#dedicated-servers
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Are you trying to run EA or EX?
Experimental
Oh, for real? monkaS I guess I won't play on a server I host then 😦
I have 8GB on my physical server 😦
I'll think about renting one then
Yeah, sorry. EX requires about 10.5 GB of RAM on its own.
😦 will this still be true when u6 will be on EA? I mean is there a diff about the ea/ex or this is just the patch that add ressources consumption?
No idea. If it's debug stuff being left in - it might go down in requirement. If it's all of the new stuff and/or changes, it's likely this increased requirement will stay.
EA requires about 7.6 GB of memory, as far as I can tell, but I suppose it can swap some out from time to time.
Okkay. Thanks for taking the time to respond, very appreciated!
if anyone has a recommendation for a hosting provider for EX server, please tell me, there are so many out there that I don't know which one to choose
@vital escarp I can host
Nah, that's nice, but I'd like to have a full control on my hosting 🙂
It's just bonus though, we still can play while I'm the host
then the file should be located in \AppData\Local\FactoryGame\Saved\SaveGames thats the default location
Is there a known server issue where it regularly kicks everyone off (but not crashing)? Happened a dozen or so times on mine today. Figured I'd check at least 🙂
no
Can you tell us more about the regularity of this, or the symptoms?
It looks like it's timing everyone out whenever it saves the game.
That's what I was suspecting, yes.
@honest badge ram?
10 gb
anybody got a server i can join just to see some builds for some ideas
Does anyone else have an issue with hover packs where often when you crouch jump with one equipped, you’ll start flying up uncontrollably with no input?
I suppose it depends on how you have your keymappings configured and how your keyboard is wired (specifically, n-key rollover).
This happens when the game doesn't register the "key released" event, and so keeps thinking that the key is pressed (when it no longer is).
It's another abstraction, this one "Keyboard handling is easy; if you press a key, you'll get information on which key was pressed" - that's sadly not entirely true.
The keyboard is a matrix of rows and columns. It's more complex than that, but that's what it comes out to. Rows & columns has a particular weakness: you can obscure a row or column by pressing keys that already engage that line.
The keys are arranged on these lines to match up with frequency use for the English language - so that the next key you're most likely going to press is the one least likely to cause this issue. But that, obviously, has no benefit in games.
This is also why many old games put special actions like ducking, strafing, running and so on on modifier keys like Alt, Ctrl, or Shift - that's because those must be independently triggerable, because they're modifier keys.
My suggestion: remap "crouch" to Left Control. See if that helps. ;-)
Note: this may also happen if you hit a key when the game is very busy (and thus fails to register the release), or when you're opening a UI panel (then the release event goes to the panel instead, where it has no effect) - but those are highly situational and don't really have a good resolution (but they're also very rare).
I'm having some trouble saving my dedicated server from the server manager, it just says "Failed to save game, game has a invalid filename"
Is this a known issue?
are paid cloud servers just dedicated servers under the hood?
That's an interesting tidibit.
That is a question for the "cloud" provider in question.
It may have something to do with what name you've chosen for your session. Since that name is used as part of the filename, any characters invalid for the filename will also be invalid for the session name.
This isn't an issue for manual saves (since the filename there is entirely controlled by you), but most certainly will be an issue for all autosaves.
Okay, I should have qualified that statement: I don't actually know that for a fact, but it makes overwhelming sense to do it that way, because a) the standards for keyboard manufacture are American to begin with, and b) English is historically the most commonly-used language on these keyboards. Due to these, the Americans would quickly notice if English caused problems with key overlap. Admittedly, it doesn't matter electrically, since the controller (completely under the control of the keyboard manufacturer) is the one that has to divinate what's been pressed.
Incidentially, QWERTY was developed to decrease the chance of typewriter keys jamming. So, it predates electronic use.
- and this issue is, in a way, the electronic version of the same problem.
In an ideal situation, each key has its own line to the controller, and there's no overlap. Unfortunately, that means about 100 separate inputs. This isn't really feasible or cost-effective.
The "second-best" approach would be to split the keyboard into smaller sections that can be comfortably managed by smaller chips, which then report to the controller over data lines (which won't interfere with each other). This would be much more feasible in terms of design and build, but you're now managing (and powering) several separate chips. This also runs into the same space constraints as the previous proposition.
Interestingly, there is a keyboard layout that has been developed specifically for English, when you take into account the fact that you no longer have to bow to mechanical constraints. It's called Dvorak.
As it stands, Dvorak is probably much more efficient for English... but it's tailor-made for English, and other languages would need to create their own layouts - which would complicate deployment. QWERTY is, thus, the compromise - it sucks about equally for everyone. :D
incidentally the wiring of the keys is done as such that the likelihood of a matrix overlap, causing keys to not being registered, is minimized, analogue to the hammers not jamming on a typewriter. But you're also right that in a modern context the "QWERTY"-layout has nothing to do with the <n-key rollover issue of "standard" (cheap) keyboards.
Also the very reason for me to buy a "gamer" keyboard which has the ability to continuously register the value of all keys.
