#dedicated-servers
1 messages Β· Page 4 of 1
^

ChubbyEmu uploaded a new video. *excited noises*
does anyone have a sever that i can join?
My router can burn in hell... i have open all ports possible and turned of ALL firewalls.. stillc can't get it to internet to play with friend.. gaaahhhhh.. i am preperad to die
Did you forward the correct ports though?
And to the correct place?
Tell us more about your setup, please.
@gleaming raptor please start by describing how you have things set up, and answering the questons if you can. We'll go from there.
Its an i7 8GB Win10 250/100MBits with a tele2 wifihub C2 ( Open ports udp 7777 and 15000 and 15777 in port triggering ) ( Opened TCP-UDP 7777 15777 15000 in Portforwarding ) Turned of the Firewall in windows and in router.
Using SteamCMD ....
Okay. You can remove port triggering from your setup, it will not help.
Is the server running on the same PC you play the game on?
no it is not on the same server
So, these are two separate PCs, then.
Okay. Once you have the server started, can you then connect to it via your LAN?
yes
Okay. So this confirms that the server works, and it can and will accept connections when they come in.
but as soon as i do the server show i logged in and shuts down
U6??
Experimental?
ipv6?
U6 = Update 6 = Experimental (currently).
ah.. oh i think so.. it is the latest
Then you have insufficient RAM.
For u5.
oh
U6 requires something to the tune of 11 GB.
but i have tried to run on my comp too and it works there.. but my friend can't see/connect to server
sick
Did you forward the ports to your PC when you did that?
i have turned of all firewalls.. on computer and it is under the same router
Did you forward the ports to your PC, when your PC was running the server?
in the router yes.. on the PC i feel a tad stupid now... how to forward on the comp
On the PC, you just have to allow the server to use the ports (or disable the firewall).
I assume the computers on your network (at least the ones wired in via cable) have static IP assignments (either via direct assignment or static DHCP leases), so that they don't change?
I have totally MURDERED the frikkin Firewall.. so the i gues si have open it up yes
yes
it is on auto DHCP
Does it have a static DHCP lease assigned in the router?
Okay, but does it have a static DHCP lease assigned?
IPv4 Lease time is 1hour
That's nice. Is there a static DHCP lease assigned for your PC?
It will consist of two (minimum) pieces of information: the IP to be assigned (in the A.B.C.D numeric format), and the MAC address of the machine (in the AA:BB:CC:DD:EE:FF hexadecimal format).
ok hmm
It's a very specific thing, as you can see.
What it does, is it ensures that the PC will always get the same IP from the DHCP server.
This is a prerequisite for correct port forwarding operation.
It may also be called a "reservation", I don't know. The correct term is "static lease".
yeha i cna see that now... I aint all that good in this section since majority of servers i never had to use this router.. stupid area i live in decided to change ISP morons
You can use your own router. Call the ISP and ask them to DMZ your router in their crap, or otherwise set up a transparent tunnel or whatever they need to.
You can share screenshots, you know. They say a picture is worth a thousand words.
Thats the router
Okay. Which machine has .0.5 assigned to it?
this one the other i killed 1hour ago since it crashed
Egenskaper = Properties π
it is the computers network
Okay. I would advise you to set your pool to start from 192.168.0.50 and end on 192.168.0.250.
done
This will both a) create a nice little pool of addresses you can assign statically or via static leases (from 192.168.0.2 to 192.168.0.49), and b) will help you instantly recognise an IP as being either hand-assigned or dynamic.
oh kk cool
(simple rule: if it's 50 or above, it's dynamic; if it's below - it's hand-assigned)
aight
Okay. Show relevant port forward settings please.
First of all, clear "external host" entries.
A value of * is the correct one, especially if your public IP is dynamic.
(which it most likely is)
The correct protocol for Satisfactory is UDP for all three ports.
Also, if you can, disable UPnP. It's a security risk (it allows any program on your network that knows the UPnP protocol to port-forward a port for itself, potentially without any authentication requirements), and most services don't really use it anyway.
I suppose Satisfactory can use it, so note down where the setting for it is.
turned UPnP off now
Very good.
Can you please verify for me that your WAN IP is actually public?
If you don't know, the procedure is to find the WAN IP of your router (WAN is the interface connected to the ISP side of things), and checking if it matches the result you get from a website like whatismyip.com
This looks like the correct page to see your WAN IP.
That address looks publicly routable, but please verify anyway.
Okay, this confirms you clear all requirements to host a server on your network that can be accessed from the Internet.
Please delete all screenshots showing your public IP. ;)
so if he tries to connect tot he 40.14*.***.**7 it should workj now?
(please obscure that IP ;P)
But yes, if the game is running it should work now.
I noted your IP down. May I try connecting to the ports to see if I get the expected protocol responses?
sure
yes
I can test the ports individually and I get the expected responses.
sweet
Your friend should try connecting to you now. Please give him the correct IP.
Don't thank me. We don't know if it works yet. ;)
(I have a very specific problem with my own network - I can test everything correctly, and I still can't connect or have connections)
wierd
I would like to know if it works now.
IT WOOOORKSS!!!!!!! WOHOOOOOO β€οΈ β€οΈ
And have fun. :)
Tha i can promise you i will
Hmm... Will you mind if I try joining your game as well? It would give me another data point for my own case.
no you are welcome
You may see connection attempts from 1*.17*.20*.2*.
yes
Yup, I can see "Game ongoing" but that's it.
I sent a pic of console
Yes, seeing multiple repeats of Ignoring handshake packet received after completion is indicative of my issue.
What essentially happens is that packets coming from my network to yours arrive just fine, but the replies never reach me.
How much RAM does your PC have? :D
Remember that in order to run both the game and the server will require the RAM for both - so, about 11 GB for the server, and about 8 GB for the game.
(so a little under 20 GB total)
32GB
Interesting. Do you have any logs from the crash to see what happened?
(the logs - including crash dumps - should be somewhere in the server's installation directory)
hmm
yeah looking around now
[CrashReportClient]
bAllowToBeContacted=false
bHideContactOption=true
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2
bImplicitSend=True
no specific
some .pak
Don't know how to open them'
No, that's not what you're looking for.
ok
It's either FactoryGame.log or Diagnostics.txt.
The latest log should be in FactoryGame/Saved/Logs.
u want the text or the whole file π
You can check the last lines of that log to see what happened.
from Factorygame.log
2022.08.08-20.34.37:890][ 21]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
Anything that begins with LogCore: === Critical error: === interests me.
That happens to be the last message you see before the server comes online and starts accepting connections. It either crashed without writing to log, or you restarted it since.
i restared
[2022.08.08-20.34.25:001][ 0]LogSave: Warning: ========= Load error summary =========
[2022.08.08-20.34.25:002][ 0]LogSave: Warning: ========= Unknown Classes =========
[2022.08.08-20.34.25:003][ 0]LogSave: Warning: ========= Unknown Levels =========
[2022.08.08-20.34.25:003][ 0]LogSave: Warning: ========= Unknown Objects =========
[2022.08.08-20.34.25:004][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.BP_BuildGun_C_2147464675
[2022.08.08-20.34.25:004][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.BP_ResourceScanner_C_2147464679
[2022.08.08-20.34.25:005][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.Equip_ResourceMiner_C_2147464677
[2022.08.08-20.34.25:005][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.BP_BuildGun_C_2147462956
[2022.08.08-20.34.25:006][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.BP_ResourceScanner_C_2147462960
[2022.08.08-20.34.25:006][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.Equip_ResourceMiner_C_2147462958
[2022.08.08-20.34.25:006][ 0]LogSave: Warning: Persistent_Level::Persistent_Level:PersistentLevel.Equip_ShockShank_C_2147462250
[2022.08.08-20.34.25:006][ 0]LogGame: World Serialization (load): 0.182 seconds
Nope, not that either.
We want a "critical error".
It will look something like this
[2022.08.07-05.14.36:874][456]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000268
[2022.08.07-05.14.36:874][456]LogCore: Fatal error!
0x00007f58cf6a75fc libUE4Server-Engine-Linux-Shipping.so!UGameInstance::CreateGameModeForURL(FURL, UWorld*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/GameInstance.cpp:1203]
0x00007f58cfd70c36 libUE4Server-Engine-Linux-Shipping.so!UWorld::SetGameMode(FURL const&) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/World.cpp:4264]
0x00007f58cfccf313 libUE4Server-Engine-Linux-Shipping.so!UEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:13164]
0x00007f588b09786f libUE4Server-FactoryGame-Linux-Shipping.so!UFGGameEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGGameEngine.cpp:32]
0x00007f58cfccc676 libUE4Server-Engine-Linux-Shipping.so!UEngine::Browse(FWorldContext&, FURL, FString&) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:12465]
0x00007f58cfccdaf4 libUE4Server-Engine-Linux-Shipping.so!UEngine::TickWorldTravel(FWorldContext&, float) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:12663]
0x00007f58cf6813b4 libUE4Server-Engine-Linux-Shipping.so!UGameEngine::Tick(float, bool) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/GameEngine.cpp:1791]
0x00007f588b0977f3 libUE4Server-FactoryGame-Linux-Shipping.so!UFGGameEngine::Tick(float, bool) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGGameEngine.cpp:14]
0x00000000002156a9 UE4Server-Linux-Shipping!FEngineLoop::Tick() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4890]
0x000000000021632a UE4Server-Linux-Shipping!GuardedMain(char16_t const*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Launch/Private/Launch.cpp:171]
0x00007f58cd754dc5 libUE4Server-UnixCommonStartup-Linux-Shipping.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
0x00007f58cd5a7d0a libc.so.6!__libc_start_main(+0xe9)
0x0000000000214709 UE4Server-Linux-Shipping!_start()
[2022.08.07-05.14.36:884][456]LogExit: Executing StaticShutdownAfterError
ok keep on looking
None of the Factory game.log has crit in it
now i can't find the server anymore.. exprimental π got 3minm of happiness π
Then find the crash logs.
