 14 gb ram available cause im on a server node, but they allocated me 14 of them and if im not mistaken thats what the server has to play with not the server + os etc
ah yes sorry for ignoring the actual question. yes there is a timeout option thingy that you can set. pretty sure its 30s by default
any idea how to change that?
its somewhere in the wiki and it depends on what you are running the server. i never needed to do it so i have no idea how to do it tho. sorry
Yes, default 30 seconds
There are two settings for it - one server-side, and one client-side.
wich would i need to change ? and can i just double it ? to 60? or is that bad?
Both, I suppose? I haven't reached 30s save time yet.
this one?
Do note that there are two separate timeout settings - one is for initial connection timeout, and the other (the one you want) is for connection drop timeout.
Yeah.
so i change the one that says "connectionTimeout to the number i'd like ?
Yes. And then you make the same change on your end.
I'm not sure which side is dropping the connection.
ok will be trying that now thanks
Note: if you play with anyone else, and you now remain in-game while others get disconnected - this would indicate that it's the client that's disconnecting on timeout, and they need to increase this value for themselves as well.
what does the save game time depend on
Are the engine.ini files identical for every player? can i just send my friend a copy of mine when i change mine ?
Short answer: single-thread performance of the system.
Long answer: a combination of factors, the most impactful being single-thread performance, but also related in some minor way to RAM speed and latency. The amount of structures and uncovered map area also play a factor, since the more it has to save - the longer it'll take.
ty
The disk save speed is negligible, because the save files are a couple of MB in size.
In fact, they absolutely could sacrifice size for speed. ARK saves are 2-5 GB per file, I can live with a couple dozen MB if it makes it faster. ;P
do you have any idea what path i need to go to find the engine.ini ?
On Windows, it'll be in %USERPROFILE%\AppData\Local\FactoryGame\Saved\Config\WindowsNoEditor
In theory they can be different. They're editable by any text editor though.
im sorry for bothering you this is way out of what i can do on a computer but
do i just add the lines under
[/Script/OnlineSubsystemUtils.IpNetDriver]
?
Yeah, pretty much. If the section already exists, add to it.
You don't have to add any line you don't want to change, so if you want to leave the initial timeout alone - just don't include it, the game will assume the default value.
thanks
all done, hopefully that fixed it x)
i want to change the save interval to 30-40 mins , but i am to scared to do it incase there is a server crash xD
15 seems like a good value.
yea but now that server save time is closing up to 30 seconds it's starting to become a pain xD
You don't say... ;]
It's not until your server crashes that you notice how much you can do in a small amount of time xD
Also, for the record: you can't "waste my time", so don't be sorry. I offer my time freely, but I'm the one in control. If I don't want to offer my time, I simply won't answer.
i appreciate it alot! :)
I think there was a lot of confusion back in the early days about who a "loser" is. At some point people started to take it as "someone who can't", regardless of reason. That's not true at all. Everyone starts somewhere. You can only be a "loser" if you've been taught repeatedly and you still can't, because you don't care and/or are unwilling to learn. :-) So I don't expect "sorry", I don't even want "thank you". Learn, so you only have to ask any question once.
Learn, and then start helping others. That's all the "thank you" I need.
This is just the way im built, someone uses their effort to help me on my way to educate me of the unknown and i just show my appreciation , and since im not paying for you to help me or you are forced in any way to do so, the politeness in me is just careful so i don't overstep and when i do get the help i need i show gratitude .. :)
It's fine, it always pays to be polite I suppose, so thank you for that. But what really makes me think my time is spent well is seeing people learn and then learn to help others.
I don't expect that from everyone, of course. Not everyone wants to spend their time doing that. But it's always good to see it, you know?
i love to help where i can help, and in my experience the same question comes up alot of times when people are not educated, if everyone that learnt could learn others the question will never be an issue :)
Okay I figured out how to start a server and all, but my friends can't join
is the server in hour home?
I am not sure I understand the question
Where is the server located?
Correct firewall ports open on the server machine?
Correct ports forwarded from your router?
Do you actually have a public IP to use?
I assume you know at least the basics of networking?
I am not too familiar with networking, I also don't have access to the router. I know my IP is public at least
If you do not have access to the router, you will not be able to have anyone from outside your network access your server.