All I really want to know is who the fuck came up with the idea that C is a good key for "crouch". We've been using LCtrl for that for ages, people have muscle memory associated with it, and it doesn't trigger the collisions - why change it? >_<
Especially if you're going to have duck-jumps.
Or is it that people doing keyboard input forgot that this is a thing?
It's rebindable at least.
That's true... If you want a more serviceable grappling hook binding in Dying Light 2, you have to go in and edit game files...
Guess it came about when trying to do a run-slide. Vanilla that's W-shift-C
With W-shift-L_Ctrl that's gonna need some finger contorting
Not my experience at all... I already use my little finger to push LShift - pushing LCtrl only requires a bend of the same.
But since you're flying off, that would indicate that space is also involved in this. Moving to LCtrl should eliminate that issue.
Having done a fair bit of exploring and megafactory building in Satisfactory, I've never felt the need for a duck-jump.
Unlike some FPS shooters where I know there is the need to apply this technique.
Has the ram budget changed for dedicated server? On the wiki it says:
Memory 6GB minimum, 8GB RAM is recommended for larger saves or to host more than 4 players.
it's constantly in swap just from me joining and leaving
I have 12GB allocated to my server, seems to be just enough with 4 active players (currently at a stage where we started to build nuclear).
Interesting. I might have to find some more ram to throw in this box then
cant find the file
Yes - Experimental requires about 10.5 GiB on loading.
Also, that line is technically bullshit, because I managed to get 7.6 GiB of RAM on EA with two players and a small (3.5 MiB) save.
So YMMV.
I died. :D
OH THAT IS GOLD
is it posssible to move saves between a Windows and Linux host?
Yes, the file format is entirely platform-agnostic (Windows/Linux, as well as server/client). I move my Windows client save to my Linux server and back on the regular, and both sides load them without complaints.
What did I just...
How to change server version in Pterodactyl Panel?
https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
If i follow the above, does the service start if i dont log in?
That is kind of the whole point of a "service"
This might be a ignorant question but as I am ignorant to the answer ima ask it… if I run an nginx server as a reverse proxy, do I still need to allow the 15777 port through my router or just the port that the nginx server is listening on?
If there is a resource for running Sat servers with nginx that would be awesome…
What signs should I look for when I am starting running low on RAM on dedicated server? Currently running 8GB hosted server, looking to when I should upgrade to 12GB.
does dedicated server save when last person logs?
How can I schedule daily server reset and backup save file
just the exposed nginx port
Experimental takes more than 8 for me with only one player, and that's about to be released...
So today would be a good time
> if I run nginx server as a reverse proxy
... you won't be able to connect to Satisfactory through it. :D
Alternatively, if you can connect and play for longer than 30 seconds, share your setup - we've been looking for one for months.
Typically, if you run out of RAM, the server will start getting killed on startup. But I wouldn't worry - you'll run out of save time long before that happens (unless you have a monster of a CPU that can clock up to 10 GHz or something - then it might be a legit concern).
It already restarts daily by itself (well, reloads itself). As for backups, you will need to solve that one externally - the game provides three auto-saves on a rotation, and has no backup facility.
I was running a Win Server 22 env with only other app being sat I was using a system total of 13gig at idle
Linux is doing 10.5
My single-player dedi server uses 9 GB RAM, though tbf my hosting guy was a bit surprised by that. Definitely would recommend using more than 8 GB though.
Is there a way to flip the server back to early access?
Remove -beta experimental from command line options
Good day.
I'm watching the stream and they just mentioned (5 minutes before release 🙄 ) that the dedicated will not be updated right now and there's various issues.
We're currently playing on Early Access Update 5, does this mean we should not update our clients to Update 6 for the time being?
I see.
So I misunderstood.
Oooher Update 6! Noting that "this won’t significantly affect load or save times", should I be at all hopeful that our giant autosaves won't timeout/crash us off dedicated servers some day?
ooh if they can handle the foliage saving in the background that will be huuge
Will have to test when I'm done with studies... though every major update makes me want to start a new save anyway.
Without any issues? My server begun to act wild as heck after update, sudden ram spike from 4-6gb to 8-9gb, lots and i mean LOTS of errors during startup and the cherry on top of that is, that it does not go up anymore, just crashes along the way :/
I wiped and started a new install, so far with out any issues. Mainly prepping for tonight's play session. Only placed the HUB and dropped off starter items. Verified had the additional body slots to validate was on Update 6
So it looks like wiping is the way, my players for sure will miss their weeks of planning.. 😦
Anyone managed to upgrade v5 to v6 without issues?
I'm always on experimental, going from update 5 to 6 on experimental was no problem for me.
If you are having issues, you could try to download the save file to your local PC, start it up in single player Update 6 and see if it works there. If it works, save it and upload back to update 6 server
that is actually neat idea, gonna try that!
Question , does anyone else have visual issues on a server where the conveyor belts seem to pause or items seem to be missing ?
Yeah it’s a common issue
Seems they would have tried to fix that for this update lol
Anyone here have opinions yet on performance of 6 EA on dedicated server? I only heard that experimental was pretty buggy on the server a month or two ago.