It should be in FactoryGame/Saved/Crashes somewhere.
The difficulty there is figuring out which one is the most recent one. Assuming there's anything there, of course.
got logs and config but no crashes π¦
i looked on the time stamp
22:33 stamped is the log on the crash but it has no crit error in it
... are you in my timezone? :D
Ah, yes. You seem to be, right now. Poland here. :)
π
[2022.08.08-20.31.49:982][279]LogGame: Buildable registered player change. BUILDABLE buildable = Build_HubTerminal_C_2147461518 -> Player player = Char_Player_C_2147462969 : IsAwake isAwake = ture
[2022.08.08-20.31.51:882][336]LogGame: Buildable registered player change. BUILDABLE buildable = Build_HubTerminal_C_2147461518 -> Player player = Char_Player_C_2147462969 : IsAwake isAwake = flase
wonder if that can have somthing with it since it si ture not true and flas nor false
coz i sav that before crash but never any crit error
No, those are apparently on purpose. :D
aha
Ah, well. Fire that bitch back up and try again. :D
Okay... Are you sure the previous instance crashed fully?
It may be hanging on in the background somewhere.
Check running executables.
not really.. it closed the .exe screen but had the .bat still runnning
Then close the .bat as well. Just, make sure.
The game does some auto-increment port shenanigans which are absolute fucking bullshit and make debugging harder.
Someone at CSS doesn't understand the concept of "fail early, fail often".
hehe ok
Essentially, fail fast (a.k.a. fail early) is to code your software such that, when there is a problem, the software fails as soon as and as visibly as possible, rather than trying to proceed in a possibly unstable state.
hehe but why......
Auto-incrementing the port and carrying on is a possibly unstable state in this context.
By auto-incrementing the port, it deprives me of the knowledge that the port was already taken, and it no longer matches the port forward (since it's now on 7778 not 7777) anyway.
So, bullshit.
Make sure there are no other copies of the server running.
now i can't even fire it up ... it loads halfways then it completly crashes
That might be an indication that there's a server running already. ;]
Just check the running executables.
(you know, Task Manager? check the Details tab)
i just CLEANED all Satis and steam π
now i get a long loading :S
and it should be up now
Well, I don't see it from my end.
nor do i
So unless your IP changed between then and now...
Server appears to be offline
Did you check the running processes?
.. huh
Dude, if your IP changed, the port forwards won't work. Double-check the MAC address to make sure there are no errors.
... unless your router can't handle out-of-pool static allocations. :/
That's also possible.
hmm ok
If the MAC checks out, you may need to revert that pool start change back to 192.168.0.2 :/
but port forwarding is still on 5 and not 55 gonna change
Instead of changing the port forwards
and UPnP was on again
ensure that the IP remains the same for your PC.
...
Ugh.
Seriously. Get a different router and ask your ISP to just fuck off and pass control to you.
seems like a plan
now it is up again..
if i change anything in router i apperantly must restart the whole server program
@blazing halo you ok?
Dying inside day by day, a little bit, with each insanely stupid idea or theory I hear... The fact that flat-earthers exist wears me down a tiny bit every day. Proponents of vaccination-to-autism/tracking links make me doubt my own reality. Various religious organisations sometimes make me doubt my own existence... Otherwise, peachy. You? I'm great, thanks! You?
if i have a ryzen 5 5600G and 16GB of ram and there is bunch of server lag and internet is fine which is the issue?
i had my daily crash today on my dedicated server. this time again it happened after being afk for a while, comming back and delete a standard object (regular wall). happens on dedicated server, linux, non-experimental, not-modded.
im writing this not because of the crash or its reason.
im wondering about the message during the crash report: [2022.08.09-12.58.48:119][ 0]CrashReportCoreLog: OnProcessRequestComplete(), State=InitialSendData bSucceeded=1 [2022.08.09-12.58.48:119][ 0]CrashReportCoreLog: Warning: Bad initial response from server, invalid response url
is it "bSuceeded=1" or is it "bad inital response" π
Hello,
Since today I can no longer connect to my Satisfactory Dedicated Server....
Strings like this keep appearing in the server window:
[2022.08.09-14.42.41:903][583]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:61671
about 50-60 lines and then Satisfactory ends the connection attempt with an error message. Made a screen, I'll post it if needed.
In addition, there are also messages that I am supposedly trying to access the server with the same computer, which is also running on the same computer. and I should start with the parameter -NOSTEAM... But that also fails.
But this is not the case. I have a home server in the house on which the dedicated runs.
My son can connect to the server from outside, but I can't via LAN, I always get out with error messages.
It worked this morning π¦
Do you have an idea?
Thanks in advance
Is that just for the dedicated or are you also playing on that computer⦠is not it could be network issues most likely
@blazing halo good and I know what you mean
Hey everyone, hope you are having a good day.
My apologies if this has been asked/answered recently... I looked at the wiki and didn't see any mention of it.
I run a lot of community servers on dedicated hardware. I use Windows Guest accounts to run the games to minimize the ability for a compromised exe to have access to the OS and other network device (using implied credentials). By default, Guest accounts in Windows will delete the user profile on logoff/restart.
I run about 30 other games on this hardware (more than one pizza box)... Is there a way to configure the save game folder for Satisfactory Dedicated Server yet? Every other game I have run will allow me to override using the Appdata path to store game related files/saves.
This security model is also used for various game control panels that run on Windows.
Thanks everyone, I can get around this by creating a dedicated user for the Satisfactory server that is not a Guest account, but I would rather keep this security model in place, if possible.
Okay, I can answer that. Just get ready for things which, from a general user's point of view, will seem odd.
First of all: the first line is a status report; the second line is a warning. A "warning" is issued whenever a situation is bad, but isn't so bad that the code must abort what it's doing. The second reason for having it separate is so that you can configure reporting verbosity (at a level of, say, "info" - the second line would possibly be hidden). And third - this may be the weird bit - just because something failed doesn't mean it didn't succeed. :D
For example: if you're in the process of "unlocking your door", you reach into your pocket... and find that your keys are missing. So the operation of "reachIntoPocketForKeys" succeeded, though there was a "Warning: keys not in pocket" issued at the same time. ;)
Does that make sense to you? :D
In other words: while the operation (and, by top-down transitivity, the entire process) failed in what it set out to do, it still completed successfully (managed to finish according to the algorithm).
It's also worth mentioning that top-down transitivity doesn't always hold, in that there may be multiple ways to accomplish the same thing, or multiple conclusions that all satisfy the requirements. There may be "fallbacks" in play as well. Just because the procedure failed thing X, doesn't mean it failed to do the next best thing Y... It's a complex topic that has close ties to what we, in terms of human solution-finding, call "satisficing" (a portmanteau of "satisfy" and "suffice", often well-expressed by the words "good enough").
Restart the server, and/or reboot the machine. This seems to happen from time to time. Or ask your son to "kill" your character - there may be something funky with your inventory preventing you from completing the connection.
In 99% of cases, lag is introduced on the server machine itself, not on the network connection. The game sends/receives very little in terms of bandwidth, actually. Also, you say "is fine" -- how do you test if it's "fine"? What does "fine" mean to you in this context? The Internet may be working and not be "fine" at all.
As far as I'm aware, there currently is no method to control the save (or config) folders in Satisfactory. :/
You will need to use other means to achieve this - junctions/links, most likely.
Linux allows you to map a folder (via bind) to another folder, but I am yet to see similar functionality in Windows. Windows does however allow one to map a partition to an empty NTFS directory, much like Linux's own mount, so you can try to work it out that way. I am unsure how early Windows requires the account's folder to exist, though...
Nah i have a home server
The internet speeds are where they should be,
What about latency? What's your jitter like?
thx for taking so much time for that review. yes, it totally makes sense. im just wondering if "sending" the error report succeeded while the "receiving" doesn't. that wont be any good π
True, but it's also outside of the scope of concern for the sending application.
While failing to receive will fail the entire process, it's not something the sender can fix.
sure, its totally okay for me that it is a warning. just wondering if the crash report never was received..
I'll give you a bit of context. I run satisfactory dedicated on an Intel processor from 10 years ago, on 8gb of ddr3 laptop ram. And it runs flawlessly. When you say internet is fine? What does that mean? Upload or download? How many players, etc? I'm inclined to believe that it's not. Because your server shouldn't be lagging because of those specs
Down is 106 up is about 70
How many players?
