#dedicated-servers

1 messages · Page 6 of 1

plush token
blazing halo
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What about 15777?

plush token
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so...

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something weird happened, at least weird to me

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I was copying the text out from the active server window, to search it for 15777, it was not present in the .txt file

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so i hit ctr+c out of habit in the active server window, and it spams a ton of lines, showing all my previous connection attempts

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and now it seems to be working, i'm connecting to it right now

blazing halo
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Ah

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so I was right.

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I noticed it, but assumed you got rid of it.

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Right here.

plush token
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was it just waiting for me to press a key?

blazing halo
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See that white tick on the letter c?

plush token
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yeah

blazing halo
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When you right-click drag in a CMD window, it enters Selection Mode.

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You either ENTER to copy selection, or CTRL+C to cancel it.

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While it does so, it may hang the process.

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(and if the process relies on the return from console writes to move forward...)

plush token
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once it works, I do like this in game server manager

blazing halo
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Meh, it's fairly spartan. But it works.

plush token
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yeah, spartan is enough for 80% of admins

blazing halo
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I'm more used to something like this:

plush token
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I think space engineers has pretty robust community tools for server hosting, but it wasn't quite that detailed

blazing halo
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It's a CONAN manager mod, yeah.

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(Pippi)

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But yeah, it works.

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It has its issues, though. For instance, you can't rename the server until all players have left and the server isn't running the game without players.

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Otherwise the constant updates will keep refreshing the entry to what it currently is. :D

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(it's a UI issue)

plush token
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thanks for the help again btw

blazing halo
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I should've spoken up about that Selection Mode.

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I keep forgetting people don't really know the Windows console.

plush token
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what's the proper way to stop the server?

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ah, it's on the wiki

blazing halo
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Remember to set up passwords if you're planning to open the server to the Internet.

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There are no other access control mechanisms in place, so...

plush token
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query, anyone know the default autosave interval for windows dedi servers?

blazing halo
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And the same for game clients, incidentally.

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Which is to say, 300 seconds.

tiny cape
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So me and a friend have an issue with the update 6 Dedicated server that we can't quite get to the bottom of.

I'm currently running the software baremetal on a dual quad-core server with 32GB of RAM (Server 2022 datacenter if anyone's asking since I had that knocking around on my homelab's PXE server). I'm on the same LAN as this server and my friend is connected externally (I've forwarded ports in my firewall etc and got all that working through my DynDNS). Both of us are experiencing the same amount of lag when it comes to overall performance... stuff like being teleported back and ending up walking into a wall or off a ledge and trains turning into accordions, that sort of thing...

I've already done everything that the satisfactory FAQ recommends regarding ingame settings and making sure that the hardware and network are more than sufficient to actually run the server but we're still running into this.

Any tips or optimisations we can make bar changing our ingame settings and configs in %localappdata% would be appreciated as now that we're getting onto the more complex tiers, the lag is getting more annoying...

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Oh... as for the actual server specifications, it's a Dell Poweredge R410. The CPUs in use are a pair of quad core Intel Xeon E5506s, again, using 32GB of RAM.

loud minnow
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This games are very single threaded heavy and I think your problem is your cpu being pretty slow on that department

tiny cape
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that's one thing I was considering, although the thread utilization is fairly good at the moment. 've not seen it peg the CPU past 40-60% per core

loud minnow
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Yeah but usage is not all there is IPC etc.. I’m pretty sure is your cpu… which is pretty old since 2009

tiny cape
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very true.

loud minnow
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And that cpu runs ddr3 800mhz so I’m pretty sure the whole problem with you is your server is to old and yeah you have the ram to run the map but not the performance

tiny cape
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Aight. that could explain some of it. Luckily I do have some LGA2011 hardware laying about that should give me better IPC and clocks so as long as I can remember where my boards are, I can try that instead

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see if that reduces the lag

loud minnow
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Just look at the wiki for the recommended specs the minimum is a i5 3570 or Ryzen 5 3600 and your cpu is way slower than a i5 3570 in terms of single thread performance and ram speed

tiny cape
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yeah. Luckily I do have an i7 4870K and a Xeon 2650L engineering sample that I can try out...

loud minnow
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Yeah that Xeon would be useless for this the 4770k would be better

blazing halo
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You're not going to see constant load, or shouldn't anyway. It's the spikes that are problematic.

formal vigil
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are server sputters a common issue? where everyone cant build anything for 5-10 seconds every 20-30 minutes?

loud minnow
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No

loud minnow
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The game saves every 15 minutes by default sounds like your getting this stutters when the auto save happens

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So it could be server performance issues but that a shot in the dark

blazing halo
formal vigil
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Ohh that definitely has to explain it. It last for longer the bigger our save gets

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Is there a way to change that setting?

blazing halo
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There is. Find your server's Engine.ini file, add (or change):

[/Script/FactoryGame.FGSaveSession]
mAutosaveInterval=300

The interval is in seconds (300 = 5 minutes);

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Just keep in mind that once you get to over 30 seconds savetime, you'll start dropping connections. You'll then need to increase the timeouts - both on the server and for all clients - to keep up. And personally, once you cross a minute... it kinda becomes unplayble.

loud minnow
real heron
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Everytime I want to use map markers, I always forget, and then I get sad when they are no longer there.

proper sphinx
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Anyone ever get a satisfactory server working with a reverse proxy? I use nginx stream reverse proxy for all my game servers but satisfactory doesn't work properly. You can connect into the server but cant do anything and you get teleported back to were you connected every time you move and the server console spams "NotifyAcceptingConnection accepted from [::1]:47348". It works just fine without using the proxy. Satisfactory does not seem to work with reverse proxies.

blazing halo
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nc and socat also don't work.

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Though I never got as far as connecting - I constantly time out when listing the server.

proper sphinx
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Well. Glad im not the only one. For now I only play with one close friend. Will probably create a simple vpn tunnel for him with access to only the satisfactory vm

blazing halo
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I kinda looks like the TLS implementation uses something that tunneling changes... though what that would be, I have no idea.

proper sphinx
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Maybe. Can only hope it will work in the future but I highly doubt that would be something the devs would put time into. but who knows.

blazing halo
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Still... if your connection to port 15000 works,

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you could try using -multihome=0.0.0.0 to disable the internal router.

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(since from [::1]:47348 indicates it's in use)

proper sphinx
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-multihome=0.0.0.0 is a laucnh argument?

blazing halo
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Note that it'll drop you to IPv4. For IPv6, you probably want -multihome=:: or something.

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Yeah.

proper sphinx
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yea im running pfsense with all ipv4 so i will try that right now

blazing halo
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I would normally advise you disable IPv6 entirely if you're not using it inside your network, as a general good practice.

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(since, in my experience, it being enabled makes executables think they should use it, and that only generates headaches)

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Do keep in mind that if you disable the internal router, you will need to forward all three ports instead of just the one.

proper sphinx
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already am

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dude...

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i think it worked

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i have nginx reverse proxy working

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will share my config

blazing halo
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Well, that'd be new...

blazing halo
proper sphinx
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Well bad news.... It worked for 5 minutes. I lost connection. Tried to reconnect and got LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.

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Its worked more than it has so far. progress

blazing halo
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What save are you using? A clean world?

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If not, you may consider if saving it is taking 30 seconds.

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That would certainly explain the timeout.

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(but you'd also see the issue in normal play)

proper sphinx
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only happens with proxy.

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Restarted server and was able to get ingame again for a minute than the original issue resurfaced. console starts spamming NotifyAcceptingConnection accepted from myproxserversip:47348. oh well its still borked

quick mist
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Trying to stuff a game server that runs on three UDP ports through a web proxy is asking for headaches.

blazing halo
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But apparently you can fool it, at least for a short while... I wonder what nginx does differently that allows even this much to work.

blazing halo
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But then, most other games don't use encryption in their UDP-based protocols...

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And the reverse proxy doesn't honestly care what it's proxying, or for whom. That's sort of the point.

