#dedicated-servers
1 messages · Page 6 of 1
What about 15777?
so...
something weird happened, at least weird to me
I was copying the text out from the active server window, to search it for 15777, it was not present in the .txt file
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
and now it seems to be working, i'm connecting to it right now
was it just waiting for me to press a key?
See that white tick on the letter c?
yeah
When you right-click drag in a CMD window, it enters Selection Mode.
You either ENTER to copy selection, or CTRL+C to cancel it.
While it does so, it may hang the process.
(and if the process relies on the return from console writes to move forward...)
once it works, I do like this in game server manager
Meh, it's fairly spartan. But it works.
yeah, spartan is enough for 80% of admins
I'm more used to something like this:
I think space engineers has pretty robust community tools for server hosting, but it wasn't quite that detailed
It's a CONAN manager mod, yeah.
(Pippi)
But yeah, it works.
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.
Otherwise the constant updates will keep refreshing the entry to what it currently is. :D
(it's a UI issue)
thanks for the help again btw
I should've spoken up about that Selection Mode.
I keep forgetting people don't really know the Windows console.
Remember to set up passwords if you're planning to open the server to the Internet.
There are no other access control mechanisms in place, so...
query, anyone know the default autosave interval for windows dedi servers?
Response: it's the same as for Linux dedi servers.
And the same for game clients, incidentally.
Which is to say, 300 seconds.
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...
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.
This games are very single threaded heavy and I think your problem is your cpu being pretty slow on that department
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
Yeah but usage is not all there is IPC etc.. I’m pretty sure is your cpu… which is pretty old since 2009
very true.
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
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
see if that reduces the lag
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
yeah. Luckily I do have an i7 4870K and a Xeon 2650L engineering sample that I can try out...
Yeah that Xeon would be useless for this the 4770k would be better
Yeah, that CPU has to go. The i7-4770 I'm using - which is already struggling a little - is like 100% faster in terms of single-core performance, and that's what counts for this game.
You're not going to see constant load, or shouldn't anyway. It's the spikes that are problematic.
are server sputters a common issue? where everyone cant build anything for 5-10 seconds every 20-30 minutes?
No
The game saves every 15 minutes by default sounds like your getting this stutters when the auto save happens
So it could be server performance issues but that a shot in the dark
Doesn't it save every 5 minutes by default tho'?
Ohh that definitely has to explain it. It last for longer the bigger our save gets
Is there a way to change that setting?
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);
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.
yeah youre right lol it is 5 my bad
Everytime I want to use map markers, I always forget, and then I get sad when they are no longer there.
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.
No, it doesn't. It also doesn't seem to work with NAT reflection, either, and I assume it's for the same reasons.
nc and socat also don't work.
Though I never got as far as connecting - I constantly time out when listing the server.
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
I kinda looks like the TLS implementation uses something that tunneling changes... though what that would be, I have no idea.
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.
Still... if your connection to port 15000 works,
you could try using -multihome=0.0.0.0 to disable the internal router.
(since from [::1]:47348 indicates it's in use)
-multihome=0.0.0.0 is a laucnh argument?
Note that it'll drop you to IPv4. For IPv6, you probably want -multihome=:: or something.
Yeah.
yea im running pfsense with all ipv4 so i will try that right now
I would normally advise you disable IPv6 entirely if you're not using it inside your network, as a general good practice.
(since, in my experience, it being enabled makes executables think they should use it, and that only generates headaches)
Do keep in mind that if you disable the internal router, you will need to forward all three ports instead of just the one.
already am
dude...
i think it worked
i have nginx reverse proxy working
will share my config
Well, that'd be new...
Do share, yes. :)
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.
Its worked more than it has so far. progress
What save are you using? A clean world?
If not, you may consider if saving it is taking 30 seconds.
That would certainly explain the timeout.
(but you'd also see the issue in normal play)
only happens with proxy.
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
Trying to stuff a game server that runs on three UDP ports through a web proxy is asking for headaches.