With 5 mbps per player ideally. That puts you at 14 players max. This is with no other upload activity on the network
on average maybe like 3 or 4 at a time
Doesn't add up. Have you checked your task manager?
what am i looking for
CPU, RAM, Drive
Is it maxed out? Near 100%?
That's my only other guess.
If not reinstall the game
cpu is around 2% memory 62% ethernet doesnt show a percent
What about drive?
0
wait its saying that ehternet is send is 200 kbps and receive is 50kbps but on internet speed test its much more
nvm
it shot up once i did the speed test
Because a speed test is trying to max it out. The task manager isn't
Your gonna have to revisit this when you are actually lagging. It might not show up in task manager until then
If one of those things are near 100% it's probably why
i'll tell as many of my peeps to hop on the server to stress test it
If there's nothing wrong with the specs or the Internet, you are in a rabbit hole.
my life story my friend
Nothing bothers me more then a software problem.
4 players on and everything is still pretty much the same other than the cpu but its at 15%
I run 7 players no problem so is not the game in reality there could be a lot of thing that could cause lag issues but works for me fine
This game is very single threaded so even tho the cpu is at a low usage one thread could still be hitting 100 percent for a split second causing lag
Can you try a fresh world?
Also, it would be good if you could define "constantly". What's the actual behaviour you're observing? Don't name it, describe it.
And yeah, pretty much THIS ^^^^^^^^^
Would be no point cause then there wouldnt be anything giving load on the server
Exactly
Would rule out if it's the game or not
ah makes sense
I admit to being curious as well. Have you had a chance to test this?
Not yet. It's finals week in uni and I have to be fully packed by tomorrow to move out of my dorm so I'll have to get back with you guys on Saturday or so.
does anyone know any reliable third party hosting for a server? dont have the means to run my own
well it goes with everything you get what you pay for type of deal... also depends on your location..
Can't tell you who to choose, but I can tell you who to avoid. That' be Nitrado, who seem not to have a problem scamming you to get their monies. :)
Is there any great cosmetic builders. I would like to put together a large server for those who appreciate design and functionality. I can host 80 people, dm me if interested.
I've got a server you could use. Its racked mounted in my basement on 1GB Fiber. I have room to host 10-20 Satisfactory servers. I'd be willing to let you try it out for a week or 2 for free if interested.
I'm also using Amp for the hosting environment, so you would be able to login and stop/start/backup/whatever you need
DM me though, because I'll probably miss your response here.
Good luck with that one I always have offer people on here mostly of them are located in Europe while Iβm in the US ping is just wat to high.. and Iβm running a 3950x with 64GB 3466 ram kit so I have plenty of room to host but distances lol
I hear ya.. I mainly just want to play with other people. None of my gaming friends want to play
What sort of CPU?
Dual xeon
Which ones?
So in terms of general gameplay, there won't be any real improvement for them - but in terms of saving, they're going to perform about the same as my i7-4770 (or slightly worse), judging by the single-core scores.
Have you done any save-time benchmarks on them?
Nope
Then do. That will give us info.
The save operation is the single most intensive operation the game does.
That alone will determine how playable Satisfactory is on your server.
Multiplayer capability means nothing if everyone gets disconnected every 5 minutes due to the server taking longer than 30 seconds to save the game.
It was a Google search appliance. Its sole purpose was to cache web content
I agree, it looks cool and sounds cool. :)
And, as the developers optimize the shit out of the save process - it'll be perfect for hosting Satisfactory. :D
But until that time, the game is much too crappy in terms of saving its state. xD
not sure how to run that benchmark though
I can hand you a save that takes over 10 seconds to save. Run it and see how much time it takes for you. That'll be a real-life benchmark.
This will be an EA save (Update 5). We can then try an EX save (Update 6).
Do you want to do this?
Na.. thanks though.. Its just me currently on the server. I had 15 at one time, but didn't notice any issues with saves
Pretty built out world too
You know, I'm quite curious as well, so to have meaningful data, we need to compare the same save on both machines.
Do you have a save that you would share?
Iβll be down for that save see what a 3950x with 64 and 980 m.2 see how fast it can save it
Probably still 10 sec I would guess lol
Probably a bit faster. I personally run a 3900X / 32 GB and 960s, so I could test this at some point.
My server saves on dual HDDs that spin at 5400 RPM, but when you check the save statistics, you'll see that it says that physical saving to disk only took something like 0.5s - which is in-line with the fact that, after all is said and done, the save file itself is tiny, with really complex setups reaching up to a "massive" 20 MiB in size.
(compare: fresh game is about 0.5 MiB, and haphazard mid-game is avg 3-5 MiB)
On average on big saves Iβve seen around 4.4 secs
New saves is around less than a sec lol
But idk how big that save you got is this guys that play on my sever got to end game is was about 200 hours or so for update 6 pretty big save and it was around 4.4 sec
So, an empty U6 save for me takes about 0.4s, out of which serialisation is 0.2s and compression 0.15s. The rest is everything else.
By "empty" I mean: 3 coal generators, water extractor, miner, some belts, some power lines, a few containers, some foundations.
Let me spin up my u5 instance, see what's what.
Okay. My Update 5 save is currently taking on average 13.0 seconds to get saved on the 87-4770.
Loading it on the 3900X.
On the 3900X, my save time is something along the lines of 9.75s.
@loud minnow so if you want to test it out, may I DM you the download link?
Yeah go for it @blazing halo
Iβll screen shot the log file
Sent.
Yes there was some lag. I guess my uni's internet looses packets fairly often.
Its a good thing im moving and going somewhere else so i'll hopefully have better internet
I've got 5GB avail here, but I'd have to do some major network upgrades
took 6.073 seconds to save that 800+ hour save ram usage was 9.6GB
and that was on the regular SSD not the m.2 drive but i dont think would make any difference there
It wouldn't; the save times I reported are to 5400rpm HDDs and to a Samsung 960 respectively. In each case, the "disk save time" had a negligible total of up to 0.1s.
let me see i though that was the last line but give me a sec get another one
It surely wasn't.
You're missing compression, too, which likely took 2.5-3s on its own.
That's still in-thread, meaning it's also counted towards the "lag".
Also, you're testing something I didn't - you're running a u5 save in u6.
We'll see how it compares vis-a-vis the new save mechanic (which was changed in u6), but having it saved in u5 would give us a baseline.
The numbers we're interested look like this:
[2022.08.09-01.55.01:071][899]LogGame: World Serialization (save): 0.186 seconds
[2022.08.09-01.55.01:303][899]LogGame: Compression: 0.152 seconds
[2022.08.09-01.55.01:303][899]LogGame: Write To Disk: 0.078 seconds
[2022.08.09-01.55.01:309][899]LogGame: Total Save Time took 0.423 seconds
ok got it now lol 8.088 seconds
yeah
Thanks.
Since we have similar CPUs, and I don't honestly believe RAM speed makes a huge difference (though here it might make more than usual), I expect similar results.
9.86Gb of ram usage
That's about in-line with u6.
i have the memory tune to reduce latency a little lol
You should see the save from The Tunnel Rat guy. It reached something like 27 GB of RAM before settling down on 19... xD
but is still stock speed 3466 just some subtimmings
i would like to try it just to see
lol
Not my save to pass along, but we can ask. It's very impressive, by the way.
The guy can build.
He can also stretch the game's limits. You need to make an .ini edit to increase the memory allocation - otherwise it's going to outright crash on load.
You'll probably want to disable autosave altogether as well, since the autosave takes about 5 minutes... xD
wonder what a 5950x with tune 3600 cl16 ram kit would do lol hahaha
i might just load it up in my main rig just to see lol
Well, look to #satisfactory-experimental
niceee i see lol
This guy makes factories you can make wallpapers out of, man. You'll see.
I mean...
Note that it's u5 (as evidenced by the cup being held).
So, did you load my save in u5 to see how long it takes there?
yeah this is it took 9.163 seconds in update 5
So about 9.16. That's in-line with the increase I'd expect with your RAM tuning, from my 9.75s (about 6% or so).
So, it went from 9.16 on U5 to 8.08 under U6. About 13% decrease on save times.
this is the second test in updatte 6 9.154 seconds
Okay, seems to be in-line.
so is consistant
on the 5950X with 3600 cl16 128Gb ram kit on a 980 Pro gen 4 m.2 8.970 Seconds
update 5
your save
Okay. Still kinda in-line, mine sometimes drops to 12.5s
Also, I misinformed you about Tunnel Rat's save being u5. It's u6.
Hello, which hosting do you recommend where the game can run 0-24 hours and you can connect to it normally and there is no Buffer Overflow error?
I used LogicServers about 6 months ago, they worked fine for me
@loud minnow memory tune?
yeah tuning you timing and sub-timings to reduce memory latency you get higher performance out of Ryzen than just having a OC on the CPU as this CPU already clock as they can go normally for high single thread performance which is what you want in a server hosting anyways
so reducing you memory latency/increasing the infinity fabric speed helps in the overall performance in Ryzen systems
This is off topic for this channel Iβm guessing but this is what I mean
@loud minnow do you experience issues on servers with big save file?