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The only reason you have an X-FORWARDED-FOR header, is so that the other end can get the actual remote IP of the client somewhere, assuming it even wants it.

quick mist
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right but you need, for something like a game, for each end to know how to get traffic to the far endpoint. If you want a proxy ingress point, that's what NAT is for. Banging an HTTP server on the head until it does Fake NAT for you is probably an interesting project, but not anything I'd ever rely on for anything but HTTP traffic

fast pasture
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Hi guys, i got a Question. How can i join a Server while i using the console. The Problem is that there is a Password. The command is: open IP:port, but how do i type it in with password? i really have no clue, hope you can help me out.

obsidian rune
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Worked for old Unreal stuff, maybe works for modern UE. xD Why fix what ain't broken, right?

quick geyser
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When i power off pumps, they should act like a cut-off valve, right? Observing continious flow on my dedicated server trough unpowered pumps. This is not right, is it?

hoary notch
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Hello, I have a problem connecting to the game server. LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 0.00, Real: 119.39, Good: 119.39, DriverTime: 1819.80, Threshold: 45.00, [UNetConnection] RemoteAddr: 85.201.213.105:63175, Name: IpConnection_2147363445, Driver: IpNetDriver_2147367988 IpNetDriver_2147367988, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147363437, UniqueId: EOS:(EOS)3368b63fca8c49f290cadd3599d2ac12|00029ca6a981405f8933a04f454f73e1, Driver = IpNetDriver_2147367988 IpNetDriver_2147367988
LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 0.00, Real: 119.39, Good: 119.39, DriverTime: 1819.80, Threshold: 45.00, [UNetConnection] RemoteAddr: 85.201.213.105:63175, Name: IpConnection_2147363445, Driver: IpNetDriver_2147367988 IpNetDriver_2147367988, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147363437, UniqueId: EOS:(EOS)3368b63fca8c49f290cadd3599d2ac12|00029ca6a981405f8933a04f454f73e1

blazing halo
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It's a cloud box much like Google, and it doesn't work correctly on Google's servers either.

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Please check your server log and see if you're getting multiple repeats of LogDTLSHandler: Warning: Ignoring handshake packet received after completion. when someone tries to connect.

quick mist
# quick geyser When i power off pumps, they should act like a cut-off valve, right? Observing c...

When you turn off extrators, you stop adding fluid to the "source" end of the straw, but presumably all the remaining pipes and fluid storage structures are still full of fluid. as such anything depending on that fluid input will cheerfully continue to run until it's no longer able to suck any more fluid through the "straw" it's connected to.

Turning off a pump simply turns it into a free-flowing one-way valve.

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If you want to stop fluid flow, you need a valve with the metered throughput capped at zero cubic meters

hoary notch
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@blazing halo How do I do for LogDTLSHandler: in the lods?.

blazing halo
karmic sable
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anyone know how to get rid of all of these warnings on the linux dedicated server?

loud minnow
hoary notch
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@blazing halo Where can I find it?.

blazing halo
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If you're losing connections or something, then they're a symptom.

blazing halo
hoary notch
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@blazing halo Could you tell me roughly where I can find it in the server folder?.

quick mist
blazing halo
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There aren't that many folders there, you'll find it.

neat fulcrum
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Anyone have an issue with Uploading Save via Server Manager? The progress bar maxes out but the confirm button stays grayed out. Not sure how to proceed.

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Disregard, had to Alt-f4 and mash some buttons to get it to work. 🙄

tulip tusk
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If I want a sever with like 3-5 friends what would be a good host?

acoustic light
tulip tusk
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Yea I’m not really in Australia I’m just looking for a decent and relatively inexpensive one

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Do you know if they also offer severs in the US?

acoustic light
tulip tusk
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Yea I saw it deleted, alright I’ll look into it then

acoustic light
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I'm also on their discord, which (among other things) is a ridiculously quick way to get support.

tulip tusk
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Alright nice

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:/ I only see This option for location

acoustic light
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Huh, weird. Want me to go ask about that on the discord?

tulip tusk
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Yea that would be helpful

acoustic light
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On it. Hang about

tulip tusk
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Alright thanks

loud minnow
tulip tusk
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Alright

acoustic light
# tulip tusk Alright thanks

Right, just had a chat with the owner (not kidding about quick support). Short version:

  • SF only available in Aus right now
  • Will be available in USA early next month
  • If you get a server in Aus now, then you can move that to a US server when the update goes live in a few weeks.
tulip tusk
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Ok

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What kind of ping would I be looking at for that tho?

slender idol
acoustic light
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Oh hey, speak of the devil. 🙂

slender idol
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Also, hi 😏

tulip tusk
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Alright, I’ll do that tmw, it’s kinda late for me rn and I don’t feel like getting my laptop

acoustic light
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Also lol, shoulda known you'd be on this server

slender idol
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Fair enough, feel free to shoot through a ticket on our website if need be

slender idol
loud minnow
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Yeah I don’t mind hosting it for free for you is like a hobby for me and I got plenty of power to spare on my dedícate server and I’m base in souther Cali so latency would be low if your in the US also lol.. but yeah send me a pm if your interested @tulip tusk

tulip tusk
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Alright will do

regal geyser
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hey guys havnt played for ages whats the go with dedicated servers can we rent them now or?

acoustic light
loud minnow
karmic sable
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can we mod dedicated servers yet?

loud minnow
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no

frosty gale
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Programmable splitters work fine on servers???

peak vessel
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any tips for hosting more than one instance of Dedicated Server on one machine? I'm guessing something like docker, and have done no research

civic lantern
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@frosty gale programmable splitters don't work right in the regular game, so no

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@peak vessel does your server let you add more public IP's?

peak vessel
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Probably. Its just a desktop running Windows, but I have access to the network and configure whatever need be

civic lantern
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public IP

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the ones that are on the internet

peak vessel
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thats irrelevant since all clients will be local

civic lantern
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I would personally use Docker, binding each one to a different network interface. without extra interfaces it's just not worth the hassle

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I assume you have a silly amount of ram

peak vessel
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yeah I could run multiple on the hardware provided. I'll look into the docker option later, just wanted to make sure it was a worthy rabbit hole

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thanks 🙂

civic lantern
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np. there's enough ways to virtualize computing that it's possible

loud minnow
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That’s the simple way of doing it there is server manager out there for windows etc

blazing halo
blazing halo
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Remember to reserve about 8 GB of RAM per each EA server instance (about 11 GB per each EX instance).

tulip tusk
# slender idol I’m *everywhere*

hey sorry for the ping, could i get a invite to the discord sever for southnode or could i get a little assistence rq i just need to know how to switch it to use the expirement build of the game

tulip tusk
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Thank you

formal vigil
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Having no enemies except for bees is a known issue, correct?

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It doesn't seem to affect a lot of people

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For us it happened after a server crash

blazing halo
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Bees?

blazing halo
mint wasp
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what is the game ID to install the Satisfactory Experimental server via steam cmd?

mint wasp
blazing halo
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It is not. If you check out this channel's topic - there's an excellent writeup on the Wiki, and you'll find the link to it there.

thin tulip
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are other people experiencing relatively frequent timeouts? every couple of minutes (10-15 i'd say) I'm getting either network freezes that last under 30 seconds where I can't place anything or open the build menu, and then recover, or sometimes they last longer than 30 seconds and I get timed out with LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 83943.48, Threshold: 30.00, [UNetConnection] RemoteAddr: 76.27.227.143:49500, Name: IpConnection_2147396983, Driver: IpNetDriver_2147481114 IpNetDriver_2147481114, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147481114 IpNetDriver_2147481114 [2022.09.01-17.04.25:180][ 49]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 83943.48, Threshold: 30.00, [UNetConnection] RemoteAddr: 76.27.227.143:49500, Name: IpConnection_2147396983, Driver: IpNetDriver_2147481114 IpNetDriver_2147481114, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID

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It does not seem to correlate with auto save, as I set autosave to once an hour and it still happens way more frequently than that

hidden rock
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is your save large?

thin tulip
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It's a relatively new save, lemme check the size

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but tier 4 and only 8 hours playtime

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nope the save is 650kb

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satisfactory can still ping the server fine when it's frozen, but the game stuff times out. I just found that right before it starts working again, I get this in console [2022.09.01-17.21.59:722][ 46]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 231.15. EOSNetDriver_2147482294 [2022.09.01-17.21.59:736][ 46]LogNet: Warning: UNetConnection::ReceivedPacket - Too many received packets to ack (256) since last sent packet. InSeq: 11477 [UNetConnection] RemoteAddr: 76.27.227.143:63408, Name: IpConnection_2147480637, Driver: GameNetDriver EOSNetDriver_2147482294, IsServer: YES, PC: BP_PlayerController_C_2147479590, Owner: BP_PlayerController_C_2147479590, UniqueId: EOS:(EOS)2c52f26f755c46a8b71d396fcc42a3a4|0002f61c94a141258390dfecc0d7dd40 NextOutGoingSeq: 3702 [2022.09.01-17.21.59:761][ 47]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 231.16, Realtime: 0.05. IpNetDriver_2147480656 [2022.09.01-17.21.59:761][ 47]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 231.16, Realtime: 0.04. EOSNetDriver_2147482294

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and that Realtime: 231.15 is about as long as it froze for

hidden rock
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game version? U5 or U6

lime elm
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So this is STILL an issue for me....

hidden rock
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desync probably

lime elm
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its not a dsync. this happens at particular spots on the map, I keep finding them from time to time.