Hmm okay. In that case I'd have to take help from my father
It might be possible to use a vpn service with port forwarding but that would probably be a paid service.
It would also be possible to have one of your other players to set up a VPN, to which everyone would connect. But then the question is: if one of your friends can provide the VPN (and thus open the necessary ports), why aren't they providing the Satisfactory server in the first place?
Also, setting it up so that they could connect to your server via a VPN provided by someone else isn't exactly straightforward and depnds on a number of factors. It would, however, have the benefit of giving you a guarantee of it working (when set up correctly) - something public VPN providers don't give (port forwarding support is per-VPN; from what I can see, only one of the "big players" I'm aware of - PIA - supports it; NordVPN explicitly doesn't).
But this all comes back to the very core of the issue, so let me repeat it:
Just because you can run a server, doesn't mean you should run a server.
That's something many people forget, blinded by the fact that it's available. You need to have networking knowledge (and at a level high enough to troubleshoot things - some of which may actually be quite complex), basic security knowledge (what CVEs are and where to find more info on them - would be a great start), solid general OS knowledge (the number of people not knowing how CLI works is too damn high!), administrative-level access to your network configuration (so you don't have to ask your dad for permission...), and the ability to react to things as they happen.
setting up 2 servers
when I run the second server it grabs the world from the first server and doesnt create its own?
hey y'all wanted to ask for some help, whenever i setup a satisfactory server (on an ubuntu 22.04 vps running Pterodactyl with the correct egg), it constantly disconnects with UNetconnection, now it shows up as offline. does anyone know a reason as to how to fix this (also im sorry if this is the incorrect channel didnt know if i had to use this or #old-questions-and-help)
in the settings there is an option for the server to stop running / pause when there is no players online might be worth checking that?
yeah, i tried it off and also on but it still doesnt really like to work i can try again tho
nope doesnt work π
You need to change the ports for the second server. Otherwise, it just reads the configuration file for the already existing one and attempts to load that.
You'll probably want to talk to Pterodactyl support for this. They're likely better-equipped to help with their own stuff. ;P Try running the server 'naked' and see if it works that way.
Also, be aware that some hosts limit available ports, and may even limit available egress unless specifically requested. One of my web hosts had to be told to allow me outgoing connections to my mail service provider.
will do, i am using Strato (dutch host) which has its firewall disabled (and gives the user full access to its settings) so we will have to see.
Run it naked to confirm or eliminate Pterodactyl as the culprit.
I attempted running multiple other games on pterodactyl and they all ran fine which is a small f
Ugh... I love these atypical issues.
Can you look into the log and see what is being presented there around the time you try to connect?
Further: can you check if the ports you selected are actually reachable? You can do it this way: on the VPS, run nc -ul 15000 (to test port 15000). Then from a local Linux machine (or a Windows machine equipped with nc...), try nc -u address.of.machine 15000 to see if you can connect there.
is it possible to ban someone from a dedicated server?
Enjoying some wonderful problems. My server will not generate its config file. I followed the steps in the wiki to get it to generate (setting up the server, using exit command, and looking in the files), however no server config files are being made. I've tried resetting it and reinstalling it, but it does not generate the config files.
As far as I'm aware - no. You can, however, change the player password - and simply not tell the guy. That, of course, relies on nobody else telling them, either... so you may need to remove more than one player. ;P
Where are you looking? Which config file are you looking for?
I'm looking in appdata\local\factorygame\saved
And which config file are you looking for?
serversettings.ini
yeah thats what i figured good thing no one likes the guy XD
According to the wiki, the server will create a folder that contains it on first run
No. It will, however, create a ServerSettings.{port number} file, which contains the configuration data for that particular instance (as configured by the port).
That file however, is a binary file now.
Can you please show me where the Wiki says anything about a ServerSettings.ini file?
Ah, wait, no. There is a ServerSettings.ini file,
but it's not where you're looking for it.
It's in {server install folder}/FactoryGame/Saved/Config/{your flavour of server}.
(so either WindowsServer or LinuxServer)
Apologies, I completely missed that file (as it's not one I look for ever).
Oh, interesting. I have found it. I didn't notice the initial file path, as it continues as the same basic file path as the appdata path.