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.
Though to be fair, most other games are proxy-able.
But then, most other games don't use encryption in their UDP-based protocols...
And the reverse proxy doesn't honestly care what it's proxying, or for whom. That's sort of the point.
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.
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
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.
Try open IP:port?password=your-password-here
Worked for old Unreal stuff, maybe works for modern UE. xD Why fix what ain't broken, right?
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?
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
It's possible it's behind a tunnel or something. I can see it reply, but I can't connect to it either.
It's a cloud box much like Google, and it doesn't work correctly on Google's servers either.
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.
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.
If you want to stop fluid flow, you need a valve with the metered throughput capped at zero cubic meters
This is not the same log.
Is normal and if it’s working fine why does it matter that’s how I see it as long is not an error your fine don’t worry about it
@blazing halo Where can I find it?.
Not really, no. Ignore them.
If you're losing connections or something, then they're a symptom.
Somewhere in there? There should be a number of logs. Find the one with the error you quoted.
@blazing halo Could you tell me roughly where I can find it in the server folder?.
Should be in FactoryGame/Saved/Logs probably, but I CBA to check right now.
There aren't that many folders there, you'll find it.
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.
Disregard, had to Alt-f4 and mash some buttons to get it to work. 🙄
If I want a sever with like 3-5 friends what would be a good host?
I mean I'm with Southnode and they're great, but then the reason I went for them is that they have servers in Australia. Bit less relevant if you're not in Australia, I reckon.
Yea I’m not really in Australia I’m just looking for a decent and relatively inexpensive one
Do you know if they also offer severs in the US?
Yeah actually, apparently they do. Chat just ate my link, but it's southnode dot net
Yea I saw it deleted, alright I’ll look into it then
I'm also on their discord, which (among other things) is a ridiculously quick way to get support.
Huh, weird. Want me to go ask about that on the discord?
Yea that would be helpful
On it. Hang about
Alright thanks
Well if you can’t find one I can host an instance for you I’m in the US also but in reality if your planning on playing update 6 make sure to get around 12gb of ram to be able to host it.. but like everything... you get what you pay for type of deal with this hosting sites
Alright
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.
You’re welcome to ping off to 103.1.215.226 if you’d like to check 🙂
Oh hey, speak of the devil. 🙂
Also, hi 😏
Alright, I’ll do that tmw, it’s kinda late for me rn and I don’t feel like getting my laptop
Also lol, shoulda known you'd be on this server
Fair enough, feel free to shoot through a ticket on our website if need be
I’m everywhere
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
Alright will do
hey guys havnt played for ages whats the go with dedicated servers can we rent them now or?
Yeah, there's a number of companies offering dedicated server hosting for Satisfactory. All third-party though, Coffee Stain doesn't do hosting.
Personally I'm with Southnode and I'm very happy with them - scroll up if you want an idea about that option.
Why rent it when you can just host one on own hardware 😉
can we mod dedicated servers yet?
no
Programmable splitters work fine on servers???
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
@frosty gale programmable splitters don't work right in the regular game, so no
@peak vessel does your server let you add more public IP's?
Probably. Its just a desktop running Windows, but I have access to the network and configure whatever need be
thats irrelevant since all clients will be local
I would personally use Docker, binding each one to a different network interface. without extra interfaces it's just not worth the hassle
I assume you have a silly amount of ram
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
thanks 🙂
np. there's enough ways to virtualize computing that it's possible
I run on windows and I just use steamcmd with different folder and just put a different port
That’s the simple way of doing it there is server manager out there for windows etc
Dedicated servers can load mods, but the mods are not yet compatible with the dedicated servers. 🤣
You can run them plain, as long as you remember to set different ports (or use the built-in router, assuming it works correctly). If you use the built-in router, the order of startup will determine which port belongs to which instance, as they renumber automatically and by themselves.
Remember to reserve about 8 GB of RAM per each EA server instance (about 11 GB per each EX instance).