My users have a 9.40Mb save file
And hypertube is like instant death now
do I need to worry about this?
No i tried to load a 22mb save lol and it works just need to change some tinpot settings lol
But no issues so far with big save
Thatβs normal when you first start the instance the map is still not loaded until a player log into the server
Awww ok
are there any "tweaks" to bump the dedicated server perfomance especially the desyncs/vehicle glitches? (except FG.NetworkQuality) ?
Not as far as I know
@blazing halo you ok?
Any reason you keep asking that question? :D
Don't suppose anyone has had any luck accessing a dedicated server running under TrueNAS scale? Apparently the server is installed and can be launched, but we can't find out how to get in.
I mean, I'm fine. It's not like it changes day-to-day, you know? I'm not happy, but I'm not exactly unhappy either.
If it's running it under some sort of virtualisation, maybe you need to bridge the virtual network to the real one, or forward ports? TrueNAS wiki/faqs would probably help.
Hmm. Wonder if he's done that at all. I'll have to check.
there's also a TrueNAS discord that might provide some realtime help
It is under the TrueCharts catalog for TrueNAS Scale. I have started one up, but I haven't really tested it. It's on... I can connect to it. That's the most I can say...
how much ram would a dedicated server take at an average last tier production? it's using 4gb of ram in a brand new empty world
It's actually not. You probably haven't joined into it yet? Once it gets a player, it should climb to about 7.5 GB (u5) or 10.5 GB (u6).
I was thinking to run it as a service but not sure how reasonable this is. I have 32gb of ram atm
Also, it depends on the amount of actual construction in the world. You can get away with minimalist tier-4 setups if you don't mind start-stop production and manual resource management.
So far, I've seen a world that pushes the game exactly once, and it was a heavy push (total consumption ending at somewhere around 20 GB of RAM). But that world is covered in factories, and most of the management and transport is actually below the surface. So I think you're good. ;P
In fact, that particular save becomes a timeout problem long before being a RAM problem.
what's a timeout
The default disconnect timeout is 30 seconds; the game kinda drops everything it's doing as it saves the game, so if it takes longer than 30 seconds - you'll get disconnected for lack of replies.
That particular save takes about three minutes to save. Probably longer. Actually, 1:30. Huh. Still 3x the default timeout... xD
So yeah - you'll meet timeouts long before you hit RAM limitations.
Played for a few hours on a local LAN dedicated server yesterday. Worked pretty smoothly, certainly as good as a traditional player-hosted MP game, with one exception - there didn't seem to be any healing items spawned /anywhere/. No bacon, no nuts, no berries encountered by our 3-person team over a 6 hour play session spreading out in different directions.
Is this a known bug? I saw patch notes mention "foliage that can't be picked up" but this didn't sound the same...there simply were /no/ healing items.
(EDIT: was playing on update 6 experimental)
... can't say that's a known bug, no. Have you tried restarting the server to see if it fixes itself? These should regrow every so often, too...
Thanks - that was my next step, will test later today
Either it's a bug, or there's literally no healing items anywhere in the northern forest biome starting area, which seems unlikely
it's not a matter of regrowing either, I don't think...the base plants simply aren't there
restarting the server didn't fix it, I'll file a bug I suppose
I do see a lot of warnings about "skipping dirty area creation because of empty bounds" with FoliageInstancedStaticMeshComponent objects
could be related I suppose
OK. I'm not insane! https://questions.satisfactorygame.com/post/62d997d2ca608e080351a6a1
Looks like a biome / map / other sort of game bug near Northern Forest starting point (and not specific to dedicated servers)
Huh... So I took a day off and went exploring on a new map, and you're both wrong and right.
There are healing items... just terribly few.
If you keep to that area with water, there's a number of berries and shrooms (no nuts, but that's the wrong biome for them)... but as you move away from that area, they become nonexistent.
The shrooms tend to show up around water (and in caves; generalyl in damp areas, as shrooms do), so that probably shouldn't be considered a bug.
But the berries... yeah, they're a bit scarce.
@paper yew Would you go to the coordinates I listed out in the QA report to confirm whether these (as shown in the screens above) are not there?
Sure, Iβll take a look tomorrow - thanks for the help.
On my own server, there were many berries that were invisible. Need the scanner to find them. They could still be picked.
stupid question, how bad will a dedicated server run on a 2nd gen i3 if there are only going to be 2 players on it?
Pretty slow
in minecraft tps terms, just as a point of reference?
Well, it's not minecraft and it doesn't react the same to server lag, but it'd probably mostly affect movement and placing items
ok, so i have a macro on my mouse that has the exact timing for hovering with the jetpack. Will that still work?
I'd think so. The biggest thing would be that you would get rubber-banding and lag-back due to collisions
ok, thank you
I'll give it a shot
And also you might have issues with placement
as long as it isn't unplayable, it should be fine
Not a stupid question. The DS doesn't use all that much in terms of CPU power for normal operation. What you should expect having issues with would be saving.
ah, ok
One of the biggest bottlenecks is just network speed
And how far away people are from the server
If you run a server on a really good machine, someone 7 time zones away from you will still get a lot of lag
that's just standard latency
It gets worse with a worse connection
my friends and I are in the same town, they stream stuff I put on the server all the time
It's up 24/7, hooked in to ethernet
is this the play together channel or the dedicated server help channel
server help, I was trying to get a sense of how bad the dedicated server would be on a 2nd gen i3
oh ok
I have my answer now, thanks
You sort of have your answer, you mean. ;-)
The only real answer is TIAS - Try It And See - but beyond saving trouble, I wouldn't expect many problems.
yeah, the issue now is that the Arch aur package has been stuck on "Compressing Package" for the past 3 hours
Huh. Don't even know what that is. Looked it up.
Hint: the game runs fine naked, and is easily gettable from steamcmd.
I run a i5 3rd gen. It's more then enough for 5-8 people that I play with.
Not sure about i3 2nd gen
My guess that anything lower then first generation will be problematic
With exception to some rare pentiums out there
the aur is using steamcmd behind the scenes to get it, but there are some libraries that have to be compiled
Ugh, Arch. xD
To each their own, I suppose... I quite enjoy not having to hunt down and build libraries, but I can see the appeal of running only exactly what you need to and nothing else.
I suppose it makes sense for that i3.
Arch is nice for those situations where you have to run one or a couple of libraries and that's it. A fine tuned machine. The issue is a majority of tutorials online for games for a long time were Debian
The Arch wiki is fantastic though
I'll give them that
The steam deck runs Arch though. So we might see a turnaround for Arch in gaming
The Linux gaming community is all over the place
Honestly, I don't see a reason to deviate from Debian for these tutorials.
The primary reason being: you can focus entirely on getting the game running, without having to worry about the OS side of things.
Arch, Alpine, Void - they're all great if you need your machine to be "lean & mean", but they're extremely-high maintenance and not really suited for beginners.
Perfect for routers and embed dev, terrible for casual use.
Hi ! I'm having some troubles saving an online Nitroserv. I'm using Filezilla to download the .sav file from the server but there is litterally not this file. Can someone help me ?
What's a 'Nitroserv'?
At any rate, your save files are located in %APPDATA%\..\Local\FactoryGame\Saved under Windows, or ~/.config/Epic/FactoryGame/Saved under Linux.
Its just the name of the hosting companie
Ah, I see.
You're going to have to contact Nitroserv then.
We have no idea how they set their servers up. You're paying them, that includes tech support.
Depends on the VPS?
It's kinda like asking if you will be able to carry furniture in a car. What car? :D
Well like is it possible because a friend and I have a vps that you can install all software on and shit
Like fully configurable
Seeing as it's a virtual machine, I don't see why not. But your hosting company may have a lot to say about "why not".
On general principle, sure.
Everything is explained step-by-step on the Wiki page linked in this channel's topic.
Alr thx
If there's something unclear or giving you trouble, ask here.
Alr thx bro
No problem.
where do i find the auth password for the server i cant seem to find it in my "/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer" folder
Do you need to recover it?
no setting up a new server
Then you can just go ahead and delete ServerSettings.{port number} where {port number} is the port you set the server up for.
It will delete the settings - server name, the current save session identification, admin/user passwords... and probably a bunch of other shit I don't even know about.
i dont even have a file with that name
ApexDestruction.ini
EditorScriptingUtilities.ini
GameUserSettings.ini
MotoSynth.ini
PhysXVehicles.ini
Synthesis.ini
Compat.ini
Engine.ini
Hardware.ini
Niagara.ini
RuntimeOptions.ini
VariantManagerContent.ini
DeviceProfiles.ini
Game.ini
Input.ini
Paper2D.ini
Scalability.ini
is the only files in the config folder
It's not in the folder with the .ini files.
It's next to the saves.
(which themselves are in the user's home/appdata folder)
thanks found it under "~/.config/Epic/FactoryGame/Saved/SaveGames"
Yup. Sounds about right.