There is logic to how this is organised... though I'm still a little irked that there aren't any switches to allow us to specify the various paths.
At least they did the sensible thing and moved the template .ini files into the .pak files, so that they're not openly on the filesystem. Too many people got confused about which Game.ini or Engine.ini to edit in games like ARK.
That would be ideal. Also, it's still not generating the serversettings.ini after restart, though the configs are all there otherwise.
Seeing as the file keeps settings you otherwise set when you claim the server,
did you go ahead and do that?
Yeah, I set it up and everything
So it's currently running a world, and there's no ServerSettings.ini file to be found?
Have you changed any settings it controls?
... actually, why are you looking for that file?
Correct, and no. I'm trying to edit the timeout limit because my friend far away is tripping it and can't join.
... except, the timeout settings are located in Engine.ini as far as I'm aware.
Also, as far as I understand, these control the server side of things. If it's his client that's making the decision about the timeout being reached, your friend may also need to edit their Engine.ini to increase the timeout values.
Still, if you're having trouble reaching each other that are resulting in outright timeouts... I wonder if gameplay will be a problem.
Gameplay hasn't been a problem with just regular hosting, but the overflow error popped up.
Also, yes, apparently that is in the engine.ini. I'm doin good tonight haha.
Hmm... The overflow error isn't strictly related to networking, as far as I know... It has more to do with the server trying to send too much data, for whatever reason.
Happened to me a lot in ARK and Conan: Exiles, over LAN.
I simply cannot connect to my server
That's sad. Can you tell us more about your situation?
Whenever I'm in the server manager, the menu will load for about a minute or two then say 'Cannot connect to server'.
Okay. And where is this server of yours located?
Somewhere NA
So not in your LAN then?
No.
I see. And what sort of server is this?
A dedicated server from Pebblehost.
Dedicated game server hosting, is that correct?
Yes.
And you are paying them?
Yes I am.
Then the first thing you should do is contact their tech support.
We have no idea what they're doing, or how. They may be having an outage, for example.
It's not, but running a dedicated server did fix the overflow error, so that's what we're doing.
It just created an occasional other-error.
Now it's running. :D
Those two lines (LogEOSP2P and LogEOSAnalytics) are the last two lines printed during the startup and loading phase.
You may also receive a message about the EOS shop being disabled in this spot. That's also normal, since the game doesn't actually feature any microtransactions.
(EOS here stands for Epic Online Services)
Unfortunately, the server does not print a Startup complete. Ready to accept client connections. message anywhere. If it were up to me, it would - but it doesn't.
I don't understand the question.
How do you "apply" the server? What do you mean by that?
how do I use it?
is it just on for all my saves or something
isn't this so my friends can log onto the game while I am offline
It is, but you clearly have no idea what you're doing here.
A "server" is a program that performs actions on behalf of "clients" (hence: client/server model). In this case, the "actions" are "running the game's logic".
In essence - if you remove all of the UI, and all of the graphics/sound from the game, what you're left with is the game-logic component that runs all of the events in the game. The "server" then takes that, and wraps it in networking and management code, so that clients may connect to it.
yeah I didn't see any documentation
If you look at the top of this channel, there's a Wiki link there with all of the documentation you may want.
k thx
You clearly don't understand the idea of what a "game server" actually does, is what I meant.
I know the basics, it handles the core stuff and sends it out to each client so things replicate
I just didn't know what the steps were to set it up
Okay.
So - the idea is that you start the server, and then have your clients connect to it.
Once they're connected - they will send player actions to the server, and the server will send world responses (and coordinate it between clients, so that everyone is seeing the same thing).
That's the gist of it.
All communication is handled via UDP.
Now, you may think "Hang on now, isn't TCP/IP the only one that actually has connections? Isn't UDP connectionless?" - and you're right. But the common misconception is that "connectionless = stateless", which is false. It is entirely possible to identify UDP packets being passed back-and-forth based on the origin/destination IP and port combinations, therefore it is possible to attribute such packets to ongoing communication. In this instance, the term "connection" is a technical term, and is much more precise and restrictive than its common language counterpart.