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a reboot has fixed it, this time 🙂

thin tulip
hidden rock
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then its kinda understandable i guess.
U6 recent update is janky

loud minnow
thin tulip
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Yeah but it’s not like it’s frequent small rubber banding, the server runs 100% fine for 15 minutes then freezes for 30-200ish seconds

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And didn’t happen before u6

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Anyways bugs on experiemental are to be expected I just wanted see if other people had the same thing happening

loud minnow
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Well update 6 has higher requirements than update 5 that for sure I’m pretty sure is your server that’s the issue.. I run update 6 fine with no issues like that..

quick mist
pine patio
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hay guys....have a small questin whe want to start a u6 dedi server but whe want to play with a mod how whe can get the mod on the server?

loud minnow
blazing halo
blazing halo
steel eagle
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did anny1 have problems joining dedicated server after a crash with newest patch?

steel eagle
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nwm, sems like every1 got this porblme now

weary shuttle
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@blazing halo i just tried installing and running the server... Got a version mismatch lol

blazing halo
weary shuttle
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Client is updated, server not

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Installed from steam, but I can't find it in the game list, i just have the desktoplink

blazing halo
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The server should be in 'Tools'.

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What version is your server reporting?

rough harbor
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hi everyone, i am having fun setting up a server, but find it weird its only using 4.5Gb of my ram, there are more to use from

rich jay
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how install experimental on a steamcmd server ?

blazing halo
blazing halo
rough harbor
blazing halo
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And still 4.5 GB?

rough harbor
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yes still 4.5

blazing halo
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Then either you're reading the wrong value (or getting the wrong value), or something's changed by a lot since the last update.

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EA should be using 6.7~7.5 GiB, EX should be using about 10.5 GiB.

rough harbor
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task manager say 4.5Gb

rich jay
blazing halo
blazing halo
rough harbor
blazing halo
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You're looking at "Processes", you should be looking at "Details".

rough harbor
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its seperat pc only running the server

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under Details the FavtoryServer.exe is using 556K

blazing halo
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Enable additional columns. The one you want is the working set.

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Also, I'm not sure if you shouldn't be looking for something with UE in the name...

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(FactoryServer.exe may be just the launcher)

rough harbor
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i found the WE4Server-win64-shipping.exe using 4.5Gb

blazing halo
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Hm. Then I don't really know. EA or EX?

rough harbor
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thats the only to i can find showing connected to the the server part

blazing halo
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EA or EX?

rough harbor
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what is ea and ex

blazing halo
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Versions. EA is Early Access (currently update 5), EX is Experimental (update 6, build 199000).

rough harbor
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ohh EA

blazing halo
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Hm, weird. But maybe it uses less on Windows, I'll have to check later. Haven't tried before.

rough harbor
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okay, well its my first server on satisfactory

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but thanks for trying 🙂

rich jay
blazing halo
blazing halo
rich jay
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6gb

blazing halo
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That's not enough RAM for either version of the server.

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> Killed.
The machine runs out of RAM, and the process is forcibly terminated.

rich jay
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and 8gb ?

blazing halo
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8 GB would be essentially enough for EA.

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(not enough for EX; you'd need at least 12 GB for EX)

oblique ice
# rich jay 6gb

That's not even enough to run most modern games I think.....

rich jay
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i have 12 now

oblique ice
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unless you're talking simple pixel stuff, I dunno.

loud minnow
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Unless he can take a screenshot of the taskmanager and we see 4.5gb under performance tab then I would believe it but I’m pretty sure he not reading the correct one… it should be more than 4.5gb for the sever…because I know that client side when you run the game it uses around 4.5gb for clients not the server

blazing kettle
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if anyone is still crashing from the crab launchers in experimental there is a fix all you need to do is use the satisfactory calculator and edit the crab launchers out, they have a setting in collectibles and can be reverted once they are fixed

stuck ether
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so i was gonna make a dedicated server
and idk if this is normal or what to do
it has a buncha warnings

loud minnow
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warning are normal as long as they are not error your fine

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and if its working dont worry about the yellow warnings

blazing halo
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Honestly, don't even worry about the errors. As long as it's working, you can ignore 'em. :D

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Which, all things considered, says something about the developers... I mean, an error should be a show-stopper - a vital part of the thing will not work right (or at all), and you should consider aborting the whole thing. And yet - the STEAM API integration fails with two red error messages... and it changes absolutely nothing.

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Those should've been warnings, at best. Honestly, since it doesn't even do anything, I'd say - disable the entire module and skip reporting on it.

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Similarly, the EOS warnings shouldn't even be there. I expect that this functionality (shops, microtransactions etc.) would be tightly controlled by Epic, and not just handed out to randos on the Internet. That subsystem shouldn't even be enabled, I think. If anything, those are developer warnings.

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And finally, the whole "skipping dirty area creation" (or however that goes) could likely be presented as a summary (this many skipped, list: ...). It's not like it's helpful to have all of them listed out at length.

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The Linux kernel log facility has this wonderful feature you could call brevity. If the same thing happens a lot in a short time, it tends to get summarised as "Previous message repeated N times."

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Though I suppose it could be useful, in very specific circumstances. But then I'd recommend it gets enabled by a flag, like --verbose.

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Also, it may be just me, but when I design a service, I tend to include both long and shorthand flags, so that'd be -v or --verbose (with possible shorthand repetitions to be more verbose, e.g. -vvv). -multihome should have -m= and --multihome= (I know Windows doesn't have an issue with -- for flags), and disabling the router should get its own flag --no-router or --disable-router. But anyway.

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Seems I have a number of issues with how this thing was made. :D

weary shuttle
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@blazing halo update:

Tonight i built 104 fuel generators and all the plumbing, while waiting steam to download the EX server...

Now i just tried the server and the game both locally (game server set on localhost) on that last save, and it got even worse (machines going idle all together, conveyor belts freezing)

I tried the same save only with the game client, conveyors were fine, the idling not (now also the oil refineries idle together)

Now I'm trying server on the 16gb computer (same as the tests before) and client on the steam deck and it's... Not idling surprisingly? I mean I can still see the conveyors freezing but much less than before (the deck is connected on wifi) and machines are not idling at all

#

This means now i need 2 computers to play my save yay!

weary shuttle
#

Freezing aesthetically, items accumulating and then vanishing

blazing halo
#

... right.

#

So - that's a visual glitch, and doesn't affect production.

weary shuttle
#

Nope

#

I just realized I built just half of the fuel generators

blazing halo
#

I never asked you for your full system spec. Care to share?

weary shuttle
#

Systems...
The deck is the 512gb version
The laptop is an i7-6700HQ 2.60GHz 16GB ram GTX 960M
The office is an i7-6700 3.40GHz 8GB ram GTX 1660 Super

Then i have a Lenovo m92p that i could use as a server by installing Linux, it is an i5-3470 and 8gb of ram, probably not enough...

#

Office is virtually not ram-upgradable, has a ram slot not working and only one 8 gb stick on it, wouldn't spend money to upgrade as i don't know if it would actually work, it's a garbage mobo

blazing halo
#

So, I think you're seeing a client-side bug, or there's something wrong with this save file.

#

That CPU/GPU combo should be enough to be a fairly smooth ride, otherwise...

#

The RAM might be an issue, I suppose, as you're at the low end on that. But if it's happening on the Deck as well, and it should have 16 GB DDR5... so that may not be it.

weary shuttle
#

i can share the save or host a multiplayer if you want to see or try

blazing halo
#

Would be interesting, sure. I'd like to load into that, local single-player.

blazing halo
#

Right, thanks. :)

weary shuttle
#

if you'll spawn at the hub, you can take a train to station 41 or turbocoal or turbosulfur? station 41 will be fine

#

not gonna hide it, it's been modified with some blueprints and stuff from the SCIM multiple times, but it alwais worked

blazing halo
hasty lichen
#

With most recent patch, I had belts breaking if I wasn't placing in correct orientation

#

GF & I realised after doing a small coal power plant last night and wondering why the load hadn't balanced an hour later with extra coal feeding into it from.an overcooked coal miner.

weary shuttle
#

@blazing halo found anything?

blazing halo
#

Haven't had time to load it up yet. But I won't be actively looking for how it breaks - I only want to confirm if it breaks (on my system).

#

Oh damn, it requires the latest beta doesn't it?

#

Ah, well. Guess I'll set it up real-quick-like.

blazing halo
#

... right. I forgot I might need viable disk space for this.

blazing halo
#

@weary shuttle Right, okay, so I loaded your save. Where do I go find a hoverpack?

weary shuttle
#

UHH

#

i don't think i prepared one

#

sorry

blazing halo
#

Right, so I'm looking at Station 41 (from the ground, CBA to get a hoverpack).