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
It’s in your DM’s 🙂
Thank you
Having no enemies except for bees is a known issue, correct?
It doesn't seem to affect a lot of people
For us it happened after a server crash
Bees?
It affects everyone, actually. CSS is working on it. It's all because of a very large rework of how AI works in general.
what is the game ID to install the Satisfactory Experimental server via steam cmd?
1690800
thank you , i figured it might be different from the standard server
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.
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
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
is your save large?
It's a relatively new save, lemme check the size
but tier 4 and only 8 hours playtime
nope the save is 650kb
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
and that Realtime: 231.15 is about as long as it froze for
game version? U5 or U6
So this is STILL an issue for me....
desync probably
its not a dsync. this happens at particular spots on the map, I keep finding them from time to time.
a reboot has fixed it, this time 🙂
U6 experimental
then its kinda understandable i guess.
U6 recent update is janky
It could be the server usually but not all the time that has to do with server performance… if the server is not keeping up you can get lots of issues like that or your character would skip a lot or rubber banding issues etc
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
And didn’t happen before u6
Anyways bugs on experiemental are to be expected I just wanted see if other people had the same thing happening
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..
thirty to two hundred seconds is quite a variance
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?
You can’t no mod support on dedicated as of right now
Had the same issue recently... pipes didn't want to work right, so I took them down... didn't want to disappear, and new stuff didn't want to build. Restarting fixed it for me as well.
You have to wait for the mod loader guy to make the mod loader for the dedicated server.
did anny1 have problems joining dedicated server after a crash with newest patch?
nwm, sems like every1 got this porblme now
@blazing halo i just tried installing and running the server... Got a version mismatch lol
Make sure you have everything up-to-date. There was an update recently. Current update is 199000.
Client is updated, server not
Installed from steam, but I can't find it in the game list, i just have the desktoplink
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
how install experimental on a steamcmd server ?
Have you started a session on it yet?
-beta experimental
yes its running with 2 loged on
And still 4.5 GB?
yes still 4.5
Then either you're reading the wrong value (or getting the wrong value), or something's changed by a lot since the last update.
EA should be using 6.7~7.5 GiB, EX should be using about 10.5 GiB.
task manager say 4.5Gb
where do i have to paste it in ?
Please read the excellent writeup on the wiki; it's linked in the channel's topic.
And you're looking at the executable's current working set, yes?
yes the Satisfactory, its showing Console window host and Satisfactory, together using 4.5 Gb
You're looking at "Processes", you should be looking at "Details".
its seperat pc only running the server
under Details the FavtoryServer.exe is using 556K
Enable additional columns. The one you want is the working set.
Also, I'm not sure if you shouldn't be looking for something with UE in the name...
(FactoryServer.exe may be just the launcher)
i found the WE4Server-win64-shipping.exe using 4.5Gb
Hm. Then I don't really know. EA or EX?
thats the only to i can find showing connected to the the server part
EA or EX?
what is ea and ex
Versions. EA is Early Access (currently update 5), EX is Experimental (update 6, build 199000).
ohh EA
Hm, weird. But maybe it uses less on Windows, I'll have to check later. Haven't tried before.
what i must do. I have 2 errors
1 is this https://i.imgur.com/fncxbto.png
2 is this https://i.imgur.com/OQmT0KP.png
The first screenshot doesn't actually show the error, it shows the error reporter process - unhelpful.
The second does show what's going on. How much RAM do you have in that machine?
6gb
That's not enough RAM for either version of the server.
> Killed.
The machine runs out of RAM, and the process is forcibly terminated.
and 8gb ?
8 GB would be essentially enough for EA.
(not enough for EX; you'd need at least 12 GB for EX)
That's not even enough to run most modern games I think.....
i have 12 now
unless you're talking simple pixel stuff, I dunno.