Anyway, if you don't care about any of that, here's what you need to know:
a) you need to have your server running - you already have that part done
im currently moving the .sav file over
b) you need to connect to it with your game client for the first time, so that you can "claim" the server (set it up)
You don't technically need to "move" anything, the game provides an in-game UI to transfer saves to the server.
should there be a folder here called server folder?
(there's currently no way to download them in-game directly)
Connect to the server and claim it.
Once you've done that, you will be able to transfer a save and have the server load it.
.\FactoryServer.exe -log -unattended
Here.
is it fine to use my home ip address if I trust the members connecting?
Sure, why not. People don't understand how security works, so you tend to see two extremes: complete carelessness, or paranoia. ;P
how does it work for others connecting?
Well, for starters, you need to have a public IP.
Next, you probably use a router. You need to log into it, and forward your game's UDP ports to the game server machine.
(it helps to have the computer running the server be assigned a static IP or a static DHCP lease inside your network)
are you talking about the behind the scenes stuff or things I need to do rn
These are actions you will need to take in order to make your server reachable from the Internet.
I believe it is
I do use a router
I am using ethernet btw
Neither I, nor your network, care what you believe. Be sure.
That's good. Hosting services over WiFi is a great way to have to solve bullshit intermittent issues. ;P
or is it just ip config
The easiest would be - on your router.
You can check if your PC has a static IP configuration.
If it does, that's confirmation enough.
If it says "DHCP" however, only the router will provide the answer.
Are you trying to port forward so people can join your dedi?
someone in my household on the same network using wifi could connect without port forwarding right
even though he is on wifi and I am on ethernet
As long as your WiFi router is forwarding traffic between Ethernet and WiFi correctly - yes.
so do I need to check my router to see if its static?
and how would I do that
device manager?
No. You need to connect to your router's management UI.
no, you need to log into your router
It's typically a webserver run by your router.
type the address for default gateway into your internet browser
if it hasnt been changed, there should be a sticker on your router with the login info
Please verify your router's make & model, and then Google these to find out the manual for your particular device. There are excellent tutorials online on how to log in, and where to find the default access credentials.
Please find the manual for your router's make & model. It will be explained there.
every time you restart your internet the ip to the server would change
Your server computer must have a static DHCP lease. As to what will happen: if the IP ever changes, all port forwards will become invalid (as they will be pointing to the old IP).
it has a DHCP lease
Yes, but is it static?
it expires every few seconds
That doesn't answer the question.
yh ok
Only the router can answer this question, because this information is not communicated to the clients.
To clarify: a static DHCP lease must be explicitly defined, so if you never configured one - it probably doesn't.
looks like I can just set it up through the eero app
will having a static ip help with using a remote desktop program if the power goes out or something
bro I can disable my brother's PC and phone from accessing youtube or discord
so should I copy over the current DHCP addresses into the static address boxes
I got an invalid subnet mask error
That, too.
In theory, yes. In practice, no.
ohh ok it shows in the eero app I can disable applications to devices on the router
so the subnet mask is 225.225.224.0
Assisting you with setting your internal network up is already quite outside the scope of this channel, you know. :)
yeah
(which is also kinda part of what I meant when I said you clearly have no idea what you're doing ;P)
yeah I thought it would be simpler
so my ipv4 is a class a
so can I use the default subnet for that class
IP classes are no longer relevant, and have not been for at least a decade (probably closer to two).
But sure, you can.
You will want to configure your DHCP server (on the router) so that it begins assigning addresses a little above the start of the network.
it says This server appears to be offline
For example, I use 10.0.1/24 for my local Ethernet, and 10.0/16 for my entire network.
is the /24 for the amount of 0s at the end?
If you were to use something similar, here's a recommendation:
- router IP: 10.0.0.1
- network mask: 255.255.255.0
- DHCP start: 10.0.0.100
- DHCP end: 10.0.0.254
This way, you have a pool of 98 addresses you can assign statically (10.0.0.2 to 10.0.0.99), and if you see an IP that ends with anything below 100 - you'll know it's been assigned by hand.
If your router allows you this capacity - set Ethernet DHCP to between 200 and 254, and then WiFi DHCP to between 100 and 199.
No, it's the number of 1s at the beginning. :-) Sounds like you have some knowledge, but it's all over the place.
is the DHCP per device or something?