I’m on update 6 without any major issues besides visual bugs etc but you do need to have a system with minimum 12gb to be able to run it.. but I run mine on a 3950x and 64GB 3466 kits
It is just the sudden ram hog behavior that worried me, cus now I need to decide whether to move it to my other 24gb cluster setup or 32gb one
Will it be safe to move from U6 experimental dedicated server to U6 early release dedicated?
Yeah it should be safe
Yeah when they release experimental 6 we notice the jump in ram and a lot of people came in here saying that their server kept crashing is because the wiki is wrong and it need to be updated
The minimum should be 12gb to recommended 16gb as ram usage is probably going to go up with time…
honestly it makes me a bit worried, cus I have no issues with securing whatever it needs to be running smoothly, but when I was just running it for a few weeks at average 6gb with 7gb peaks, now it totally destroys 8gb during startup
I will move it to 32gb cluster just to be sure, and limit it for now to 16gb
Hopefully it will solve the issue with not starting
Yeah as long as you have more the 10gb-12gb of ram FREE not counting what OS will use etc it will start up..
I started my U6 server, nothing but the hub down and no players playing, its using 7.83GB of 8GB on hosted server. looks like i will need to upgrade my service.
Sheeeesh
I doubt that will ever be fixed, really. It's not an "issue", it's the nature of network communication.
minor visual glitches are the last to get fixed in any case
That's the thing: it's not a "minor visual glitch", per se.
It's more "a visual representation of the fact that the communication between client and server isn't unlimited in both time and size". It also happens about 30 times per second.
whats the safest way to start a new game on a server? just create new game, or is it best to remove the old save files first?
a good solution to the belt issue would be covered belts. I know there's a mod for it, but in vanilla, it would be fantastic
It would remove the need to report on position, but it would also remove the option to pick shit up off of a belt.
[h]ttps://www.backblaze.com/blog/ssd-drive-stats-mid-2022-review/ <-- this is cool.
the steam server is out? running beta public update but still mismatch 
i have the same issue
anyone ever setup a dedicated one on azure?
did they? i wouldnt know where they said that
I'm trying to get a game started and cant get my friend to join by adding server in server manager (appears offline). I have 2 dediated servers running, only can accept people the other one is not working (have set up separate ports for it, the 3 needed). Then i tried adding them using an invite (from epic launcher) but it needs the session to be friends only but i cant change to this since it swaps back as soon as i leave the session menu. Anyone that can help?
Does Update6 release on Early Access have new stuff not in Experimental?
Is the dedicated server support already live in early access?
If you're paying a hosting company, you dont have full control.
Hi , i want to play with some friend in the update 6 .
Do you have any advice for the location of a server on satisfactory
Ideally in a role-specific location like /home/gameservers/satisfactory or D:\GameServers\Satisfactory
You can only "invite" to a listenserver (i.e. your game client, running on your PC). Dedicated servers can only be reached by connecting to an IP.
Are you hosting this server on a PC inside your home network?
how do you set up a dedicated server with epic (Note: already downloaded the dedicated add on in epic)
Did EPIC take the dedicated server down?
It was.
And I have to assume that it continues to be, judging by your reaction. :)
Not sure what you mean - any and all versions are "no gui". :D
cmd version
All are command-line.
I was thinking of the linux deploy I did
EPIC has had issues with distributing the various flavours (i.e. EA vs EX), but now that they're integrated into the same branch - I'd think that that would no longer be a problem.
I did it through steamcmd
And I guess that's where I got confused
I was thinking it was only avaliable on steam for some reason though
Ah, now that might not be available via EPIC. But to be fair, it may also not be available via STEAM either - I have no clue what the Linux STEAM client looks like. I only use steamcmd for this purpose, and that's available on both platforms. :D
Yeah, I used steamcmd on linux
Epic doesn't have a command line version, and I guess that's where I got confused
Since when is satisfactory 17+?
Just cause weapons?
@blazing halo
I figured out where my confusion was coming from. It's not listed as a seperate game, it's an add-on. I must've looked for it on epic at one point and missed it.
Hello all, is there any manner to play update 6 with mods on pterodactyl servers?
Huh? As far as I'm aware, there is no version other than the CLI version.
Mods do not currently support the server, sorry.
... I don't understand, those two statements are in direct contradiction to each other.
You can't install games on epic without a gui
Did they fix anything with dedicated servers setups?
Do you mean "you can't install anything, unless you use the EPIC GUI" or "Epic Games doesn't allow anything that doesn't have a GUI on their system"?
Use SteamCMD F epic
The first
lol
does it just force overwrite or do I need to do any update prep?
Then that says absolutely nothing about the server itself.
This is what had confused me. I went to look at the epic version, and when I didn't see it I remembered thinking it wasn't on epic
You shouldn't need to do any prep; the way steamcmd (and indeed STEAM) do it depends on filesize, I suppose (either replace entirely or diff between A and B), but the end result is the same.
the management console in satisfactory is saying I'm still on version 1886- something
I ask again: didn't the devs say that the dedicated server merge would take a moment because of some issues they wanted to address?
somebody said it had updated already
I know, but is that the official word?