No it doesn’t he not reading the correct number
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
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
so i was gonna make a dedicated server
and idk if this is normal or what to do
it has a buncha warnings
warning are normal as long as they are not error your fine
and if its working dont worry about the yellow warnings
Honestly, don't even worry about the errors. As long as it's working, you can ignore 'em. :D
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.
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.
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.
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.
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."
Though I suppose it could be useful, in very specific circumstances. But then I'd recommend it gets enabled by a flag, like --verbose.
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.
Seems I have a number of issues with how this thing was made. :D
@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!
Define "conveyors freezing".
Freezing aesthetically, items accumulating and then vanishing
I never asked you for your full system spec. Care to share?
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
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.
i can share the save or host a multiplayer if you want to see or try
Would be interesting, sure. I'd like to load into that, local single-player.
check pm
Right, thanks. :)
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
Of course I will, I'm a completely different player.
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.
@blazing halo found anything?
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.
... right. I forgot I might need viable disk space for this.
@weary shuttle Right, okay, so I loaded your save. Where do I go find a hoverpack?
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.
@weary shuttle so what am I looking for?
sorry i wasnt active
the machines idling in the turbofuel power plant
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.
nope update 6 runs fine
i dont think bees spawning should cause any crashes like that
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
You are definitely not alone. There are some suggestions if you scroll up
And where's the turbofuel power plant? Give me coordinates, at least. ;P
near the station 41 or turbocoal or turbosulfur... it's a nocost save so you can make a train and automatic drive to that station
there
Hello. Yes it is a issue with the latest update. If you are to close to a bee spawner you just crash. Host is ok but any multiplayer will crash and be unable to load back into the game. (at least thats what im finding)
You mean near station 40 or 39. Station 41 is essentially right next to the HUB.
my bad, didn't remember the right number then... i still have to rename those
Okay, I've located the exact spot you've been having issues with.
How often is it supposed to happen?
supposed... never
but it happens mostly when i'm flying and moving around the machines
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?
oh, always
i mean, i just go near there and after 2-3 seconds i can already see it
Okay. So, not triggering for me.
This is on my local machine.
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.
they are similar machines (deck aside)... that's probably that.
who knows, maybe if i'm not near the plant it works without issues
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.
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
the laptop is new, not its specs
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).
next year, or this winter maybe i'll upgrade the main pc... then i can play from server or steam link
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.)
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
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.
so whats with hatchers being uh big bad
crashed both me and friend when it tried like hatching things
If restarting the server doesn't help, roll back to an earlier save.
Tried both unfortunately doesn’t seem like I have a save from far back enough
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".
Hmm ok
So you can try that as well.
Is there any console commands I can do to kill all hatchers?
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.
Apart from the various settings you can set in-console, any and all commands that could even be considered "cheat-adjacent" are explicitly removed from this game.
Yes, I would have some choice words with the developers as to the reasons for this, but that's what it is.
Hmmm ok
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).
Well I fixed it another way
wut server can i join
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?
Hi,
When you install your server you have the option "-beta experimental" which is for the experimental build that is in update 6, if you want it to be on update 5 you must change this option by "-bete public" at the installation of you dedicated server. Hope this helps you.
hell yeah!! thank you so much 😄
is there a way to fix the crashes caused by the flying crabs? this game is currently unplayable on servers or shared games
@steel atlas ^ That’s the only solution I’ve heard of, sounds risky to me, but better than nothing I guess.
That’s using SCIM btw.
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
And what "other way" would that be? Care to share?
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
> 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?
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
Oh you'll see them, they're all over the map. ;P
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
There aren't areas "with a lot of them", they're usually around resources or collectibles.
Well yes but like from what I’ve seen they aren’t really any like the basic starting area
Yea
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.
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.
maybe that's why i haven't seen it that bug yet as i have it to run all the time...
but yet again we pretty much done with the game it we dont go out much from the base lol
Same. Don't really see the point of running a server if it's not running when I'm not there.
TRUE
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.
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
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.
If you're talking about a "host" player then it's not a dedicated server and becomes less relevant for this channel.