DHCP stands for Dynamic Host Configuration Protocol. Historically, it's also been known as BOOTP (Boot Protocol), as it allows - among other things - to inform downstream devices of available network boot options.
so is that useful for ip reservations/port forwards?
The most typical application of DHCP is the automatic assignment of IP addresses in a network.
(this ensures that every device is assigned a valid IP,
and that there are no collisions (two devices with the same address))
what happens with collisions...
The two machines with identical IPs cannot communicate with the network.
(since it's impossible to distinguish between them)
so should I make an ip reservation for the server?
You absolutely should, yes. Assigning it a static DHCP lease means that it will always receive the same IP assignment.
Once it has a static IP, you can then create the port forwards to the server machine's IP.
It needs a static assignment, because port forwards are defined for IP.
I set the router to be static
instead of DHCP
Do not apply that setting.
oop
If you do, you'll probably lose Internet access until you revert it. ;)
I am talking to you right now
A "router" is a device that bridges two or more networks. To that end, it has at least two network connections.
This is configured per connection.
So, the router should have a static IP on the connection facing your LAN
and DHCP on the connection facing the Internet.
(so that it itself receives a DHCP lease from your ISP's network device)
Yes, LAN stands for "Local Area Network". What is a "local area" is up to you to define, but the public Internet is not local.
I doubt it.
will anything I am doing break that
WOL is a specific thing, which allows a machine to wake up from a sleep state when it receives network communication for itself.
This only works if a) the machine is in sleep (and not, say, powered off), b) the hardware supports this function, and c) the sender knows how to correctly send this packet.
it works while its powered off for me
Though note for A: many machines nowadays actually support this from the "stand by" power state.
Many, does not mean all. Macs do not, for example.
You tell me. :)
should I just name the port Server
is the range for the types of subnet masks or ips that it accepts?
I'm not sure what you're looking at. Please refer to the manual for your device on the correct procedure.
should the ip that I reserve be my PC?
or can it be any ip on my home network that I setup a port forward for
Port forwarding essentially sends traffic from port A on the router, to port B on the IP you specify.
So you need to specify the IP you want to send the traffic to.
And specifically for Satisfactory, these two ports should match exactly (this isn't always the case, but here it is).
so what happens if someone joins the server and my PC is shut down?
does it need to be turned on for the server to start up
The same thing that happens when you turn the light switch when there's no power. Nothing.
That's a question with a very complicated answer, but to put it as simple as I can: Satisfactory is not a Windows service, and as such - does not expose any mechanisms for suspending and resuming (or even starting and stopping). Unless you use technology that provides it as a wrapper, the short answer is "no", and this applies to both powered-on and WOL.
Any reason why trains would not be docking? Also on the time table map the stations are showing that they are at 0, 0
So my server keeps crashing whenever i try to load a save file. I am running it on linux. Is this just a known bug? I was running my server on windows and it worked fine. Any ideas? Thanks
does it always say join game even if you are in the server?
You can use DMZ and assign by MAC. And never have to use a static IP or port forward. Only recommend if you know what your doing. But if done right, it's much easier and better. Perfect if you have a dedicated Linux server or Windows server machine.
Define "crashing" - can you show something? Like, a log excerpt maybe?
> use DMZ and assign by MAC
Can you explain a bit more how this works? Because I'm unfamiliar with this procedure...
Also, tell me more about your setup please (RAM, CPU, distro etc.).
sure, here is where the crash starts
i hope you can read that.. and Its just a Dell Micro i7 with 16gb ram running Linux Mint Cinnamon
I've googled the error and it seems like a common Unreal issue.
But why would it segfault on CreateGameModeForURL...
Huh. I haven't seen that before.
lol
my brother died while playing with his hyper cannon and died. he didn't know where his box was. so I loaded it up on the Satisfactory Cal website and moved back to our base. I have done this before when i was running it on my Windows machine (I moved because I didn't want to run a server and play on the same machine) and it loaded just fine
i know the dedicated server is new, so until I can get a fix, I am just running things back on my windows machine.