If your using the steamcmd, run the same command you used to install it to force update
If that doesn't work, then they most likely haven't updated
> I'm watching the stream and they just mentioned (5 minutes before release 🙄 ) that the dedicated will not be updated right now and there's various issues.
Then this
Are there server commands to have me fly I just want to start out in another location then my buds
No flying on servers
how about spawn in stuff?
All "cheat" commands (fly, spawn, giveitem etc.) have been purposefully removed from the game by the developers.
Just a reminder that there can only be one HUB - so if you die, you'll have to trek all the way over to your new location.
Today seems like a fun day huh lol
I went ahead and started my Bioburner run. I'm curious.
And I bet we are going to get a lot more people saying hey my sever doesn’t start when update 5 worked fine lol
They really need to update that wiki tho for the new requirements imo
Well my server seems to be running better the items on belts are actually showing on them.
That's one. And of course, until the server is updated, everyone on STEAM will complain about not being able to play on the DS - because STEAM doesn't allow you to downgrade a build.
So, if your client auto-updates - sucks to be you.
I do the update
Unless you are smart and kept a copy of the old builds lol but most people dont lol
I don't want to play on update 5 this seems better for now
still no hotkey to put away a weapon?
I don’t think it’s a steam problem with the downgrade I think that has to do with the dev no allowing you to downgrade a build for some reason
Say I started the server on the easy biome but moved the base to another location will users that join the server spawn next to me or the starting bimoe?
No, steam makes it pretty complicated for devs to implement a downgrade system
They will spawn where the HUB is. Only if there is no HUB will they spawn in the starting area you've selected.
My point is other games have it so is not impossible
On steam, the only way to do it is to have every previous version listed as a beta
I'm looking into potentially renting a Satisfactory server, since I don't really want to expose my personal IP to a ton of people by self-hosting a server. I don't think we'll have a ton of people online at once, but late-game performance will likely become an issue given how many people we'll have. Are there any DS services that stand out in terms of performance?
With any services you get what you pay for pretty much
makes sense
I’m willing to host one for you for free I don’t mind or anyone oh here really just dm me if interested
Hi everyone, I've been reading through this channel as much as I can, but haven't found this answer. Sorry if repeat. I have server and game freshly installed on new PC, and hadn't even played them (installed as experimental branch). Both server and client updated today, but on this pc I do not see my server in the list in game. Looks like both are on the same build of 201145. Any thoughts on why it is not showing? Or is it just not working on current build?
And to clarify, they are both installed on the same PC
Thanks @loud minnow is that referring to the steam build ID, I see that showing as a couple higher, even though the build IDs in game and server are matching?
bummer. No big, I'll play with game client only for now. Thanks
Except for Nitrado. There, you get nothing. :D
If your client auto updated you will have to wait until the release it for dedicated server sooo yeah you out of luck there….
Not yet, no. Keep an eye on #patch-notes for when it drops.
Okay, so the DS stuff is at 7:38 before launch (that corresponds to 2:00:18 in the stream). Link to that specific point: https://www.twitch.tv/videos/1596190655?t=2h0m18s
The exact words are:
We're gonna have a chance to do a pass on Dedicated Servers at some point in the future - hopefully not too far in the future. There's a lot of stuff going on right now, in development, so... We have a little bit of a hard time doing everything at the same time, and we're trying to solve the most immediate issues for people on Dedicated Servers.
I am personally worried that they didn't drop the DS update along with the client update. They should be aware that, regardless of the DS state at present - not dropping it means nearly 100% of the players will be unable to play. I don't quite see the logic here, to be honest - "There are bugs that affect some of our players, so let's affect all of them."
So pretty much saying that after they have update 6 stable on single player then we will see and update for dedicated so don’t hold your breath for it lol
There is probably something really broken on DS for them not to release it at the same time my guess
Unless of course they meant that the DS will not see a major update, and not that it's not going to drop to match the Client version. That's different.
Does anyone know if you can utilize the multiplayer if Im on epic and my friend has it on steam ?
@blazing halo If we rent a dedicated server, and change our game client to experimental, we should have access to all the new content of U6, is that correct?
Since the Dedicated Server is essentially platform-agnostic, there are no issues with playing between them. If you're asking about client-to-client (i.e. listenserver), I would suggest asking in either #satisfactory or #old-questions-and-help.
At current moment, Update 6 has been released on EA - so once more, EA is ahead of EX. But... yes? That's where everything was developed and tested, so - apart from the changes they've introduced on the latest merge to EA (like the boombox), everything else should be available.
@blazing halo I'm trying to troubleshoot why I cannot connect to my rented dedicated server. With your comment
I am personally worried that they didn't drop the DS update along with the client update. They should be aware that, regardless of the DS state at present - not dropping it means nearly 100% of the players will be unable to play. I don't quite see the logic here, to be honest - "There are bugs that affect some of our players, so let's affect all of them."