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
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
Does anyone know if the devs are working on a fix for the crab hatchers? They keep causing people to crash.
I'd say you answered your own question: if you assume that the devs care, then of course they're working on a fix. ;P
Since, as you said, they keep causing people to crash.
I should probably get my butt in gear and go find me some hatchers, really. I don't play 6b199k because of the bug, but I do have it installed...
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.
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
Are dedicated servers generally more buggy than locally saved games?
There have been a few bugs I never noticed playing local
Good to know, buddy and I thought maybe it was the server host
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...?
In addition to those two, I've noticed conveyer visual bugs
None of it is gamebreaking
Yes, but they're purely visual. The number of items that is supposed to arrive does arrive.
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.
Ah, I never noticed because I was hosting the save before
They are not, not as a general rule. There are some visual glitches with conveyors, but that's due to the nature of remote play. There are two bugs - the aforementioned vehicle bug which is not game-breaking, and foliage pickup issues which may be game-breaking in early stages, but can be mitigated by server restarts.
Generally, the DS' bugs all have to do with networking, because the game logic that's running is essentially the same and shares the same bugs.
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
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.
I found out too late for it to be helpful
The input bug isn't DS-exclusive, to be fair. Mainly because it's a client-side bug.
I had set up a coal plant when I figured it out
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
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?
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
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).
Thank you so much for the thorough answer. I thought that this might be the best, if not only, option. Thanks again ❤️
Have you tried checking the option to let the server run when nobody is connected heard that help some people…
Hmm.. good idea. I'll trt that!
Checking in after a few months break -- did they fix the problem of trees coming back in dedicated server saves after reload?
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?
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
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?
dangit, another hatcher crash...
Okay but the flyes are there forever.
Is there a way to mass delete hatchers with SCIM tool?
> because I'd rather not have to do this again
You are aware that hatchers respawn on server restarts, right?
Or, restarts after a certain period of time, anyway... If trees are back, hatchers are back.
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
Try loading the save up anyway, then re-saving, editing that save in SCIM, and then loading the SCIM export.
Yep, this just doesn't work because hatchers respawn like all other creatures. By deleting them, the game will just spawn new ones because it has no reference to the previous hatchers.
It doesn't help that they're placed in sneaky spots at some points. Hah. :D
I went through my map and manually killed them all myself but that only lasts 3 days.
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...)
Hello
Is there a way to edit the server files (config) to increase the manufacturer production rate?
how to resolve the Nat detection failed warn with a dedicated server running with pterodactyl ?
It's technically just a warning that it can't auto-detect NAT (which will happen in a portion of setups in the wild). As long as you have the ports correctly forwarded, it should work regardless. It's just a warning.
No.
But the server is offline when i put the ip and the port in satis
and online on ptero
Probably can, just would be very difficult
Then you don't have the ports configured correctly.
How can I configure this ? What I have to do
As far as I'm aware, there aren't any such settings. Not sure why it would be difficult per se.
Refer to Pterodactyl manuals and tutorials.
cheers sugar tits
Uhhh, wut?
cheers , sugar, tits
There is no Pterodactyl manuals and tutorials who help me to fix this
This is this error but there are no manuals to fix this on ptero
Google harder.
I'm afraid I'm not familiar with that phrase.
I don't understand
I've been looking for 30 minutes already
You would have to alter the files
Nothing here --> pterodactyl.io/panel/1.0/getting_started.html ?
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
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.
Difficult but possible
Possible, but likely a drudgery with steep knowledge requirements.
It's what I keep saying: if you keep adding abstractions to hide the difficult stuff away, people will think that it doesn't require knowledge (specific or adjacent). Abstractions leak.
yup some people in here really need to learn the acronym KISS (Keep It Simple, Stupid) lol
very helpful 😒
LOL we are not here to provided support we just do it as a hobby if you dont know how to use it then learn my guy
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.
its a server between friends
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.
why are you trying to use Pterodactyl anyways why not just follow this https://satisfactory.fandom.com/wiki/Dedicated_servers
^ 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.