@night blade yeah just read this https://satisfactory.fandom.com/wiki/Dedicated_servers
I'm finding collectibles in all the places that Satisfactory Calculator says there should be collectibles...including the places you mentioned. So that's good.
However, my point is that there are /entire swaths/ of the map that have /no/ healing materials of any kind, including (apparently) where I chose to build my base, in this cluster of nodes:
But it's not a bug.
Zooming out, you can see there's an entire section of the map that's just...empty.
It's at best an oversight, or perhaps intentional.
Well, the spire coast is currently being worked on in Update 6,
so of course there's nothing there yet.
shrug thanks for the feedback. feels like a bug from a user experience perspective. worth reporting, devs can discard if intentional.
Sure, why not. Just keep in mind - the entire game is EA, and u6 is outright experimental.
It's very much a WiP.
That area is also a good chunk of the northern forest biome, not just spire coast
Sure. That's...why we report bugs. Because it's experimental and feedback is good!
That it is.
You can see if the same thing happens in u5,
because they may've cleared some of it out on purpose to do a little redistributin'.
How well or bad does Update 6 works on dedicated servers? Anything that I should avoid right now?
I want to play with friends but I'm not sure how stable it runs or how often it bugs out
For some reason I can connect with my public IP for my dedicated server but my friends can't. I port forwarded my router, but the server just appears offline to them when they try my server's IP any ideas?
I"M thinking it's a firewall issue but as far as I can tell It's fine in windows defender
Would running a dedicated server on the same PC I game on increase performance? Got a 5950x with 32GB 3600mhz cl17 ram. I don't think my 2060 super matters, but yeah that's what I have rn, will upgrade soon.
I was able to get like double the fps when playing on another persons dedicated server so that's why I'm asking, I know it doesn't make sense, but maybe the game and server could use different cores on my cpu and ram I should have plenty.
Win10 if that matters
how do I kick a player from the ded. server console? can I do that somehow?
Hi guys π
You don't. You can only really change the user password, and not tell the guy.
No, not really... You're still running the same game logic on the same machine. If anything, you'll only be adding overhead.
Hello I'm getting an error stating that steam api could not be initialized. I am running the server on a remote system on a different network, I have opened ports 7777, and 15000 - 15800
They aren't errors sorry, they are warnings. However I can get the server to launch. I installed the server using steamcmd
Why so many ports?
The game uses exactly three.
The Steam API warning is of no consequence.
If you see warnings about EOS purchase flow being unavailable, or about other EOS services being unconfigured - that's indicative of the server having finished its startup and being ready for client connections (those things are the last startup items).
Not sure why all of them were opened but they opened from something previous, not to do with the game. I do reach that point in the startup however none of us could connect
I ran the powershell script attached to the wiki to test the ports and it seemed to have worked fine. The game server on our windows server is set up exactly how it was on my desktop however a clean install through steamcmd
The only thing I could think of is a communication issue because in-game we cant resolve the server name. I know inbound and outbound traffic works for the server in general as a FiveM server was ran on it, so not sure if there is other ports I should be trying for the satisfactory server or if I should be adding any of the command lines to the start bat.
The default ports are 7777, 15000, and 15777 -- all UDP.
Yup got all those
Okay... Tell me more about your network.
If you have a diagram, that might also be helpful.
Update : something like a firewall is blocking, he can't even ping my public ip address
Hi guys, I just set up a dedicated server on hosthavoc, and I'm having some trouble making my mods work. Anyone have time to help me a bit?
Is the application allowed through the firewall on Windows?
Most routers won't reply to a ping request regardless. So don't sweat that
I just found the problem...
I recently switched to optical fiber, and now I got IPV6 which is the problem
I think I have to call my network operator to get a full stack ipv4
Google "what is my IP address?". If it returns an IPv4. It's not an IPv6 problem
it returns an ipv4 and and ipv6. The IPV4 is not pingable and the ipv6 is
^
they won't because of "firewall" but it was enabled only for ipv6
I already opened ports on my old router and never had problems x)
Is the new router managed by the ISP?
what do you mean by that ? It's their, with their OS so yes ?
That's the issues 99% of the time on here with port forwarding. Never rent or lease equipment from the ISP. Always bring your own equipment
I saw on their website that peoples have the same problem as me, and one called the support to "disable" ipv6 I think (I don't really understand the post)
Following my chat conversation yesterday, a technical advisor called me this afternoon. I just said that port forwarding didn't work, he immediately told me: "I'm going to do an IP rollback and after that it will work, it will be done within 3 hours". The telephone conversation did not exceed 45 sec.
My box restarted 10 mins ago, I have a new IP and I am in IPV4 now, I tested the redirection of a few ports and it works!
Pleasantly surprised by the speed of resolution of this concern. I invite you to do the same procedure as me (request by chat, just say that port forwarding does not work and that you want to switch to IPv4). Hope this topic helps can help in the future.
Weird ISP shit
It would decrease performance to run the server/client at the same time. You get double fps on someone else's server as evidence by that. That's why keeping an old computer and turning it into a server is so beneficial
Hi...
Trying to run the satisfactory server on a ubuntu.. when trying to start, i get this on the end:
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault
Anyone have an hint/ide/pointer to me to fix?
If i try starting with port, i get this before it all ends:
[2022.08.15-15.19.44:706][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.08.15-15.19.45:274][ 18]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2022.08.15-15.19.45:708][ 31]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
^Z
[1]+ Stopped ./FactoryServer.sh ServerQueryPort=15800
ok, not much help here i guess.
is there a way to change to timestamp in the logs to a different time zone?
Mods are not yet compatible with dedicated servers.
You'd need to show us some logs after that moment in time. Also, I'd recommend you use screen instead of backgrounding it outright.
The warnings you've shown are normal. They indicate that the server finished startup and is now ready to accept client connections (EOS is the last thing to initialise during startup).
Discord, much like IRC, is async. You'll get your answer eventually. Be patient, young padawan.
As far as I know, no... but they should line up with the timezone of the machine you're running on.
ah, ok well thanks. It is currently at +6 from my local time, I think lol
Check if the server is ahead of you, because that's probably it.
its running on my desktop, the same as the client; is that what you mean?
... wait, you have the server on your machine, and it's showing the wrong time?
... huh. SO IT DOES.
That's weird as fuck.
I never noticed!
It will show the correct time in the beginning of the log, and then the wrong time afterwards... weird.
How did I never notice?
Well, at least you're aware that the timezone on the timestamps is wrong, and by how much. Sorry I can't give you a better answer.
I'm personally a fan of incremental timestamps myself.
Haha nah, it's good, I'm just glad it's not only me
anyone around to give me a hand with a server for a sec?
im trying to run a server on a dedicated machine in my house, i have forwarded all the correct ports and have checked the server is receiving them when its turned on
i can also connect to my server locally and it works
firewall rules have been applied
but when i check using an online checker to see if the ports are open, they always come back as closed
I have checked the port forwarding in my router and its all correct
if anyone knows a way to troubleshoot this, that would be great.
Is the dedicated server running when you do this? Because an application has to open the port.
Otherwise at this point it seems like your ISP is blocking it. Reach out to them.
@quiet cairn yes, the dedicated server was running as i was able to connect to it locally. I dont see any reason why the ISP would be blocking it? Or is there a way to check this?
I've seen some ISPs that don't allow any incoming ports unless it's authorized through the online account or calling your ISP. The only reason why Im suggesting it is because based off all the steps, there is no reason those ports should be closed.
I figure if the powershell promp indicates that it can pick up the ports while the server is running, which it can, that the ports are open and good to go?
prompt*
That's a little vague. Can you explain more?
The wiki gives you a tool to run through a powershell command which tells you if the ports are open
and i run it, and the 3 ports show up
so i figure thats working normally.
Is it open or closed there?
Error: I could not see your service on 119.18.XXX.XXXon port (15777)
Reason: Connection timed out
Yeah that's not good
thats what i figured, but if i run the wiki tool, it shows the ports there
LocalAddress LocalPort Process
:: 7777 UE4Server-Win64-Shipping
:: 15000 UE4Server-Win64-Shipping
0.0.0.0 15777 UE4Server-Win64-Shipping
:: 15777 UE4Server-Win64-Shipping
i have to take off, but thanks for the help. ill try and troubleshoot it more a bit later.
Most people don't understand that local IP addresses have incoming and outgoing ports. It may say it's listening on that port. That doesn't necessarily mean it's actually open. If the ISP is blocking it the tool might not show shit
Which is what this is for
ahhh right ok, makes sense. ill have to contact my isp
At this point I don't know what else it could be. You have done your homework
yeah, i have had servers running on my machine before, but the Satisfactory one refuses to allow connections.
thanks, ill see what i can dig up.
If you can get another port to open again like apache2 on like port 10000 for example. That's more indicative of a satisfactory issue, not a networking or ISP problem.
I'd try that
ok ill give that a whirl and report back
@quiet cairn So it appears my ISP is using CGNAT, so port forwarding wont work. So that would mean i cant host.
You can ask your ISP to hand you a public IP. It sometimes works (though you may need to explain to them why you need a public IP...).