Just to be clear, you're suggesting dedicated servers will not work at all with U6 + EA game client right now?
Yeah i understand that , but what I am wondering is does the multiplayer function work instead of connecting to a server , just using the built in join game option ?
That is exactly what I'm saying, yes.
It should, as it depends entirely on client-to-client compatibility. However, this channel is focused on the dedicated servers, and I for one have never used anything else, so I can't really help you there.
I totally understand , thank you for your help.....and I love using a dedicated server , but the conveyor visual glitch kills me lol
I'm sorry that it does, but I would advise you get used to it. :D
Yeah i read up back to my post about it , it makes since that it is a network related issue now....would be nice if there was some fix for it lol...just gonna have to curb my OCD i guess 😄
I sincerely doubt there will be a fix, because in order to get more accurate belt placements, you would require more frequent updates of belt placements to correct drift that naturally happens in predictive algorithms.
The update rate is geared towards having kilometres of belts shared between 4 players. While this provides the necessary performance for complex builds, it by necessity causes low resolution.
This could be improved by more frequent updates, for example - but that would likely overtax the CPU, which is already a bottleneck. And seeing that even high-end CPUs get bottlenecked, tightening this to improve visuals (enough that it would make an actual difference) would likely mean that only people with the highest-end CPUs (like the 12900K or something, around $600 right now) would be able to host servers.
Now, what I just said is not entirely accurate, because the game loads the CPU down in very complex ways, and it's likely that you could survive for quite a while even on an i7. But in terms of maximum expected performance, that's likely what it would take. You would start seeing dips much sooner, and it would start being unplayable (you'd perceive this as lag) sooner than expected.
The other thing that really kills me literally kills me is the boss fights with the new interaction between the critters and the game then the game the stuttering and shacking then sudden crash it's best to leave the critters alone
My eyes bleed.
If it literally kills you, how did you send this message?
Server still requires 3 ports on 6 EA, right? I saw a patch note last year that they were gunna move to one port, but I never saw any follow up from it.
ok, so.
I have a question that will take screenshots to explain
here's the commands executed on the server machine via cmd
here's what the server console ingame is saying
What branch is your client running?
experimental
steamCMD command entered:
steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
that should have installed the experimental branch server as well
Ok. Well, your update script there with SteamCMD has the server installation pointed to C:\GameServers\..., but you're starting the server from C:\gaming local\..., so unless you got fancy symlinks or something doing on, you're dealing with 2 different installations
. . .
But idk what nssm is, so I might be talkin out my ass
The server has two connection methods: via the 3 ports as mentioned, and via port 15000 and its internal router (where it will accept all communication on port 15000, and then connect to itself on those other ports to "redistribute" the messages according to where they need to go). I've personally found that this internal "router" causes more problems than it solves - for instance, it uses IPv6 preferentially, which causes issues when you connect over IPv4.
I think the issue this guy was having was adjacent, but nssm is actually a "run this program as a service" type of solution. As such, it doesn't matter where you issue the command - what matters is what the Windows service has configured.
Interesting to know. Tyvm. Was wondering if I should convert the Satisfactory egg for Pterodactyl to 1 port, but since most people use IPv4 and it sounds less stable I'll probably hold off for now. Is there any way to force the internal router to use IPv4?
it is. I'm reinstalling the service to ensure it's pointed to the right server version
I'm not sure why else I'd be getting the wrong version number otherwise, unless you're aware of something I missed.
okay, so. turns out there's some kind of network shenanigans going on.
server machine can log in and see the server, boots and plays just fine.
ports 15777, 15000, and 7777 are all forwarded from the router
and factoryserver.exe is being allowed through the server machine's firewall
but a client machine on the local network cannot see the server at the server machine's local IP address.
the current network configuration worked with update 5 dedicated server yesterday
No. You can disable the internal router (which will force the game use the 3 ports), and you can also use the same switch to force it to use IPv4 or IPv6 - but not separately. Using -multihome={IP or class} disables the router explicitly. You can, however, remove IPv6 support from your system. I don't know how to do this under Windows; under Linux, you want to modify sysctl variables to disable it, and then reboot.
You can also edit the registry entry, I suppose. ;]
I would recommend disabling the internal router and forcing the game to IPv4, both via -multihome=0.0.0.0. This will tell it to bind to all IPv4 interfaces. You can also specify the IP you wish it to bind to.
Ahh. Pterodactyl uses homogenized Docker images to host multiple types of servers, so restricting the image down to IPv4 only to support Satisfactory is out of the question, lol. For us, multiple ports will have to stick around for now 😉
Any particular reason you're insisting on IPv6 hanging around? Your ISP assigns you an IPv6 pool, then?
What? No. I have no interest in IPv6, but the images the Ptero community uses need to be fairly diverse by design to accommodate virtually any setup and service, including folks who may want to use IPv6.
But that's not super relevant to this channel I suppose, since it would be for services other than Satisfactory.
Since you have no interest in IPv6, you can safely disable it. It can't really be used for anything IPv4 can't, and will only generate confusion for services like Satisfactory (which will think that since it's there, they should use it or something...).