Honestly, you're making things complicated
LOL how????? just follow this https://satisfactory.fandom.com/wiki/Dedicated_servers
Here's simple:
- verify you have the correct ports open
- verify that you have the correct ports forwarded
- verify you have a public IP
- verify that you're putting in the correct IP and port
i think your trying to get fancy by using Pterodactyl but dont know how to use is
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.
Yeah but we have dedicated server with Minecraft etc
And i want to try to make a Satis server
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.
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
look i'll help you out by hosting an instance for you and your friends to play on my server and you can manage your save.. only thing im base in the southern cali for latency purposes
I would advise this: nuke the setup you already have, and start from scratch. https://satisfactory.fandom.com/wiki/Dedicated_servers <-- this is a known-good writeup on how to reliably get the server running. I used it myself. And most importantly - this we can help with.
Id like but we are french and its a bit far 😂
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...
Thanks for this i will try tomorrow
15000 and 15777 ports?
I let the default ports
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.
Oh yeah x), thanks
see if you read the wiki you would know that you need 15777 ,7777, 15000 to be open
I want to find the person who started "would of" and strangle them.
LOLL
That's one of the bastard children of Satan and a random fish.
there fix it HAHA
HAHAH
Tis a balm on me tired soule.
I thought the ports were already open, but apparently not, thank you for your help and wish you a good evening guys
Good luck and have fun playing. :)
Thanks !
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)
I open the ports with linux command sudo ufw allow <port> but the warn is here again (sudo for admin)
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...
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...)
Where is your server located?
In your LAN?
If your router doesn't support (or doesn't have enabled) NAT reflection (also known as NAT loopback, NAT hairpinning), it won't work this way.
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.
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
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.
just deleting NAT should resolve the external connexion?
You can't test public IP connectivity from within LAN.
Lan connexion work well
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.
9 GB of RAM is actually kinda low for EX (assuming a loaded save).
i have this problem:
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
can anyone help?
I get that but it’s higher than it has been and now people can only connect or 20-30 seconds before being kicked out
Docker?
no, ubuntu server
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
All good
Not sure how much lower it would be, considering that it tends to consume 10.5 GB minimum.
Unfortunately, that line doesn't tell us much -- it essentially means "Okay, crash reporter is done; we're throwing back the error and quitting now". Whatever was the original reason for the crash - it doesn't say.
I sent a picture also
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).
I eat logs for breakfast, dinner, and support supper. GIMME LOGS.
@blazing halo these help?
Too high. :D
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.
problem is i apperently cant scroll
Hit enter. You probably entered quick edit mode.
Ah wait, no,
this is Linux. Disregard.
screen?
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.
Find FactoryGame.log (it should be the latest if you haven't restarted the server yet)
and just put it in here.
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.
so.. do you have a solution in mind?
You will need to find the previous log. The one with the crash in it.
That's the crash report client (CRC) log.
yes
So, it logs the actions of the crash report client.
As in, after the crash already happened.
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.
... I am now. Damn.
And hey, guess now I can stop being confused about running into hatchers in areas where I thought I'd deleted them.
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.
Don't leave me hanging now, buddy. :)
its trying its best 🙂
> Search in: /
Let me help: look in /home/steam/SatisfactoryDedicatedServer for a start. ;P
I doubt it's in /etc or /proc... :D
nothing named FactoryGame-backup there tho 😢
This is what mine look like. Does this help?
this is a first launch tho so there is no savefiles
(the .log extension is outside the screen in this screenshot)
Yeah, ignore the actual path displayed.
Do you have a FactoryGame_2.log then?
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.
ah.. thx ill look into it
I propose ss -lnup | grep -i ue4server for a start.
If that turns up nothing, ss -lnup | grep 15777.
just run it in home folder?