#

Where to now? Nvm, went back and making a hoverpack. And a rifle, maybe.

blazing halo
#

@weary shuttle so what am I looking for?

weary shuttle
#

sorry i wasnt active

weary shuttle
molten vessel
#

Anyone have issue with dedicated server running update 6? Mine runs just fine but the animation of the "Bees" spawning causes the server to crash and reset.

loud minnow
#

nope update 6 runs fine

#

i dont think bees spawning should cause any crashes like that

molten vessel
#

weird tried it Via coop too. on 4 different computer. I get a UE network error when the bees spawn for the the connected player.

#

fresh game fresh install

unreal elk
blazing halo
weary shuttle
bright bronze
blazing halo
weary shuttle
#

my bad, didn't remember the right number then... i still have to rename those

blazing halo
#

Okay, I've located the exact spot you've been having issues with.

#

How often is it supposed to happen?

weary shuttle
#

supposed... never

but it happens mostly when i'm flying and moving around the machines

blazing halo
#

Yeah, but how often? As in, how long do I need to make a fool of myself making like an annoying fly buzzing to and fro before I should see it happen?

weary shuttle
#

oh, always

#

i mean, i just go near there and after 2-3 seconds i can already see it

blazing halo
#

Okay. So, not triggering for me.

blazing halo
#

So it looks like it's probably your machine, yeah. If it goes away on a server setup, and it doesn't show up on someone else's machine - then I'd say it's your machines.

weary shuttle
#

they are similar machines (deck aside)... that's probably that.

#

who knows, maybe if i'm not near the plant it works without issues

blazing halo
#

Performance-wise, according to cpu.UserBenchmark.com, your CPU is nearly an exact match for the minimum CPU Satisfactory has official support.

#

We're interested in the second one, really.

#

(left: your CPU = i7-6700; right: minimum spec = i5-3570K)

#

If it's any consolation, my server's i7-4770 benches very smiliarly, so you should expect similar performance if run as a server.

weary shuttle
#

it's time for an upgrade then

#

i have a thinkpad with an amd ryzen 5500u that's pretty new, it's the last pc i have in this home lol

weary shuttle
blazing halo
#

I'm personally sporting a 3900X, which isn't hugely more performant in the single-core departament.

#

But it's likely that its newer technology helps (it's about 4 years younger).

weary shuttle
#

next year, or this winter maybe i'll upgrade the main pc... then i can play from server or steam link

blazing halo
#

Well, you did mention that when you run it on a server, the issue goes away.

#

So you should be able to play it that way now, as long as you have a PC that can be the server.

#

(I already have a machine that's running 24/7, so it wasn't an issue for me.)

weary shuttle
#

the only problem i found was that starting satis on the deck disconnected my steam account on the server pc

#

because can't run 2 steam games at once

blazing halo
#

Don't run it under your account.

#

All tools should theoretically run under Anonymous.

#

So, there's a writeup on the Wiki (linked in this channel's topic) on how to set the server up using steamcmd instead of STEAM.

#

The server does have STEAM integration, but if you remove it, it should work perfectly fine (though it will complain about it). I think. I never really tried running the server on the same machine I game on.

tulip tusk
#

so whats with hatchers being uh big bad

#

crashed both me and friend when it tried like hatching things

tulip tusk
#

So i need help

#

I can’t get into my game without crashing

blazing halo
tulip tusk
#

Tried both unfortunately doesn’t seem like I have a save from far back enough

blazing halo
#

Then I'm sorry - sit tight until a patch is released that fixes the issue. Hopefully they can recover the corrupted saves during loading.

#

You can try loading it into single-player and seeing if it can load there.

#

If not, try SCIM - load, re-export, and try to load the new export in-game.

#

I'm told that the current workaround that seems to work is to load the save in SCIM,

#

then go to the whole... whatever it's called, where it counts the critters and things you've killed and/or picked up,

#

and configure hatchers as "complete".

tulip tusk
#

Hmm ok

blazing halo
#

So you can try that as well.

tulip tusk
#

Is there any console commands I can do to kill all hatchers?

blazing halo
#

It would actually be helpful if you could try to just load and then re-export from SCIM first.

#

That way we'd know if just re-exporting from SCIM helps, or if you actually need to set hatchers to "complete" for it to resolve.

blazing halo
#

Yes, I would have some choice words with the developers as to the reasons for this, but that's what it is.

tulip tusk
#

Hmmm ok

blazing halo
#

If you're not willing to test the SCIM re-export vs change & re-export theory,

#

could you provide me with a crashing save?

#

I would test it myself in that case.

#

It would be good to know if the issue is resolved by configuring hatchers as "complete" (and only then), or whether that has nothing to do with it and simply re-exporting is enough.

#

In fact, if marking hatchers as "complete" fixes it, it might be an important clue to figuring out the cause. From what I've seen of crash dumps, the issue happens when a new flying crab is spawned... but that's about all I was able to gather (at least without having a look at the code in question, or a running debug configuration to prod).

tulip tusk
#

Well I fixed it another way

frosty gale
#

wut server can i join

violet turtle
#

hi there

#

someone ever mount a dedicated server on steamCMD linux here?

#

i have build the server, it's online but it's the 199 000 version but normal mode is in 188 609 so... it doesn't match. someone know how to play in stable mode on dedicated server?

pale quarry
violet turtle
#

hell yeah!! thank you so much 😄

steel atlas
#

is there a way to fix the crashes caused by the flying crabs? this game is currently unplayable on servers or shared games

oblique ice
#

That’s using SCIM btw.

steel atlas
#

just wait for a patch then i guess try avoid the areas in question till then, im assuming the Devs know of the issue and are looking to sort it

blazing halo
tulip tusk
#

It was basically in sever setting turn off pause when no one is online and I waited a little while and it seemed as if I was killed by the crabs because I joined and was dead then I traveled back to the area and me and a friend just killed the Hatcher so that it won’t bother us

blazing halo
#

> so that it won't bother us
The bug potentially affects all hatchers, so it's not like any specific one is the issue. Also, they respawn on server restart.

#

But your solution is basically to wait the issue out, yeah?

tulip tusk
#

Yea

#

Them respawning won’t be an issue, we just had to kill that one so I could get my stuff but other than that one we haven’t seen any other Hatchers

blazing halo
#

Oh you'll see them, they're all over the map. ;P

tulip tusk
#

Yea, I’m just going to avoid those places, we are early in our play through so haven’t had much reason explore that far

#

I’m hoping that the bug will be fixed by the time we need to head into areas with a lot of them

blazing halo
#

There aren't areas "with a lot of them", they're usually around resources or collectibles.

tulip tusk
#

Well yes but like from what I’ve seen they aren’t really any like the basic starting area

blazing halo
#

True, I suppose.

#

The desert is also fairly hatcher-free.

tulip tusk
#

Yea

pliant mountain
#

With the hatcher issue mentioned above in 0.6.0.11 experimental, is there any way to roll back the game version of the client/server locally? i.e. target 0.6.0.10 on both the client/steamcmd? I don't believe steam directly supports this [via its UX/UI at least] unless these versions are explicitly deployed, but I'm curious if this is possible.

blazing halo
#

They'd have to be specifically deployed, yeah.

#

Anything installed via steamcmd won't get auto-updated, but STEAM and steamcmd don't coexist peacefully on the same account/machine.

loud minnow
#

but yet again we pretty much done with the game it we dont go out much from the base lol

blazing halo
loud minnow
#

TRUE

pliant mountain
#

I've setup a docker container with a timed restart that triggers during off-hours for our server daily, so it updated automatically [as do our clients per steam app]. We use the dedicated server for a few reasons:

  • Our users are in vastly different time-zones [EU/US] with different work schedules
  • Dedicated memory/compute helps smooth out some of the rigidness of a client-backed server
  • Offline production makes some of the more tedious sections/mechanics [ticket generation, phase completion] a bit less involved.
    We'll stand by for the next patch/fix. It seems like they roll out pretty regularly recently, so hoping we'll see one soon.
hasty lichen
#

Hey Kad.
I have a Save pre Crash that's relatively easy to test if you need

#

And a Save post editing in Satisfactory Calc, that resolved my constant crash

molten vessel
#

Ok I figured somthing out. The bees are causing the crash for connected players. The host doesn't crash though. If the host kill the bee nests the connected players can login again and enter the proximity of the bees nest. IF they crash near a bee nest but their body persists in that area the will crash upon login. Unless the host kills the bee nest or the player they can't rejoin.

quick mist
#

If you're talking about a "host" player then it's not a dedicated server and becomes less relevant for this channel.

plush token
#

I'm playing on a dedicated Exp server, my client keeps crashing when I approach a specific drop site in eastern swamp

#

when I bounced the server I was able to load in, then crashed after a few seconds of walking toward the drop site again

blissful sphinx
#

its probably the crab launcher bug

#

take a fresh save file and load it in satisfactory calc, clear out all the crab launchers, then save the tweaked version and load it on your server. resolved the issue for me

vagrant raft
#

Does anyone know if the devs are working on a fix for the crab hatchers? They keep causing people to crash.

blazing halo
#

Since, as you said, they keep causing people to crash.

blazing halo
#

But sure, kick it over via DM.