The only use for IPv6 is if both you and your peers have it configured on the whole route (or have tunnels configured over IPv4; but note: the endpoint needs to have authoritative IPv6 assigned by the ISP).
I understand this in the context of personal use and/or if I wanted to host a custom image for myself; but note I'm talking about an image that I maintain that is used by thousands and meant to be generic (think like a generic Linux image that can run any game server or Discord bot).
Which, again, is nether here nor there in terms of this channel's topic.
Wait - you never said you were the Satisfactory Docker image maintainer.
🤦♂️ It's not just for Satisfactory. It's for hosting any SteamCMD based server... Satisfactory, Gmod, ARK, etc. on the Pterodactyl service.
So I assume you're not the one configuring Satisfactory per se, just the Docker image. Okay.
Anyway, it does clear some things up.
Close, but mostly yes. I also maintain that Satisfactory can start on this image under the Ptero setup, but this configuration is basically just setting environment vars correctly for the image.
I'd go deeper into how Ptero works under the hood, but that's a discussion more suited for the Ptero Discord and not for general hosting discussion here (trying not to derail this channel).
I suppose, yeah - I send enough people there. :D
any one here rent a server?
looking to rent one for 3-5 people
i don't want to configure it myself, i'm fine with paying up to $10 a month
@mental locust you said you can host for others, right?
I would hold off for now. Rented Dedicated servers are not working w/U6. There was discussion about it earlier today.
Yes. From what I can tell, server versions are not currently on par with client versions.
Though I suppose if you run EX, you can still get both. Just not the latest, which is in EA.
My rented DS has been working fine with U6 on Exp for ages, though of course I can't vouch for any other company.
Yeah, except you can't get the latest DS version as of right now.
We have a client/server version disparity.
Aren't EA and Exp pointing to the same build right now? That's what the Exp/201145 client is telling me
No, EA is slightly ahead.
Unless they've fixed it?
WAIT.
Right-hand panel is telling me "The Experimental version of Satisfactory is currently the same as the Early Access version"
So, EX and EA are at parity?
Yup.
So that would mean that the EX and EA servers should also be at parity.
Though, caveat, it never stopped working for me.
My reasoning exactly.
Heh, I've used /that/ cognitive trick many times.
Okay. I would need to pull both flavours and see what versions they report.
I'm just loading into my DS now - it doesn't tell me what build it's running, unless there's a mismatch. Client is up to date Exp, server is up-to-date Exp (I think)
Hosted by Southnode, if that's relevant. They tend to know what they're doing.
Loaded fine.
Interface shows Experimental Build, Early Access CL#201145
I'm installing both right now. Will report what I get back.
Yup, they're at parity to each other, and with the client.
So, there is no problem now?
@lilac ledge @loud minnow
I was wrong. If there are any update issues, they're with the supply chain - if they exist at all. I just checked, and the server version installed via steamcmd is exactly the same for EA and for EX, and at parity with the EA client (and, I assume, EX client).
Most likely - there was no problem to begin with. I, along with some other people here, fooled myself into thinking there was an issue, when there actually wasn't (or it was a transient issue with the delivery pipeline).
I see so it was mainly delivery issue then
Meanwhile I'm sitting here like, well it works fine for me, but also Kad knows way more about the DS side of Satisfactory, so...
If the issue even existed.
I see
Thanks for following up. I will need to get on my rental company to get it figured.
I failed to verify the claim Snow Dapples made earlier. In my defense - I had just woken up at the time, saw lots of confusion, and a probable explanation... 🤣
And then you did successfully do the "I notice I am confused" thing about that
As soon as I had a data point that essentially invalidated everything up to that point,
and I realised that my original "data point" was essentially hearsay.
So, I apologise for confusing things.
Fair. Like sure I defer to you about server stuff for this game, but if I say it's working fine for me then you're going to take my word for that 😛
The entire point is to not take anyone's word. :/
Nah, disagree on that. Snow Dapples was (presumably) telling the truth about something not working for them, and I was telling the truth that it was working for me. On simple observations, it is legit to take people's word for it if you trust them not to lie about it. Whole different issue if you then also trust their explanation though
I suppose you're correct.
And now that I check what followed the guy's messages, it turns out I was wrong on that as well. Ah, well. Amended.
@blazing halo I'm on my rental server's FTP, can you tell me which file do I check to confirm that they've updated on their end?
/FactoryGame/Binaries/{platform type, either Windows64 or Linux, or something}/{whatever}.modules
It's a text file, and the contents will be something like:
{
"BuildId": "199885",
"Modules":
{
"CoffeeCore": "libUE4Server-CoffeeCore-Linux-Shipping.so",
"FactoryGame": "libUE4Server-FactoryGame-Linux-Shipping.so",
"GameAnalyticsModule": "libUE4Server-GameAnalyticsModule-Linux-Shipping.so"
}
}
You're looking for BuildId (in this instance, it's 199885 for me).
{
"BuildId": "201145",
"Modules":
{
"FactoryGame": "UE4Server-FactoryGame-Win64-Shipping.dll"
}
}
So a BuildId of 201145 indicates the latest build as of today (after EX merger back into the EA branch).