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.
big brain
| pipes (so, called the "pipe operator") output from one program to the input of another
(so that grep can search in results from ss)
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. :)
OH LORD
ill get there some day
You've taken first steps towards learning this stuff. Many people don't do even that much.
just trying my best
Anything complex worth doing takes time to gain ability. Accept it.
i mean
But here's the fun part: if you do put in the time, you will get better.
did not work tho
did not return anything
To clarify: it did work. The result was just nothing.
Then there is a server already running that's using port 15777.
Did you fumble that first command?
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.
no idea
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.
but i have cancelled its life subscription
In this case, we're asking to see (cat prints contents to the terminal) the cmdline command line (launch command) of process number 2996
yes
Re-run the ss that found it. See if it's still running.
returned nothing
So it's no longer running.
correct
Very weird.
Did you try to set the game up using some other method, like Pterodactyl, LinuxGSM, something?
nope
... weird.
Still, running the server now should give you a running server.
imma try
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.
hmmm imma need to do some more self educating
So, did it work?
yes, thanks to you
Yay, there's my dopamine hit. 😆
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
Does this help in any way? kb.firedaemon.com/support/solutions/articles/4000086192-windows-service-quota-limits-and-desktop-heap-exhaustion
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.
Also, I assume there's a particular reason you're running Windows Server, as opposed to say Linux?
I'm running windows 10 pro because I'm more familiar with it
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
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
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
you might have to use a save editor and move his character to a different spot
that fixed it for me
it eventually got to where the server just wouldn't let me connect
i finally realized it was a him problem and not a me problem. He is getting a memory EXCEPTION_ACCESS_VIOLATION error
weird
laso a few Error: Couldn't find file for package /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_ConveryWalls_Metal requested by async loading code.
have him verify the integrity of his game files?
he has several times with no issue found
every time he logs in he gets that error after a timeout or does it just crash imediately?
he can no longer load in to the server. he can play locally though
what does it say when he tries?
He DC's while building over a poison field
he gets the loading screen then crashes
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
That's the same error I get when the hatchers break it
The server has no such setting to limit the amount of RAM it can use.
Can you please provide more details than just that? That's a very generic error.
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.
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
Maybe it's nssm (the program I used to set the server up as a windows service).
I'll try running it the classic way
@obsidian rune sounds like it’s a bug that Coffee Stain is patching today.
where is that on satisfactory calculator ? i couldnt find it
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
why ??? Version: 199000, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000268
shall try that out, cheers
you're welcome!
maybe is not the server seems like is on the client side as EXCEPTION_ACCESS_VIOLATION means (not all the time) that some parts of the software the user is trying to launch may be trying to access protected memory address and the access is denied due to protection/corruption
Anyone knows when this patch fixing that issue is released today?
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
Gotcha - makes sense to sort fixing bugs based on impact
Yea, but crashes, especially major impact crashes like that one are higher priority.
how do you know... just because is a high priority for you it doesn't mean is for them
Crashes in general would be high priority, particularily frequent ones like this one.
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....
https://www.twitch.tv/videos/1583503645
Just checked their dev stream and they are talking about having a patch for this today (fingers crossed). See at around minute 28.
yeah will see just got to wait
They are all on a dedicated server, crash mind is also in single player
then is something specific to whatever you guys are doing as never seen that error before on here...
your going to have to figure that one on your own lol
Experimental version 6, no mode, no blueprint, everything was built according to the possibilities given by the game
That is not enough information. You cut off the interesting bits! (also, this is the server channel)
The particular crash (the hatcher bug) is all client-side. The servers are perfectly fine through it - it's the clients that crash.
Yes, well. Client crash logs aren't actually saved in the game log - they're put into crash logs/context logs.
Do dedicated servers have the object limit?
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…
There is a object limit in the game where when you have massive worlds it can reach a limit of objects and then your world crashes so I was asking if it happens on servers also
As far as I'm aware, every executable has the object limit.
There's a limit to how many objects the engine is willing to handle, and if you exceed it (as some people on this server have), the game will hard-abort on the spot. You can increase that limit by adding a setting to Engine.ini I believe.