#

I should note that I'm not a dev, though. I'm just trying to satisfy my own curiosity, and to gather as much factual information as I can for explaining stuff to others.

winter swan
#

Can anyone tell me how to get rid of the Crab Hatchers with the Satisfactory-calculator?
I don't see an option to do it

frosty gale
#

Are dedicated servers generally more buggy than locally saved games?

#

There have been a few bugs I never noticed playing local

sick magnet
#

yes they are...

#

especially with vehicles

#

but other things too..

frosty gale
#

Good to know, buddy and I thought maybe it was the server host

blazing halo
#

If you consider visual glitches bugs, then I suppose... The only two bugs I am aware of that hit dedicated servers but do not affect singleplayer play, are: a) the vehicle "shadow" bug, and b) the inability to pick up foliage (sometimes).

#

Also, I think that latter one was resolved, because I haven't had issues with it in a good while...?

frosty gale
#

None of it is gamebreaking

blazing halo
#

Yes, but they're purely visual. The number of items that is supposed to arrive does arrive.

frosty gale
#

Right

#

I had to verify when I first saw the bug

blazing halo
#

It has to do with replication, so I expect remote play of any sort will have it, not just the DS.

#

Any player that is "remote" to the server will probably see something to that effect.

frosty gale
#

Ah, I never noticed because I was hosting the save before

blazing halo
blazing halo
frosty gale
#

One bug would have been beneficial actually

#

I found out I could cut the same tree down with my chainsaw

#

And if I hit tab while cutting I could just sit there and collect wood, leaves and flowers lol

blazing halo
#

Ah, yes. That one. It still happens sometimes, but I've had it with local play as well - just shortly before I moved to the DS. Or so I think.

frosty gale
#

I found out too late for it to be helpful

blazing halo
frosty gale
#

I had set up a coal plant when I figured it out

blazing halo
#

It's still useful whenever you don't have ready access to coal, but do have the charcoal alt which can produce coal from wood at a 1:10 ratio - an absolute darling for start-stop production of black powder. :D

ornate oar
#

I'm on a server and one of us killed one of those bug nests that keeps spawning the flying bugs. Now we crash each time we try to log on the server. I've restarted and stopped/booted the server. I don't have an autosaved session from before that, oddly enough. Only months before and like minutes AFTER it happened. We get a crash report, but I doubt that will help anyone atm. Does anyone have a good idea on how to solve this? What's the easiest way to either revert to an older save that's just hours prior, or how do I download the latest save so I can upload it to the interactive map to move our players away from the spawner site?

covert garnet
#

I don't really know the answer to those two but if I were you, I'd submit a bug report with the crash so maybe they can fix it

acoustic light
# ornate oar I'm on a server and one of us killed one of those bug nests that keeps spawning ...

Yeah, I had this exact problem today. Solution:

  • Got the save file from my server host (didn't have direct access myself but they're working on that)

  • Uploaded the save file to SCIM, manually removed the hatchers that were causing the problem (and a bunch more while I was at it, because I'd rather not have to do this again)

  • Downloaded the updated save file from SCIM, moved it to the Satisfactory saves folder on my computer.

  • In Satisfactory's server manager, uploaded the modified save file.

  • Again in the server manager, loaded that save file.

= All is well, everything works fine now.

#

And yeah, very much a known issue that the devs are working on.

#

Also I've destroyed a few more hatchers since then - I just stay well away from them, and throw Nobelisk long distance (ideally from a few metres higher than them as well).

ornate oar
loud minnow
ornate oar
#

Hmm.. good idea. I'll trt that!

craggy shell
#

Checking in after a few months break -- did they fix the problem of trees coming back in dedicated server saves after reload?

wild herald
#

Hey our game crashes everytime someone on the server is near to those "flyes" that pop out of these flowers. Is this a known bug?

loud minnow
#

yes

#

you can try checking the option to let the server run when nobody is connected can help some people.... some other people have had to go and delete the spawns etc... pretty much you have to find a workaround that works for you lol

orchid mason
#

is there a way I can see the dedicated server tickrate when I'm in game (like an overlay or something. just like you've Stat FPS for example?

plush token
#

dangit, another hatcher crash...

wild herald
plush token
#

Is there a way to mass delete hatchers with SCIM tool?

blazing halo
#

Or, restarts after a certain period of time, anyway... If trees are back, hatchers are back.

plush token
#

I'm deleting the hatchers with scim, downloading a new save... but the hatchers are still there... i was able to move/edit my loot crate to a safe spot, so I know the edits are taking

#

but whatever i'm deleting it doesn't seem to be the hatchers

blazing halo
manic rune
blazing halo
#

It doesn't help that they're placed in sneaky spots at some points. Hah. :D

manic rune
#

I went through my map and manually killed them all myself but that only lasts 3 days.

blazing halo
#

But yeah, this is one of the reasons for me installing the EX (both server and client) with steamcmd. I'm happily on the previous (pre-hatcher bug) version of the beta. :D

#

(the other one being that STEAM doesn't understand having multiple copies of the same thing...)

random bluff
#

Hello

Is there a way to edit the server files (config) to increase the manufacturer production rate?

bronze reef
#

I wish hatchers got killed forever

#

They are so annoying

stone lodge
#

how to resolve the Nat detection failed warn with a dedicated server running with pterodactyl ?

blazing halo
stone lodge
#

and online on ptero

bronze reef
blazing halo
stone lodge
blazing halo
blazing halo
random bluff
blazing halo
#

Uhhh, wut?

random bluff
stone lodge
#

This is this error but there are no manuals to fix this on ptero

blazing halo
#

Google harder.

blazing halo
stone lodge
#

I've been looking for 30 minutes already

bronze reef
blazing halo
loud minnow
# stone lodge I don't understand

if you dont know how to use Pterodactyl dont use it... you will always get that warning that means the server is running now you have to get your ports forwards on your router/server etc to be able to connect to it

blazing halo
# bronze reef You would have to alter the files

I went through the default .ini files in the PAKs, and haven't found anything to that effect. You can increase hand and inventory slots, but that's all I was able to find. There are resource sink settings, but they don't seem to take. Otherwise, you'd probably have to run some sort of disassembly to see what the game is actually doing in memory.

bronze reef
#

Difficult but possible

blazing halo
#

Possible, but likely a drudgery with steep knowledge requirements.

blazing halo
loud minnow
#

yup some people in here really need to learn the acronym KISS (Keep It Simple, Stupid) lol

stone lodge
#

very helpful 😒

loud minnow
blazing halo
# stone lodge very helpful 😒

Dude, face it: hosting a public server has a number of considerations, from configuration through organisation to security concerns. This isn't a "launch & forget" sort of deal. You have to have some knowledge about networking, hosting services, system administration.

stone lodge
#

its a server between friends

blazing halo
#

If it'll be open to the Internet (so that your friends can connect), all of those considerations must be addressed regardless.

#

Otherwise it's kinda like opening your door wide open to the street, and hoping only your friends will come in. You have no such guarantees.

loud minnow
blazing halo
#

^ this

#

The server runs fine without extra layers of complication.

#

And if you can't follow that writeup at all, then perhaps it's time to face the fact that maybe you shouldn't be trying to run a server? No offence to you or your ability, but it's simply not for everyone.

stone lodge
#

Honestly, you're making things complicated

loud minnow
blazing halo
loud minnow
blazing halo
#

ad. 1) refer to the manual of whatever you're using to run the server on how
ad. 2) refer to the manual of whatever router you're using on how
ad. 3) google how
ad. 4) use your LAN address for yourself, use your public IP for your friends

#

That's about as simple as it gets.