Can you try loading a save from before loading it into Cal? To see if it might be an issue there.
true, I will try that in a little bit π
i was thinking that it could be the Cal website as well, but wanted to ask
When you setup DMZ on your router. Many have the option to just use MAC address instead of IP address. The router will forward all incoming traffic to the DMZ. You won't need to port forward. You can just allow a program through firewall.
The ARP table just assigns IP and MAC anyway
Huh... so it's not a way to "set up DMZ by MAC"
but rather, a way to set up a static IP mapping by MAC using the ARP static table.
Still, that requires a little bit of extra logic (this is not a default dhcpd option, as I understand it). So... I wouldn't rely on it being there?
Except it isn't technically a static IP. It's a dynamic IP.
More like a reverse lookup
Yeah, so it is. It's just done internally by magic.
From my understanding it's because of the ARP table
As far as I know, you need to arp IP mac MAC, so it's not like the ARP table decides. This is done by external logic.
I think it checks the ARP table of the router. Its still handed by DHCP.
A little bit of magic leveraging the fact that you technically don't need dhcpd to know about IPs outside its range, but it'd be nice if ARP knew about it...
Not an expert though
At any rate? I would not recommend its use, primarily because the IP is actually dynamic as you've said -- it eliminates the need to know it, but it also does not guarantee its stability.
So while it's great for DMZing by MAC, if you want to connect to the same machine via LAN - you'll need to keep checking what IP it got assigned.
All in all, not ideal.
Not unless you set up NAT loopback, and connect via a (D?)DNS name.
But still, good to know this exists.
Correct. But you can use Avahi and target by hostname
So you will always know the dynamic ip
Ych, I'm generally a strong opponent of anything "by discovery", "on request" and "automatically". DHCP is one thing, but I like to know where my machines are.
Or, rather, I like to know that my machines are where I put 'em.
Understandable. But most people rather not
True, but by the point you're setting all of this shit up... that ship has already sailed.
Probably, but the way I see it - you still need to understand what it does, and how it does it. At least basically.
Which kinda defeats the point, IMO.
Many people hosting satisfactory here wouldn't care. It's not required
But you right setting statics can be useful for other things
It's also not a default functionality... so people would still need to explicitly set it up.
You not really making sense
You do not need to setup anything for satisfactory
The router will do it natively
You don't need statics
Is it nice? Sure. Needed no
Does your router come with Avahi? None of mine did.
You don't need Avahi unless you want to setup a hostname that will automatically get you the dynamic IP
I'm thinking of a scenario where I'm walking a user through setting up their Satisfactory server, like it was the case
and imagining helping them through static ARP, setting up Avahi...
... just ugh, no.
huh
Assuming your router has that option.
I would say most do now
"Last time I checked" was back in 2015, and I didn't see it.
Haven't used a consumer router in a while, so I suppose it might?
Meh.
The only reason why you would need Avahi is if you wanted a hostname instead of an IP address altogether
Okay. I may be old-fashioned, but DNS is still my go-to in such instances.
I suppose.
Then you don't need to explain anything
As long as they need to DMZ... which is not something I would recommend as the first option, ever.
That is entirely true. I wouldn't recommend it to retards but for advanced users like us. It's easy
Yeah, not what we're currently discussing.
ah ok lol
Though at that point, I'd just say "slap a static DHCP lease on that biatch and plug a DNS + PTR entry in your resolver" xD
@quiet cairn how does ARP-based DMZing (as opposed to forwarding the entire port range) play with MAC spoofing?
we are talking about these settings in routers nowadays that wont require you to use a static IP or open any ports
(forgive me if I'm being an idiot, it's 5:30 AM and I just finished coding something)
Or maybe I should ask if there are any issues with that.
I ask only because some ISPs still tie service to the WAN MAC of the router... however much I'd like them to fucking quit it already.
A valid concern. But if someone infiltrates your network, its game over no matter what
Not the case I was thinking of... but after putting more thought into it, I conclude that it shouldn't interact at all, due to how routing works.
(Again, 5:30 AM xD)
Linksys routers that drops invalid packets that violate mapping, and contains an option to repoison/heal.
mine is linksys
but idk about other routers
id imagine that it wont let you remap a mac that is currently in use
If I absolutely have to use an off-the-shelf, I go with 3rd-party firmware.
I know you cant have 2 of the same macs in an arp table if that helps