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).
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"
Incorrect order of stuff.
+force_install_dir and "F:\gameservers\satisfactoryserver" go together
you're essentially saying +force_install_dir <nothing> there
hmm let me try switching it around
Order of operation is: force_install_dir, login, app_update, quit
Ohh I see didn’t know that.. something new I learned lol
It's redownloading now, but i do see the other download in my steamcmd folder. you likely hit the nail on the head
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...
It is starting with the right version now. Thank you for the quick help.
separating data from program is good best practice. Saving data in a hidden directory default, less so.
> separating data from program is good best practice.
I know, which is why I have all of my game server state kept in a separate location, backed by a disk mirror. Which is kinda not in /home/steam.
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?
That work ! I open the port by allowing us in ufw and we can connect. Thanks @blazing halo and @loud minnow for your help
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?
Anything in the logs? Check both client and server logs around the time the disconnect happens.
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:
Thanks, now I need the eye bleach...
Awww, you don't find it adorable?
Which part?
No xD But I'll live. For now.
LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
Ah, well. I like both, and I ain't apologising. :D
As it says "unable to resolve host", there's nothing you can do.
Hint: it's broken for everyone.
OK, got it.
The servers it's looking for don't exist, and haven't existed for a good number of months.
What do I have to give to my friend in order to be able to join my server?
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
IP address
Port
password (if applicable)
But which IP? bcos the one we tried to use its not working
have you port forwarded the port your server is on?
or are you using a hosting company
Using the same command you used to install it. steamcmd is straightforward like that.
I tried that but it didnt work for some reason
What command did you try, and how did it "not work"?
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
And you are sure that a) you're launching the correct executable, and b) no prior process was left running?
yes and yes
Are you extra sure? Because on Windows, the server releases the console window unless explicitly told not to. It still continues to run, however.
i just ran the executable again and it said validating update again and then closed
it closes on its own? i thought
If all it did was validating, it indicates that it considers it fully installed.
The console window gets released, but the server process continues to run - unless you launch it with -log, which will stop it from releasing the console window.
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.
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.
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
It works, but not for the reasons you believe it does.
ah well idk then lol
but that isnt the issue cause people can log on the server but the versions are mismatched
We are hosting on our pcs
you would have to port forward then
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.
yep im sure
Just wipe the folder, essentially.
ah
Some sort of a VPN setup on someone else's hardware, I assume?
I mean, the server doesn't work over tunnels, only full-fledged networks.
How do I do that?
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
Before you do anything else, can you please confirm that you actually have a public IP?
Yeah I do
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.
so i deleted the entire steamcmd folder redownloaded steamcmd ran the update file and it wont make the satisfactorydedicatedserver file
theres no bat file to start the server anymore 😅
yes
i'll try searching my ssd to see if there are any residual folders
so there are these
Those all need to stay,
they're the folders holding your save state and so on.
Retrieve from recycle bin?
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
ah we good then
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.
oki i just opened the update bat file again after deleting the steamcmd stuff
interesting
yeah its still not making the folder
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).
change the name of the bat file correct?
No, of the folder to install to.
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
Okay, I'm puzzled now. Can you share a screenshot?
Isn't it supposed to make it in C:\GamesServers though?
wait is it?
This says so.
Yes, you are.
lmao
im so sorry it is ID10T error
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.
lol me too!
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.
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
And this explains why it failed to update.
You were launching and re-launching a different instance of it.
😅
(one in a different location)
😭
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
It does, yes. U5 uses about 8 GB; U6 needs some 10.5.
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
If power is cheap for you...
barely, it would be shaving pennies at best honestly
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)
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 😿
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.
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 😛
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
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
True...
but, i'd rather have more fun content, so i'll deal with it 🙂
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.
yeah my edge was...close, to say the least
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?
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 😄
Sure thing. I know I can be difficult, but I'm told it's worth it.