> that doesn't necessarily mean it's actually open
That's exactly what it means tho'. :D
(yes, I understand what you were trying to say, but that's no excuse to pass on partial facts; put some effort into it! :D)
@blazing halo i just got off the phone with my ISP and got them to disable CGNAT. So I'm gonna give it another crack later on when I have some time. Will let you know. @quiet cairn
I'm trying to set up a dedicated server for my friends. I downloaded the tool through Steam, and it starts, but I can't find a config to edit my ports to what I have open. Any help is appreciated
I suggest you look at the pins in this channel first and follow the guide on the wiki. It will be a learning experience as some basic knowledge is expected, but the wiki explains all you need.
Thanks, I figured it out. What the wiki DOESN'T explain is that you have to launch the server -> connect to it via client -> set up the game -> enter the game -> leave the game
Just to get it to generate a config file that should be present from the start IMO
So, you configure the ports with CLI switches: -ServerQueryPort=X (default 15777; this is the port you give out to clients, and the port used for the ServerSettings.XXXXX file extension) and -Port=X (default: 7777; auto-increments until a free port is found). The Beacon port is managed by the server executable itself (default: 15000, auto-increments until a free port is found). All of these are UDP.
NOTICE: the Beacon port and game port (Port) will not fail startup if these are unavailable. The server will keep trying higher ports until a free one is found, and won't give two fucks if it doesn't match up with your port forwards... talk about silent failures... :/
I would like to go on record with saying that this is idiotic and I would like to have a 5-minute talk with the person that made this design decision.
Be aware that the server will use IPv6 if it's available, and will prefer it over IPv4. If you're connecting exclusively via IPv4, this may cause problems. You can force it to use IPv4 by using -multihome={IP} by providing it an IPv4 address (0.0.0.0 works as well if you want it to bind to all IPv4 ifaces).
Using -multihome will also disable the internal packet router, which may also help with connectivity issues.
(the command itself is used to specify which interface the server should listen to... not sure why they decided to burden it with everything else; again, -protocol={4,6} would've been good enough, and -router=0 would also work well enough... not sure why they did what they did, I would argue quite a bit here)
What is all this and how to fix?... Every time the server does this, it is having a hickup 2-3 sec for all the players on a small/medium savefile. 3-5MB save.
From the looks of it. An internal error about attempting to reach an epic games server api. Could be satisfactory, could be the launcher itself. Maybe something is down?
If I built that the game, I wouldn't let a couple of failed libcurl requests would be allowed to cause a noticeable lag.
That looks like a DNS resolution issue. Can you confirm your DNS resolver is working properly and not throttling connections? If you're using your ISP's resolver, use your own. ISP resolvers tend to get overloaded easily and are generally unreliable af.
Hi. Sorry, not shure what this is...
I am using Google DNS, and this is an Hyper-V Ubuntu install on an up to date Windows 11 computer, where internet, Browsing with more is working perfectly well. Also filesharing to other comptuer in the network. Also have an NAT setup for this Satisfactory server, and it is all working fine inside and outside my network. Where people miles away connecting without problem, aswell myselfe from 2 other computers to the game.
Well, it's referencing DNS resolution, so until further notice I say it's a DNS resolution issue.
Set up dnsmasq, give it a list of servers to use (like Google, OpenDNS/FreeDNS or whatever it's called, etc.) and point your server towards it.
What is a DNS resolution issue?
A DNS issue i could understand, but why it is a issue/problem i dont understand, as other things working perfectly well.
"connection #n is still name resolving, cannot reuse"
That's pointing to a DNS resolution issue.
Resolve the immediate problem and see if the issue with the server persists.
Not an expert on Linux... and about DNS, this is all i have done, or know about this.
How about you purchase a Satisfactory server from one of the nice hosting companies? π
Otherwise, you can wait until tomorrow, and I can help you further with this.
Server is working, game is working, browsing is working, and connecting to the game and gaming on it is working...
But every now and then, all this text popping up on the console/terminal, and game lagging a few sec.. same as when the server is saving the game, it lagging out a few sec for the connected players. myselfe included on a PC on the same network as the linux VM
Saving the game will cause lag, unfortunately. It locks up the main thread.
i am happy to wait. π i was about to go to bed now, and saw the responses here. π
Yeah, it's 2 AM for me, and I've been up 25 hours.
And setting up a local resolver is not a simple process at all.
I mean, it is, but isn't at the same time.
Is there a way to change how often the server saves the game?.. or even turn it off for manual saving?
There's a way to configure the autosave interval. But if you're having trouble with a 3-5 MB game, you're kinda screwed a little anyway. :)
Anyhow, thanks a ton, not ment to keep you awake.. i contact you tomorrow if that is ok for you. π
Thanks again for responce
If you happen to be Polish, I can switch to that language in DM (and yes, we'll be debugging this in a DM).
thanks again. π Have a good sleep...
I am Norwegian ... same timezone we share at last. hehe
π
Can you save server games to use later in a private game?
Should be able to
yes, you just have to upload the save
which can be done through the server manager if you have admin rights
has anyone ever have a problem with Programable splitters while on a dedicate server?
Programmable splitters are broken in general.
The game doesn't differentiate - all saves are interchangeable between the game client and server.
(this is due to the fact that even a single-player session is essentially a "server" session, except the server in this case is built into the game client)
Hello ! I'm trying to update my server to the experimental build. I used the command from the wiki which is steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit but the server is still on the "normal" version
Dumb question, but did you restart it? ;P
yup ...
Wipe folder and install fresh?
(I assume you're sure you're launching the correct executable)
oh yes, I was talking about "(I assume you're sure you're launching the correct executable)"
Okay, elaborate.
yup I'm going to try rm + redownload, I just tried to switch to public and then switch again to experimental but nothing changed
same problem
I don't understand that's weird
maybe a config file ?
No.
ok I think I'm stupid
It looks like I have 2 games I just installed it on the wrong path
You can try something like
cat /proc/`ps ax | grep -i [U]E4 | tr -s " " | cut -d ' ' -f 2`/cmdline
(assuming you have just the one running)
what is that supposed to do ? ```
sfserver@desktop-maho:~/serverfiles$ cat /proc/ps ax | grep -i [U]E4 | tr -s " " | cut -d ' ' -f 2/cmdline
cat: /proc/9998: est un dossier
cat: 9999/cmdline: Aucun fichier ou dossier de ce type
but I think I just installed the game in the wrong folder
sfserver is using serverfiles folder, and I created with the command SatisfactoryDedicatedServer
the 2 folders contains the same things
ps ax | grep -i [U]E4 | tr -s " " | cut -d ' ' -f 2 was supposed to find the process ID of the server, then feed it into cat /proc/{ID}/cmdline to see what it was started with.
Why there'd be a space, I'm not sure.
Also, you never mentioned using sfserver. Or LinuxGSM.
You do realise that with a third-party server manager, all diagnostics are different, right?
my bad, that's not the official way ?
No.
The official way is to install it with steamcmd like you showed above, and then running it directly.
Beyond that, nobody cares what or how you do it.
I personally don't.
But when you come asking for help, bring all of the relevant information. :/
Also, I have no idea how LinuxGSM does what it does.
I recommend you ask for help from LinuxGSM peeps. They'll know more.
(but if I were to wager a guess, you probably need to use the same tool to manage it)
I think I'm just going the reinstall the server using the official wiki without sfserver
Make sure to remove everything you've had running, or stop and disable it at the very least.
Otherwise it's going to keep doing its own thing, which may be confusing down the line.
(like it just literally was)
yup thanks and sorry x) I just copied and pasted the steamcmd command stupidly without knowing where it was working, thinking it was related to sfserver and everything would work fine...
Live and learn. :)
But yeah. If you're asking for help, try to make sure you have all of the relevant information. What software you're using is an absolute must, really.
You didn't realise. Now you know better. Please remember, because it might be taken as you not giving a shit about someone's time.
Yeah, it's noted, gtg, have a good evening!
And you.
Hey guys, me again. I am still having issues with port forwarding, despite having my CGNat issue resolved. canyouseeme still shows my ports as closed, even though i have confirmed they are correct in the router. I also noticed this in the bottom of the server log appear after 300s of the server being up and running. Any assistance would be great.
whats with ports, 61119, 53271, 50016 and 50019? I have not forwarded any of these ports and they also show as closed.
@sullen aurora rip. Alright. Let's try something unorthodox. Look in your routers settings for an option called "DMZ", set your computer IP or MAC (if given the option). Delete all port forwarding settings. Reboot. That will literally give your computer complete access outside the routers firewall. Once you do that. At least we know it's not your router anymore. If no dice, then disable windows firewall temporarily to rule that out.
@quiet cairn im in the process of testing out another router I have to see if it's the router causing issues. I also tried disabling windows firewall before but that didn't help. I'll try your suggestion as well and see what happens.
Is there a downside to leaving the DMZ on? Just means that all ports on my server would be open right?
The DMZ is pretty dank. Its designed for servers essentially. It exposes it to the world but keeps it sort like a vlan (separate) from the rest of the network. So yeah. It is a risk, but as long as your windows firewall settings are setup correctly, its minimal. It would rule out your router completely, which is what you need to do.