#

If you want simpler than that, purchase a server from one of the providers and pay them to worry about all of this. That's kinda their job.

stone lodge
#

Yeah but we have dedicated server with Minecraft etc

#

And i want to try to make a Satis server

blazing halo
#

And if I'm coming off as a bit rude, it's probably because my feathers get slightly ruffled by people who come in with seemingly no knowledge, and seemingly no effort to give, demanding answers be served them. If that's not you, then I apologise, but that's how you sounded.

stone lodge
#

Admittedly, sometimes you have to let people search, but sometimes you have to help them so that they can do it again in the future, be careful, I'm not saying do it for them but just explain the steps to them

loud minnow
blazing halo
stone lodge
loud minnow
#

yup i figured lol most people are

#

but anyways from the screenshot you posted the server is running on your rig.. you just have to open the ports it needs on your router/server as well...

stone lodge
stone lodge
#

I let the default ports

blazing halo
#

Keep in mind: we can explain more on the steps described on the Wiki, but we won't explain things like router configuration - too many possibilities to count, and way outside the scope besides.

blazing halo
#

Also, all ports are UDP.

stone lodge
loud minnow
#

see if you read the wiki you would know that you need 15777 ,7777, 15000 to be open

blazing halo
loud minnow
#

LOLL

blazing halo
#

That's one of the bastard children of Satan and a random fish.

loud minnow
#

there fix it HAHA

blazing halo
#

:)

#

Thank yee kindly, good sir.

loud minnow
#

HAHAH

blazing halo
#

Tis a balm on me tired soule.

stone lodge
#

I thought the ports were already open, but apparently not, thank you for your help and wish you a good evening guys

blazing halo
#

Good luck and have fun playing. :)

stone lodge
#

Thanks !

blazing halo
#

This reminds me of that one guy who asked where-and-how do you tell Satisfactory how much RAM to use.

#

(because he hosted a Minecraft server before, and there you have to set up a hard limit on the Java VM RAM)

stone lodge
violet turtle
#

hello, i'm trying to join my server with noip, i have the error "server pending... i don't know what to do now...

#

maybe a bad open port, i cheked but i don't know what to search...

blazing halo
# stone lodge I open the ports with linux command `sudo ufw allow <port>` but the warn is here...

Like I said, the warning will be there. And do you know why? Because the detection is broken. 🤣 Read the error message fully: "failed to resolve host" - this means the detection didn't even run, because it failed to find the IP of the server to run it on. :D (and it failed because it doesn't exist, by the way - CSS is using an outdated setup, as far as I can tell, or maybe the dev version is only available in their internal network, I don't know...)

violet turtle
#

at my house 😄

#

@blazing halo

#

it's a dedicated server

blazing halo
violet turtle
#

yep

#

un LAN it works, when i use the DNS/Public ip it doesn't work

#

in*

blazing halo
#

Also, notably, Satisfactory does not seem to work with NAT reflection at all (nor does it work with tunnels of any sort), so it's a moot point.

violet turtle
#

i opened the port in the rooter firewall and yes... i redirect with NAT redirection

#

also in the rooter.

#

firewall on the ubuntu server is disable (factory setting) .

#

@blazing halo

blazing halo
#

Like I said, Satisfactory doesn't like NAT reflection. It doesn't want to work with it.

#

Just use your LAN IP for your own connections.

violet turtle
#

just deleting NAT should resolve the external connexion?

blazing halo
#

You can't test public IP connectivity from within LAN.

violet turtle
hidden canopy
#

Hey since last patch has anyone had client connection issues and extremely high memory usage?

#

At idle our world is pulling 0% CPU and 9gb Ram.

blazing halo
hushed garnet
#

i have this problem:

#

Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.

#

can anyone help?

hidden canopy
hushed garnet
#

no, ubuntu server

hidden canopy
#

Interesting, I was having a similar issue on a docker with Ubuntu. My fix was to just run natively on Win Server 22. Sorry I can’t help

hushed garnet
#

All good

blazing halo
blazing halo
hushed garnet
#

I sent a picture also

blazing halo
#

Yes, and it also doesn't help - the crash reporter can easily take 2-3 full screens of log data.

#

All of it unhelpful, as it pertains to the operation of the crash reporter itself,

#

and not the original reason for invoking it in the first place.

#

You'll have to go higher up (aka further back).

blazing halo
hushed garnet
#

@blazing halo these help?

bronze reef
#

Wait, are gamers supposed to eat?

#

......whoops

blazing halo
hushed garnet
blazing halo
#

Okay, sorry - that was actually too low still. I mistook localisation settings for the reporter for ones for the game.

#

You need to actually go higher up.

#

Find something that says that a critical error happened.

hushed garnet
#

problem is i apperently cant scroll

blazing halo
#

Hit enter. You probably entered quick edit mode.

#

Ah wait, no,

#

this is Linux. Disregard.

#

screen?

hushed garnet
blazing halo
#

Yeah, all of that has to do with the crash reporter.

#

You need to go up.

#

If you're using screen though, you won't be able to. You'll need to locate the log file instead.

hushed garnet
#

hmm

#

leme try some things

blazing halo
#

Find FactoryGame.log (it should be the latest if you haven't restarted the server yet)

#

and just put it in here.

hushed garnet
#

found it

blazing halo
#

Okay, this log is from a normal startup and shutdown.

#

[2022.09.05-21.24.17:394][344]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)

#

You probably restarted the server after that crash, and then quit it via Ctrl+C or something like that.

hushed garnet
#

so.. do you have a solution in mind?

blazing halo
#

You will need to find the previous log. The one with the crash in it.

hushed garnet
#

gotchu

blazing halo
#

That's the crash report client (CRC) log.

hushed garnet
#

yes

blazing halo
#

So, it logs the actions of the crash report client.

#

As in, after the crash already happened.

hushed garnet
#

oh

#

sry im new to all this

blazing halo
#

You're looking for a file named FactoryGame-backup-DATE-TIME.log where DATE and TIME relate to the server's start time.

#

You will need to know when you started the run that crashed.

acoustic light
blazing halo
#

The primary function of knowledge is to manage expectations.

#

Or, to put it in more readily-understandable terms: to make predictions that actually match reality.

blazing halo
hushed garnet
#

its trying its best 🙂

blazing halo
#

> Search in: /

#

Let me help: look in /home/steam/SatisfactoryDedicatedServer for a start. ;P

#

I doubt it's in /etc or /proc... :D

hushed garnet
#

nothing named FactoryGame-backup there tho 😢

blazing halo
#

This is what mine look like. Does this help?

hushed garnet
#

this is a first launch tho so there is no savefiles

blazing halo
#

(the .log extension is outside the screen in this screenshot)

#

Yeah, ignore the actual path displayed.

#

Do you have a FactoryGame_2.log then?

hushed garnet
#

i think its the same as last logs

blazing halo
#

That's the one!

#

And here's your problem: Error: appError called: Fatal error: [File:D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerSocket.cpp] [Line: 223] Failed to initialize server. Could not bind any addresses to port '15777'

#

Specifically,

Failed to initialize server. Could not bind any addresses to port '15777'

#

Read: your port 15777 is in use, or security is preventing you from accessing it.

hushed garnet
#

ah.. thx ill look into it

blazing halo
#

I propose ss -lnup | grep -i ue4server for a start.

#

If that turns up nothing, ss -lnup | grep 15777.

hushed garnet
blazing halo
#

Yeah, wherever. You may(?) need to sudo, I'm not sure.

#

ss dumps info that you'd previously get from netstat

#

so - connection information.

#

l listening u UDP n don't resolve IPs p show process information

#

and then grep looks for specific strings in output, with i case insensitive, and ue4server the string we're looking for.

hushed garnet
#

big brain

blazing halo
#

| pipes (so, called the "pipe operator") output from one program to the input of another

#

(so that grep can search in results from ss)

blazing halo
# hushed garnet big brain

Years of experience, actually. Your brain is big enough to deal with all this, you just need 5 years of experience to be comfortable with it.

#

When I started out, I sounded much like you do.

#

So there's hope for you. Don't worry. :)

hushed garnet
#

ill get there some day

blazing halo
#

You've taken first steps towards learning this stuff. Many people don't do even that much.

hushed garnet
#

just trying my best

blazing halo
hushed garnet
#

i mean

blazing halo
#

But here's the fun part: if you do put in the time, you will get better.

hushed garnet
blazing halo
#

Hm... what Linux distro?

#

Or did it just not return any results?

hushed garnet
#

did not return anything

blazing halo
#

Okay. So no UE4 servers hogging port 15777.

#

Try the other one.

hushed garnet
#

hmm

blazing halo
#

To clarify: it did work. The result was just nothing.

blazing halo
# hushed garnet

Then there is a server already running that's using port 15777.

#

Did you fumble that first command?

hushed garnet
#

KILL IT

#

nope

blazing halo
#

Well, you have the PID, so you can kill it yourself.

#

But it would be good to first find what is it

#

and why is it running.

hushed garnet
#

no idea

blazing halo
#

cat /proc/2996/cmdline

#

/proc is a special location on the Linux filesystem (repeat after me: EVERYTHING IN LINUX IS A FILE)

#

it holds info on processes running on your system.

hushed garnet
blazing halo
#

In this case, we're asking to see (cat prints contents to the terminal) the cmdline command line (launch command) of process number 2996

hushed garnet
blazing halo
#

Re-run the ss that found it. See if it's still running.

hushed garnet
#

returned nothing

blazing halo
#

So it's no longer running.

hushed garnet
#

correct

blazing halo
#

Very weird.