Oh cool, so build ID is consistent across server and client
This is the error message it's giving me when I try to connect using the rental servers IP/Port.
Am I just blatantly missing something fundamental with dedicated servers?
I asked them about RAM earlier and this is what they told me:
We don't limit RAM or CPU usage for any of our games except Minecraft and project zomboid
I'm using survivalservers dot com as I had no issues with them and Valheim.
That is unfortunately not enough information to go on. Locate the server's log and post it here.
Is it one of these?
Cmd access?
within the game client itself, when I goto server manager, I cannot gain access because it cannot connect and I'm not authenticated. I see the headers row of Status/Create Game/Server Settings/Manage Saves/Console but can't access any of those. I'm not sure if that's what you meant by "Cmd access".
survivalservers dot com
@lilac ledge I can host for you free
My server specs are I 9 12 gen
129 gigs of ram
FactoryGame.log specifically
A very gracious offer but I've paid these guys for a month and still can't understand what the issue is.
So which port is it? 16577, 16578, 16579?
16578
Fails to load items
The log mentions 16577 and 16579.
HUH
-BeaconPort=16579
did they fix the damn beacon ports?!
... looks like they did?
Wow.
Good?
none of the ports connect 16577, 16578, 16579
It was installed, I just toggled the "auto update" on and as we've seen, it updated itself to the latest version.
It's using the internal router. It should work, however.
Do you have any settings in the panel somewhere, as to the ports?
I see no interface to change the ports from the command console.
There is no info on server specs...
And that was before it needed more ram with the new update.....
Better picture.
I don't like how they don't list server specs...
I might buy one and test it
@lilac ledge how much is it?
What does that (i) say? That one next to the port.
$25
Ewwwwwww
We had no issues with Valheim with this company, so figured we'd use again.
We can't even tell if it's a ram issue
Since you can't see how much it has.. they don't even specify
Would the RAM amount prevent me from even connecting though?
Aside from them saying "We don't limit RAM or CPU usage for any of our games except Minecraft and project zomboid". I can ask the question specifically.
You should
No.
Aww ok
If it runs out of RAM, it'll just keel over.
Kad knows way way more
Sometimes.
What can you do with 'Custom Restart Config'?
I can get a server off them and let you have access and look at it
Okay, so I'm thinking that the thing at fault is the internal router.
Ask them to add -multihome=0.0.0.0 to the launch command, see if it resolves the issue.
If that doesn't resolve it, then they fuxxed something in networking, and will have to look into it.
Idk tired
I mean I'm sure it was working before the new update
Idk tho never used that company before
@lilac ledge And you claim that this server has worked before the update?
I have never used these guys for Satisfactory, just Valheim.
Okay. So ask them to add that, and if that doesn't fix it, they probably never set it up right.
They probably have a script to auto set it up
I keep saying that IPv6 keeps fucking with this game, especially when you start getting little monsters like [::ffff:127.0.0.1]...
Ewwwww ipv6..
- is what I keep saying.
I mean, IPv6 isn't bad per se, but it's usually broken - either by the OS (rare), or by the specific networking implementation of the program (... surprisingly common, actually).
This is clearly using some sort of IPv4-over-IPv6 transport
which makes no fucking sense since the traffic is IPv4 to begin with.
HEAR ME DEVS?! THE DAMN ROUTER IS CONFUSED BY IPv6!!!!!!!!!!!
FIX PLOX >_<
Last post on there page was from may
For satisfactory
I'm going to ask them questions
Thank you both for your help with this (and the offer of free hosting Bigkahuna). I've asked them all the relevant questions we discussed, we'll see what they say tomorrow and I'll follow up.
Yes i´ts hosted on a server inside my home network, ports i have opened is : Game1 (7777,15777,15000) Game2(7778,15778,15001) Game2 is possible to access with internal ip within network but not acessable for external connections with public ip.
For starters, separate these servers by something like 5 or 10 ports. I know it sounds dumb, but the server can increment its ports itself, so you may be seeing collisions that lead to incrementing numbers (so one server might be on 15000 / 7778 / 15777, and the other might be on 15001 / 777__9__ / 15778). This can be confirmed by verifying what's listening on what ports. There is some evidence that some work has recently been done on the whole networking subsystem, and so my information may be out-of-date - but I haven't had time to test this in any capacity, so I just don't know yet.
If the ports check out, disable your "firewall" (if you have any). Test to see if both are now accessible - this should work over LAN regardless of port forward configuration.
In any case, the server should be accessible over LAN (even if the ports are screwed up), so if it's not - check the firewall first.
You can also try -multihome=0.0.0.0 as a way of shutting down the internal router. Setting it to an IPv4 address (like 0.0.0.0 which basically means "all IPv4 interfaces on the system" in server lingo) will also shut down IPv6 support, which you probably didn't want anyway. Either of those can help resolve your issues, and there's no way to separate these actions, unfortunately, so we may never know. ;]
Thanks, will try!