This is all being done on my server anyway so it's not my actual gaming pc. I'll see if it even fixes it first before we go down the leaving it on all the time route.
I'm swapping out an archer vr1600v 2 for an Archer c9. I think the archer c9 is a bit more robust and has something called nat boost which I have already disabled (apparently this blocks port forwarding) but it also has the DMZ option which I can select an local ip for so I could just direct the DMZ to my server only.
Yeah I'd definitely try the DMZ. If it doesn't work. Your saving yourself a headache wondering if it's your router.
If i activate DMZ and it still shows as closed, what does that mean?
Try a different service besides satisfactory. Like a java Minecraft server on port 25565..That will rule out satisfactory....if it doesn't work...ISP
Do i actually need a minecraft server up and running to test this, or i can just forward that port in my router to see if it works?
Yes. A service will always need to be running to test a port. Setting up a Minecraft server will only take a couple of minutes
Port forward 25565 with TCP/UDP. Download Java. Drop the minecraft_server.jar into a separate folder, run it, change eula file contents to true, close, run it again. Profit!
now im having issues with this haha
god damn this whole process
ok looks like i got that server up and running
And the port?
Cool
port has been forwarded
let me test now
omfg
success
it can see that port
so how the fk do i make it do that for satisfactory
Congratulations
Have fun with that. At least you know it's the game and not anything else
Maybe a reinstall?
tried that
gonna try and install the server on my gaming pc
see if its the server itself
ok so same shit,
gonna try and do a dedicated server setup through the epic store dedicated server and see if that changes anything
ahh fucking no idea, im able to get the server up and running through the epic store launcher, connect to it locally and load the game fine. but it still shows ports as closed. This is fucking dumb.,
That service only tests TCP ports. Use a service like this [h]ttps://check-host.net/check-udp to test for UDP ports (remember to specify your target as A.B.C.D:E where A.B.C.D is the IP and E is the port).
@blazing halo just in the process of reinstalling the server (again) will try in a moment
im getting good at this.
Also, that IP (192.168.1.126) looks quite random. Did you assign a static DHCP lease to that machine?
yeah it was static
Hm, interesting. Any particular reason you've assigned that particular address? Asking out of simple curiosity at this point.
I initially set the system up using a TP Link Deco system, which gave out dynamic IPs initially, you then configured the static IP by selecting which devices you wanted to have them, and it just continued to use those IPs
Also, for future reference: if you can connect to the server via LAN, then the server is probably fine. In most cases there's no functional difference between different incoming connections. For Satisfactory, there is... though I haven't been able to put my finger on it. It works for 99.9999% of the people out there, though - so if you can see it over LAN, the problem is elsewhere.
Ah, okay. So you basically didn't care, as long as it was static. Good enough, I suppose.
Also, unless you are absolutely sure that your router supports (and has configured) NAT loopback, testing your public IP's interface from within your network will be inconclusive.
Ask someone from the Internet to test your Internet-facing ports.
that UDP checker you sent just seems to time out?
i got the flashing dots but then nothing after a few seconds
Did you set the query properly?
at this stage i have tried 3 different routers, 2 tp links and a deco unit
replaced the xxx with the actual IP
Yeah, that looks correct.
Pass me your IP over DM, I'll test 2 of the 3 ports (the last one, the Game port, doesn't meaningfully respond to queries). I can at least tell you if I see expected replies.
I can see the expected replies. Your port forwarding is set up correctly.
There's quite a delay, due to the distance I expect, but the replies come in.
sorry, i just sent you more info via dm
No, I just wanted the IP via DM. Let's continue troubleshooting here.
ok
At any rate, it looks like the Internet can see your game.
I will be unable to connect to your game due to unrelated circumstances within my network, so I can't test if it works correctly myself.
But it should, unless you happen to be in the same boat as I am (which you probably aren't).
ok thanks, i tried another UPD scanner and it says its open. Ill see if i can get one of my friends to join it later on
right now, i need a very big drink of something.
thanks for all the help @quiet cairn @blazing halo
Sure thing. You could probably ask someone over in the other channels to test it for you as well.
which channel would be best?
Whichever happens to be active at the moment? :D
also, once i connect to the server and i authenticate as an admin, anyone else can just join as a player right?
Don't know. You're not asking anyone to play with you.
they dont need to authenticate?
It depends on whether you set the player password or not.
If not, they can connect without authentication. If you do, they'll need to provide the password on adding the server.
ok, might get rid of the PW for testing purposes
There are no other access control mechanisms in the game, by the way.
Also, if you happen to have a dynamic IP, you'll probably want to invest in a DDNS solution.
(though I say "invest", but you can get it for free actually)
My Deco x60 units have a built in DDNS, but i also have an account with no-ip as a backu
backup*
Ah, already have that covered. Good.
i have been through every part of that wiki and then some trying to get this to work haha
Two things that most likely tripped you up - the fact that the game uses UDP exclusively, and the fact that your routers probably don't support NAT loopback.
As to why that original port tester you used doesn't communicate that it exclusively checks TCP... I haven't the faintest.
NAT loopback (also knowned as NAT hairpinning, or NAT reflection) is a very specific thing to support, and in most cases you don't actually need it.
Here's a short writeup I did for ATLAS some years back -- [h]ttps://github.com/Kadigan/atlas-dedicated-server/blob/master/Documentation/NAT%20reflection%20(hairpinning%2C%20loopback%20etc.).md
Let me reiterate: in 99% of the cases, you don't need this functionality. The issue only really affects you. If you can connect to your game via LAN, do that instead. It only really matters if you must connect to your public IP (which Satisfactory in particular doesn't require). It matters for ATLAS, because that game hands out the IPs you're supposed to connect to, so even if you give it your LAN address - it'll still try the WAN-facing one. ;P
Ahh right interesting read. There has to be a better way to sort this stuff out in the future though, make this whole process easier and more fluid.
Not really. The developers can't really control your computer and/or network - and if you allow them to, you'll be setting a dangerous precedent.
Bottom line?
Networking is hard, and no amount of obfuscating or prettifying will abstract that away.
The fact of the matter is - you're trying to run a service on the Internet. The fact that it's a game server (as opposed to, say, FTP, e-mail or WWW) matters not.
Agreed, I have setup dedicated servers before though and none have been as hard as this. I still have yet to confirm if people can actually join it.
Honestly? Satisfactory is one of the easiest servers I ever set up.
Minus the fact that it doesn't actually work with my network... but otherwise? One of the easiest, easily.
I'm afraid to propose you try to set up ATLAS... xD
Also, this is IT work. ;-] Sitting around, working the problem, trying out solutions. All your friends will ever see is "didn't work; a day later, it was working". None of the stress, the puzzlement, asking for help, none of it. It wasn't working, and now it is.
If you do your job well, nobody knows you even exist. ;]
Today I tried to set up the server as a service with nssm. It seems to work, but IΒ΄d like to see the log. Already added -log to the argument, but no log opens when starting the server. Somebody got an idea how tho fix it?
Dedicated server doesn't really need a GPU does it? Could I run one off a laptop with 1135G7(11th gen 4c8t) and 16GB ram?
I'm hoping to improve my frames since they're kinda trash rn. Dips below 30fps 1% lows.
I mean I'm also trying to change my 5950x to 5800x3d, but I don't have high hopes to find anyone who has the 5800x3d but needs 5950x. (I'm from Estonia, that's the problem)
Why not just go to the log file location? :D
No GPU necessary, no. Not sure how much help it'll give you, but you're welcome to try. 16 GB of RAM is more than enough.
The laptop has a performance mode in bios, think it increases the CPU TDP and is more aggressive with the fan. I'll compare R23 scores out of curiosity.
That would probably be very helpful, yes. At a guess, that thing's TDP would be a default of what, 40W? 45W?
Looks like it's only between 12W-28W, but do be fair 4 cores isn't that crazy either.
Yeah I own the 5950x lmao
Still, I'm personally on a 3900X, so I know for a fact that moving the logic to a server won't help much.
(running a save on my server or PC, makes no difference)
But it's weird how I joined a late game session that was on a dedicated server and my fps was doubled...
Performance bios got 5345 r23 multicore. I'll try normal bios now.
i mean if it is possible that there is a window that opens like when you start the sever normally
If you're running it as a service, then no.
Services don't interact with the desktop - that's sort of the point.
ok, thank's for helping
I mean think about it - it needs to be running even when there's no user logged into an interactive session. Where would the window go? Who would it belong to?
5306, same performance. Other has a louder fan tho, yeah.....
bruh
wut
yup sorry it's me I @ you but the bot deleted my message because of a link
So I clean installed the game but it's worse
So, following the wiki (steam+satis), I re-installed steamcmd in steam user, and I also installed the game in the same user directory (idk if that's good ?). But, when launching SF Server, with ./FactoryServer.sh start, I got a lot of errors, all of them say that it can't load SteamAPI. ```
[2022.08.18-13.49.48:417][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
dlopen failed trying to load:
/home/steam/.steam/sdk64/steamclient.so
with error:
/home/steam/.steam/sdk64/steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/steam/.steam/sdk64/steamclient.so
[2022.08.18-13.49.48:418][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2022.08.18-13.49.48:418][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2022.08.18-13.49.48:418][ 0]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2022.08.18-13.49.48:418][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.08.18-13.49.48:418][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
I'm on ubuntu 22.04
Looks like I'm supposed to have something in /home/steam/.steam/, but I have only a file called registry.vdf
Mods still not supported by dedicated Servers ?