#

Did you try to set the game up using some other method, like Pterodactyl, LinuxGSM, something?

hushed garnet
#

nope

blazing halo
#

... weird.

hushed garnet
#

only followed the instructions on sats website

#

via linux ubuntu

blazing halo
#

Still, running the server now should give you a running server.

hushed garnet
#

imma try

blazing halo
#

You can modify that grep command to check for all three ports, like so: ss -lnup | grep "7777\|15000\|15777"

#

That should report if there's anything listening on any of those ports, as all three are needed for the game.

#

Well, theoretically needed... since it has a built-in router on port 15000... but that's a longer story.

hushed garnet
#

hmmm imma need to do some more self educating

blazing halo
hushed garnet
#

yes, thanks to you

blazing halo
#

Yay, there's my dopamine hit. 😆

somber basalt
#

Does anyone here run the dedicated server as a service?

#

I ask cause it's eating 8 GB of ram and throwing windows event logs of "ran out of memory" (also is there a way to bump that number up? I have 32 GB of RAM on the server)
The game appears to still work, but I'm not sure if this is normal

blazing halo
#

It doesn't sound like it necessarily would (since I doubt it has anything to do with desktop objects), but it's worth a try.

blazing halo
somber basalt
#

I'm running windows 10 pro because I'm more familiar with it

somber basalt
#

Either way I'll look into that link to see if it can give me some insight on what I can do

#

I imagine it's (expanding the RAM availability) a setting on whatever I used to set up the service or a setting in the dedicated server itself

hidden canopy
#

So it appears my friend was booted because the server did not hear from his client in 300 seconds... ideas?

#

This also seemed to happen 300 seconds after an autosave

woeful ruin
#

that happened to me after a hatcher bug crash

#

I had crashed and the server saved my location as in the crash area

#

but I wasn't dead so it would repeatedly crash my game every log in

woeful ruin
#

that fixed it for me

#

it eventually got to where the server just wouldn't let me connect

hidden canopy
#

i finally realized it was a him problem and not a me problem. He is getting a memory EXCEPTION_ACCESS_VIOLATION error

woeful ruin
#

weird

hidden canopy
#

laso a few Error: Couldn't find file for package /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_ConveryWalls_Metal requested by async loading code.

woeful ruin
#

have him verify the integrity of his game files?

hidden canopy
#

he has several times with no issue found

woeful ruin
#

every time he logs in he gets that error after a timeout or does it just crash imediately?

hidden canopy
#

he can no longer load in to the server. he can play locally though

woeful ruin
#

what does it say when he tries?

hidden canopy
#

He DC's while building over a poison field

#

he gets the loading screen then crashes

woeful ruin
#

you still might want to try using a save editor to move his character

#

or you can go to the spot he was at and make sure there are no hatchers there

#

something to try

somber basalt
obsidian rune
obsidian rune
hidden smelt
#

arf, getting a CTD on my client when it connects to the server Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000268
I doesn't even get past loading, I press join, I watch the server log connect, client starts loading, sounds start playing but before it goes from loading screen to game play it CTDs - Every. Single. Time.

#

I can load the save on the client locally and play normally

#

I've done the following:
Copy DS save to Local client --> Load Save, run around, move a few factory tiles away --> Save --> Copy save back DS --> Restart DS --> Join on client, CTD
I do quite often get a CTD near hatchers but this is a save location not near any mobs

#

Biome is presently Blue Crater - next test is to leave that biome, save and re-test loading the client

#

sigh Never mind, it was the fucking hatcher CTD all along. How you might ask? No idea. When I stopped playing last night there wasn't a hatcher there as I'd just killed them all at range and built platforms in that area. After I deleted some of the platforms on the local client I found there was a sneaky hatcher about 4 platforms down, completely covered over.

pearl iron
#

Ive had the same issues playing with someone else, we tried switching hosts but then the other person just starts gettingntheberror and crashing, sometimes it deletes the character and all their stuff too so they load in fresh

somber basalt
hidden canopy
#

@obsidian rune sounds like it’s a bug that Coffee Stain is patching today.

steel atlas
blissful sphinx
#

make sure the drop down in the top right corner is set to experimental

#

then once you've opened your save file

#

go to options at the top right of that right hand column, then collectables, and at the bottom of collectables your should see flying crab hatcher and to the right of it the option to clear it

#

then save the edited version from SCIM and load

#

that did the trick for me

charred hound
#

why ??? Version: 199000, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000268

steel atlas
blissful sphinx
#

you're welcome!

loud minnow
fair gull
#

Anyone knows when this patch fixing that issue is released today?

loud minnow
#

no

#

if there is any lol

#

if bugs dont effect single player that much they are usually put in the backburner but eventually they will fix it...

#

usually is Single player > multiplayer > dedicated servers

fair gull
oblique ice
#

Yea, but crashes, especially major impact crashes like that one are higher priority.

loud minnow
oblique ice
#

Crashes in general would be high priority, particularily frequent ones like this one.

loud minnow
#

yeah but unless you a dev you don't know that..... my point is dont expect a patch today or tomorrow.. maybe one this week tho but nobody knows when...

#

you also got to remember update 6 is EXPERIMENTAL if bugs dont effect update 5 then is even lower in the priority....

fair gull
loud minnow
#

yeah will see just got to wait

charred hound
loud minnow
#

your going to have to figure that one on your own lol

charred hound
blazing halo
blazing halo
charred hound
blazing halo
#

Yes, well. Client crash logs aren't actually saved in the game log - they're put into crash logs/context logs.

lost plover
#

Do dedicated servers have the object limit?

loud minnow
#

No

#

Don’t really know what you mean by object limit but there is no limit on how much you can build just depend how much ram the server has.. I suppose as I seen a save that can take up to 22gb of ram but it can’t be run on a dedicated unless you change some timeout settings etc…

lost plover
blazing halo
blazing halo
#

Note that "object" doesn't necessarily map 1:1 to buildables, and it also includes everything else in the world that happens to be an object (so, you should likely be seeing thousands or tens of thousands of "objects" on a freshly-created/started map).

twilit sun
#

I am having a problem upgrading my dedicated server, stuck on version 195, game is on 199. using steamcmd

#

using cmd "F:\steamcmd\steamcmd.exe +force_install_dir +login anonymous "F:\gameservers\satisfactoryserver" +app_update 1690800 -beta experimental validate +quit"

blazing halo
#

Incorrect order of stuff.

#

+force_install_dir and "F:\gameservers\satisfactoryserver" go together

#

you're essentially saying +force_install_dir <nothing> there

twilit sun
#

hmm let me try switching it around

blazing halo
#

Order of operation is: force_install_dir, login, app_update, quit

loud minnow
twilit sun
#

It's redownloading now, but i do see the other download in my steamcmd folder. you likely hit the nail on the head

blazing halo
#

I know I did. :)

#

I'm kinda hating on the devs for organising game state storage the way they did (mostly for not providing a switch to change it!!!), but it does mean that you'll still see your saves regardless of where the server itself lives, so there's that I suppose...

twilit sun
blazing halo
#

Sure thing. :)

#

Go forth and be efficient.

quick mist
blazing halo
#

I mostly have a problem with them not providing a configuration option. Maybe I don't want all of my server instances to 'see' every other's state?

stone lodge
#

That work ! I open the port by allowing us in ufw and we can connect. Thanks @blazing halo and @loud minnow for your help

stray hemlock
#

Hey all, Since the latest update (Experimental), I keep getting disconnected from my dedicated server. The server keeps running and I can reconnect straight away but it keeps happening every 30 minutes or so. Not sure if this is the server or client. Don't see anything on the Q&A. I'm high up on foundations making the factory, no beasties near by. Anyone else had this?

blazing halo
blazing halo
#

Since we seem to be having a slow day, let me answer a question nobody asked: what happens when you mix Sailormoon, My Little Pony, and memes?

#

Answer:

peak island
#

how to resolve this?

marsh dawn
blazing halo
blazing halo
marsh dawn
peak island
blazing halo
blazing halo
#

Hint: it's broken for everyone.

peak island
#

OK, got it.

blazing halo
#

The servers it's looking for don't exist, and haven't existed for a good number of months.

dusky coyote
#

What do I have to give to my friend in order to be able to join my server?

vagrant raft
#

Heyo! I just turned my server back on after a couple of months and obviously there are some updates however i cant figure out how to update the server. I'm using SteamCMD

vagrant raft
dusky coyote
#

But which IP? bcos the one we tried to use its not working

vagrant raft
#

have you port forwarded the port your server is on?

#

or are you using a hosting company

blazing halo
vagrant raft
#

I tried that but it didnt work for some reason

blazing halo
#

What command did you try, and how did it "not work"?

vagrant raft
#

This is the command

steamcmd.exe +force_install_dir C:\GamesServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit

and after it finished "updating" I went onto the client and it still said the versions were mismatched

blazing halo
#

And you are sure that a) you're launching the correct executable, and b) no prior process was left running?

vagrant raft
#

yes and yes

blazing halo
#

Are you extra sure? Because on Windows, the server releases the console window unless explicitly told not to. It still continues to run, however.

vagrant raft
#

i just ran the executable again and it said validating update again and then closed

#

it closes on its own? i thought

blazing halo
blazing halo
#

This is different from Linux, because it's not actually possible to "release" the console like that; the manual says that under Linux, -log is implied... but in actuality the functionality is just not possible to begin with. :D

#

So yeah, you'll likely want to check the Details tab of Task Manager to see if your (old instance of the) server is still running.

vagrant raft
blazing halo
#

Uhhhh, those two must be different ports.

#

It only happens to work because there's some dumb magic that auto-increments one of them to 56321.

vagrant raft
#

nah this is the only way that it works for people to be able to log on

#

trust me i know its weird but it works somehow

blazing halo
#

It works, but not for the reasons you believe it does.

vagrant raft
#

ah well idk then lol

#

but that isnt the issue cause people can log on the server but the versions are mismatched

dusky coyote
vagrant raft
blazing halo
#

You're getting a version mismatch message. Are you sure you're looking at the server version, not the client version?

#

Also, it likely works because you haven't disabled the router - so, likely, the only port that's actually being used is 15000, and it doesn't matter what the other ports are, if they're port-forwarded etc.

vagrant raft
#

yep im sure

blazing halo
#

Okay then.

#

Try wiping the server and reinstalling it using the same command, then.

vagrant raft
#

i use a tunneling service cause i dont have access to the router

#

how do i wipe it?

blazing halo
#

Just wipe the folder, essentially.

vagrant raft
#

ah

blazing halo
#

I mean, the server doesn't work over tunnels, only full-fledged networks.

dusky coyote
vagrant raft
#

that one i dont know mate i've never had to do it

#

i just know its different for everyone and the satisfactory wiki goes over it so check there

blazing halo
dusky coyote
#

Yeah I do

blazing halo
#

So if you know how to verify that, you should also already know how to port-forward?

#

I mean, both have to do with your router UI.

vagrant raft
#

so i deleted the entire steamcmd folder redownloaded steamcmd ran the update file and it wont make the satisfactorydedicatedserver file

blazing halo
#

Honestly?

#

Check if you can connect to your server.

#

Yes, right now.

vagrant raft
#

theres no bat file to start the server anymore 😅

blazing halo
#

Humour me.

#

Because the issues you're looking at really look like a running server.

vagrant raft
#

i guess tech just hates me then XD

#

my server said "fuck you in particular"

#

XD

blazing halo
#

Okay, at least that's confirmed negative.

#

Did you delete the folder entirely?

vagrant raft
#

yes

#

i'll try searching my ssd to see if there are any residual folders

#

so there are these

blazing halo
#

they're the folders holding your save state and so on.

vagrant raft
#

shit

#

i uh

#

already deleted them

#

🤦‍♂️

oblique ice
#

Retrieve from recycle bin?

vagrant raft
#

theyre not there

#

i already checked

#

was it the saves from the game or saves from somthing else

#

cause if its from the game then we good cause i have backups

blazing halo
#

Saves from the game,

#

server configuration,

#

that stuff.

vagrant raft
#

ah we good then

blazing halo
#

Okay. So it should install without issues.

#

If it can't create the folder, there's a good chance that it still considers the old path in use. By what, I don't know.

vagrant raft
#

oki i just opened the update bat file again after deleting the steamcmd stuff

#

interesting

blazing halo
#

Oh look, a cliffhanger.

#

Well?

vagrant raft
#

yeah its still not making the folder

blazing halo
#

How about you change the folder name and try again?

#

If it makes it, the old name is still in use by something and you'll probably want to restart the machine (or hunt down whatever is using the path if you'd rather not reboot).

vagrant raft
#

change the name of the bat file correct?

blazing halo
#

No, of the folder to install to.

vagrant raft
#

ah

#

omg im such an idiot

#

i never deleted the gamesservers folder

#

just deleted it and opened the bat file

#

will let you know what happens once it downloads

#

ugh i wish i could just use the satisfactory server app in steam while playing the game instead of having to use steamcmd

#

im gonna cry it still didnt make the file

blazing halo
#

Okay, I'm puzzled now. Can you share a screenshot?

vagrant raft
#

wait ill make it bigger

blazing halo
#

Isn't it supposed to make it in C:\GamesServers though?

vagrant raft
#

wait is it?

blazing halo
vagrant raft
#

on the video i watched it made it in this folder

#

im so confused

blazing halo
#

Yes, you are.

vagrant raft
#

lmao

blazing halo
#

Please follow the writeup on the wiki.

#

It's linked in this channel's topic.

vagrant raft
#

im so sorry it is ID10T error

blazing halo
#

It's fine, but I'm a little bit puzzled. You sounded like you absolutely had a handle on things before, so I'm confused.

vagrant raft
#

lol me too!

blazing halo
#

Anyway, please follow the writeup on the wiki. I know it's lucid, and in fact - it's what I used when I first set mine up.

vagrant raft
#

idk how i did it last time cause last time it made it in that folder so like idkk

#

for sure for sure thanks for your help lmao

blazing halo
#

You were launching and re-launching a different instance of it.

vagrant raft
#

😅

blazing halo
#

(one in a different location)

vagrant raft
#

😭

muted magnet
#

has anyone noticed if update 6 seems to eat up a lot more RAM for the dedicated servers?

#

my 8GB server used to handle update 5 just fine, it would eat up ~5-6GB on average, with a couple players and a well developed map...now on update 6, just 1 player on a fresh server/map just conks out my server, i don't even know how much RAM it wants, it just eats my entire server and craps itself

blazing halo
muted magnet
#

bahhh i don't want to throw more ram at my cloud host, AWS is costly enough. i might as well just buy one of those mini-pcs at 16GB and self-host at this point

blazing halo
#

If power is cheap for you...

muted magnet
#

barely, it would be shaving pennies at best honestly

blazing halo
#

Then I'd advise you keep using what you're using. If the difference is negligible, you're getting free tech support.

#

(because if you're running it yourself - you are your own tech support at that point)

muted magnet
#

the support is negligible for me, i deal with support on GCP/AWS already, it's the stability from cloud i value more. i'm just sad the update necessitated a bump in specs is all 😿

blazing halo
#

That's the general tendency of things, though... You were running at the edge of capacity with your 8 GB setup, whether you were aware of it or not.

muted magnet
#

not necessarily, especially with something in constant and "early" development, optimizations can be expected. of course, additional content would mean more demand, but it depends on what's to come

#

i was definitely aware of the edge, i kept cloudwatch monitoring on it closely 😛

blazing halo
#

I will agree that it varies from specific revision to specific revision,

#

but since it's an Early Access game, on the whole assuming that its hardware requirements would grow at least somewhat during the course of development would not be an invalid assumption.

#

I too expect them to apply some optimisations once they merge U6 with EA, yes. It's entirely possible that the reason for the current RAM use is debug bloat, so to speak.

#

Assuming that the requirements will more likely increase than decrease is much safer for planning, at any rate.

#

Or, what I'm trying to say is: it was very likely that this would happen sooner or later, and hoping that it wouldn't is a tad silly.

#

;P

muted magnet
#

yeah, all true. well, i'll weigh my options for expansion, i do enjoy hosting for others. it's all definitely understandable, i'm just being nitpicky that increased costs i'm sure put strains on the goodwill factor of generous hosting

blazing halo
#

True...

muted magnet
#

but, i'd rather have more fun content, so i'll deal with it 🙂

blazing halo
#

Still, that's a very specific situation.

#

In the typical self-hosted scenario, you'll be hard-pressed to find a system capable of running the server with any performance that doesn't have at least 16 GB of RAM at this stage.

muted magnet
#

yeah my edge was...close, to say the least

blazing halo
#

In your case, the spec is directly tied to ongoing expenditure, and not a one-off cost.

#

So yeah...

#

But maybe you can have granularity we mere mortals don't have?

#

Like, setting it up with 11 GB of RAM, instead of having to fork out the cash for whole 8 GB extra.

#

It's a cloud host, they're all virtual anyway.

#

And since it seems to consume less for you (likely a factor of the virtualisation), maybe all you need is 9.

#

No idea how AWS scale, but maybe?

muted magnet
#

could pump out some like cronjob script with some crude evaluations for scaling, and make some scaling semi-automatic with that evaluation, but this is getting into the fun territory i might not want to sit down for 😛

#

🤷 i'm sure i'll have some fun ideas with this, but thanks for the chat 😄

blazing halo
#

Sure thing. I know I can be difficult, but I'm told it's worth it.