And server is online but got an error while trying to connect, which shut it down
kk it's working it looks like it was the map, but are the errors important ?
Actually, the dedicated server supports mods. It's mods that don't support the server.
I know it sounds backwards, but that's how it is. And, more importantly, putting pressure on CSS won't achieve a damn thing because they're not the ones that have to do stuff to make it work.
They're not. Similar to the EOS warnings, these are about Steam integration.
The server uses neither, so neither is configured - but of course, it'll bitch about it regardless. ;]
You can link the file if you wish, it'll make it shut up about it missing. The warnings about STEAM API failing to initialise will remain, however.
kk thanks π
It's quite accurate actually.
Also the volunteer that has to finish some things for mods to support Dedi Servers has been quite busy with real work stuff, so we just have to be patient, for it will be done -soon β’οΈ
I know - the DS has mod loading capability, it's the global dependency that's not compatible.
(which is also why hand-crafted mods should technically work, but as far as I know - there aren't any, not really)
One thing CSS could do would be to simply take the work done by the mod team and incorporate it into the engine, to remove the dependency.
(well, I say "simply" - it would probably require a bit of legal gymnastics... but apart from that)
Also, for the record - the u6 server absolutely does sometimes shit itself for no apparent reason. π€£ So yeah, it may randomly just up and die. It's normal expected. π
Most likely to happen during either shutdown or at manual save load.
is it like that? I read that the dedicated servers are not able to load mods. And I dont put pressure on anyone, it's just a question if it is able to load mods on a dedicated server π
Okay, long story then:
Once upon a time, a new game came out - Satisfactory. People saw that it was good, but people wanted mods. So they set out to make some.
But Satisfactory was not easy to mod. It didn't have the various amenities that games typically do. Everything had to be cut out of the heart of the game, like old miners ripping the previous metals out of the heart of a mountain. The times were hard.
And then, a group of adventuring heroes saw the modders' plight! They decided to help, and they pooled their efforts to create an interface between the game and the mods -- something that allows many things to happen much more easily, like adding recipes, loading new objects and so on. They released this for free, and called it the "mod loader". Times were good.
Soon, every mod out there came to rely upon the mod loader.
Fast forward to update 5. Dedicated servers are suddenly a thing, now.
Except... the mod loader was not built with dedicated servers in mind. It doesn't work with them.
And since every mod in existence relies on the mod loader being present...
The server does have the ability to load mods. But as long as the mod loader isn't compatible with the server, no mods will work because they will all fail on the mod loader not being present.
And this is how the mods are incompatible with the server, and not the other way around.
The server can load them just fine.
It's a small distinction, but an important one - because it's not the server that needs to change, but the mods themselves.
That was a rollercoaster wow
I honestly find it a funny situation, you know? For once, it's not the Big Bad Company that can't be arsed to work with its customers. :-)
I mean, it can be argued that the dedicated server fucked things up, but having the server is a Good Thing(tm).
who developed the mod loader? Are they even interested to make it dedicated server compatible ?
The mod people are working on it, but their primary developer is carving time out of their busy offline life, so...
The official answer is "we're working on it, but it may take a while, please stop asking". ;)
ah ok. So hopefully they get it working soon
Like I literally enjoyed that story
I'm re-reading one of my favourite fanfictions, so I'm in a mood. ;]
that is the spirit
Like i need more of this mod story
that is how you answer questions in a q&a channel π
Please right book about it
I hope it also makes clear why server hosting companies like Nitrado can't offer mod support for their Satisfactory offerings, no matter how much they lie about it.
Came here to check how to run experimental on my server. Found it immediately in the pinned post that points to the wiki entry.
Thanks for the good work folks.
O-o
Hey Guys, Maybe I am asking a dumb question. My friends and I wants to start a creative mode on our dedicated server. But it seems the mods and console commands does not work the same way as multiplayer game.
Is there any way we can have 'creative sandbox' experience in our dedicated server or its simply not possible
Bump
You can use a save editor to enable the creative mode. The SCIM online editor supports U6. Mods don't support the server yet.
Don't see why it wouldn't.
you should be fine, mine is running on debian 11
Same.
K
Q: Is there any particular build of linux that is good/better for a DS?
Arch would probably be good if you want to go through the headache
Headaches aren't cool.
Not really? I mean, it's a collection of utilities bundled around a common kernel - there aren't any fundamental differences between them.
Alrighty. Cool. Thank you both for the feedback.
You could technically get away with the kernel, the bootloader, a few libraries, and the executable - for a complete system. ;P
Would be a pain to manage and update, but... xD
Prolly not going to go that stripped. I've used Ubuntu, Mint, CentOS, and I think a few others in the past. Plus it will be fun for me to dabble again.
But yeah, otherwise... I mean, take a stable rel and switch repo sources around - get a bleeding edge rel.
I swear by Debian, but some people dislike systemd on principle.
(and yes, for all its stability, it can be late to the party... I mean, it's a tradeoff)
Most of the Linux distros are either based on Ubuntu, Arch, or Fedora. Everything else is just a UI skin of them. The easiest would be Linux Mint or Pop OS.
Now the steam deck ( which I have ) does an amazing job with gaming in Arch. Look at SteamOS for a build.
I don't know if it's distro pride or someshit like that, but I find it funny when people say "Ubuntu based" but can't take it when I say "Debian based" :D
(that's not a jab at anyone in particular, mind)
Not sure how that translates to running dedicated servers, though. The dependencies and core capabilities mean a lot for clients, but servers?
It's more like trying to reach a particular audience. Someone who is new to Linux would be more familiar with a OS based off off Ubuntu then name dropping Debian which is old. The joke is though ubuntu is based off of Debian π
- which is my point. Going by that alone, Debian would probably be the source. But there's also Fedora and SUSE, and back in the day RPM was the way to go, so...
But I do agree that, for general people, Ubuntu and its derivs are probably the way to go.
Much nicer bundled UIs all around, have to admit.
I do admit though I I kind of like Debian it is the grandfather of all of them so to speak and we should appreciate it as such
Honestly, I mostly appreciate it as a rock-solid server distro.
But yeah, it's a damn granddaddy.
It was "the go-to server distro" back when I was starting out.
But to be fair, everything has gotten much easier with Linux. It's no longer a joke to say that it's viable as a desktop for non-technical people.
It took three decades, true, but it's not like everyone was working on the same thing... xD
I never thought macos would ever be successful either and here we are. If a major company picks it up let's say like valve and makes it compatible with a lot of things then maybe it will have a chance
Wine never really have that type of backing before
Because at this point there's nothing really stopping Linux for Windows users
Besides gaming compatibility
Wine... the misshapen elephant in the room. :D
But hey, they've advanced by leaps and bounds as well. We've gone from "like 10 things work" to "it'll work if you put in the time... and with some luck". It's not up there with "it just works", but it's slowly moving in that general direction.
But you know, I can't in good conscience hold it against Microsoft. They monopolised the market for a good while, true, but that sort of stability was crucial to bringing investment into a field that was barely off the ground. I'm not saying it couldn't have happened without them, but maybe it would've taken longer? And it's not like open initiatives are always the best solution - just look at OpenGL.
Open source takes a good, long while to get good.
I like Microsoft. Don't get me wrong. Leaps and bounds better then IBM was in the 90s. But I think windows should be more community driven.
Or they just gonna fold in that regard to Linux
They probably will. And to be fair, I actually like the balance Windows strikes.
I mean, look at macOS...
Microsoft is in the business of trying to please absolutely everybody, and I really like it. Neither Linux nor macOS try - Linux because you can damn please yourself if you really want to, and macOS because Apple is selling "a way of life".
I mean, it's an exercise in compromise all over, Windows. And that's a good thing.
Definitely in the business of pleasing everyone. Nobody said they are the best at it π€£.
Actually, it's impossible.
You can't please everybody. Someone will be dissatisfied no matter what you do.
It's the point of compromise.
Agreed
It's not as flexible as Linux, but not as rigid as macOS. And it's had time to become good.
(because let's face it, until XP came around - it just wasn't)
But it's also not like things would've been better without Microsoft. The free market hates vacuum.
We'd have something else to rage against, no worries. :D
Microsoft took the "moderate" slot, which put them exactly where they needed to be to sell to business. Power to them.
And for what it's worth, that's their mainstay really.
Now that Linux is getting strong enough to support end users easily, Microsoft is putting emphasis on the business end of their market.
Besides, we now have ARM, so things can evolve in directions we didn't previously envision.
It's like everybody and their aunt has a mobile-first app-like interface nowadays... and with embed dev and ARM, that's easier than it ever was.
Rounded corners in w11 for example.