Howdy, I am using the docker dedicated server by wolveix, since the U6 drop yesterday I have not been able to connect to the server. Both server and client are updated to U6. I am getting a tick timeout.
Are the services that host dedicated servers already updated to update 6?
I plan to start a new server (~4 players) to introduce some friends to the game. Any service that you can recommend that is currently working?
And if this would count as advertisement please pm me.
anyone know if moving saved games from the dedicated server experimental to a Stable build will work? i cant seem to get it to see the save game, trying to figure out if its possible to do so or if im wasting my time trying
Everything should work out-of-the-box, as far as I know... You sure you have the correct location?
Maybe you should ask wolveix? ;D
You'd have to ask those services, but you'd think they'd scramble to update since they're being paid for it, hm? :D
Did anything change for U6 that would break a docker, ports change or such?
... maybe, actually? But it shouldn't, since if I'm right - the change would be in the explicit behaviour, not the default one.
No info was given, as far as I can tell, and Snutt explicitly stated that work would not immediately happen on the DS. For now I would assume that things are as they were.
But you wouldn't be the first one with new communication issues after update...
But eh, I'm jabbing. Logs from around the connection attempts, please?
well for anyone having the same issue i did, game wasnt registering the save when i uploaded it via FTP. workaround i found was to put it in the local game folder, then upload it ingame via the upload saves function. works perfectly now.
Which is further support for my "wrong location" theory.
Shut the server down, remove all saves from where you think it should keep it, and restart the server - and see if it still loads the save. Or, just find the uploaded save on the remote filesystem.
I'm running the dedicated server (experimental) on Pterodactyl, which runs in containers on Docker. I've had no issues at all running any of the gameservers.
Client log : https://pastebin.com/DqudknKt
Server log: https://pastebin.com/akhuwvf3
@blazing halo looks like your correct. server host wiped the saves when swaping from experimental to stable. this also removed the server folder within the savedgames folder. uploading ingame created that folder and fixed the issue.
Hmmmm... The server log has nothing in it beyond the initial startup.
There might however be a clue in the client log... LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.02, Realtime: 29.45. EOSNetDriver_2147481123
Is it possible that your client took so long loading stuff that it simply timed out?
That value of 29.45 is suspiciously close to 30, which is the default "dropped connection" timeout.
I can't confirm anything however, because the server log, as mentioned, ends on the completion of initial startup.
What's the memory you have available?
24g
On the server that is
24g on server
Is the server still running?
(it's possible that the log would cut out there, if it crashed/was killed)
Ok, just checking since that usually causes timeouts on the client too. WHen the server can't use the memory required it will timeout clients. Are you sure the container can use at least 12GB of that?
As far as I'm aware - if the server can't get the memory it requires, it simply keels over.
Remember when Update 6 came to experimental for the first time, everyone got these client timeouts when memory wasnt sufficient
Yeah, but that was tied to the server crashing due to OOM on connection.
Ah, you're right.
You are pushing beyond my skill set. I am not sure how to determine how much memory is available to the container. Maybe there is a container log that I can find that will give some clue.
docker system ps given you can login to the system running the container.
My frustration is that this server was work great with 3 player online 2 days ago 😦
Don't worry about the memory too much for now as that should throw an OOM error like @blazing halo said. So not the problem right now. Just keep it in mind if you run into that later
Or if you can attach to the container, you can run free -h
My bad, it's docker service ps <option> <container>
This server log shows when the client connects and is closed. Not sure why the first one did not.
https://pastebin.com/R9GdPzAK
Potentially because it's not flushing to disk immediately, maybe.
Still, nothing jumping out at me from that log.
Is there a way to force the server back to U5
No.
That's a bummer we just got into the late game buildings and we're stoked to start building railroads. 😭
EA should be stable enough, though...
That ?listen isn't required, by the way. Also, this is on Linux, so both -log and -unattended are unnecessary. Similarly, -NoSteamClient is also useless as far as I know.
If I could connect to our server it may be stable.
Okay... Are you sure about the IP and port you should be connecting to?
I assume your network has static IP assignments, but this may not be accurate.
The server does show connection attempts in the log, but it may be the wrong log.
Where can I find any instructions about configuring the DD Server (DeDicated) after installing it on PC? What are the minimum requirements for gaming 2-20 persons at a time?
I wanna use VDS hosting with Windows Server 2016-2019. Will I be able to implement it?
"DS" (Dedicated Server), or just "dedi" or "dedicated".
As for minimum requirements... varies. The game is configured (and supported) for up to 4 players. You can extend this via configuration file changes, but that's not technically supported by the developers.
You will need something like 11 GB of RAM, about 8 GB of disk space (disk speed shouldn't really matter, but I suppose an SSD would be a good idea?), and you'll want a CPU with good single-thread performance.
How many CPU cores needed?
Not sure... 2 at minimum, I suppose? "Multicore", anyway.
And what about GPU? Not needed?
... which CPUs can do fairly well, these days.
I would sooner expect CUDA usability, tbh. :D
But no, the game is single-thread-biased - so, a 4-core 4 GHz CPU will likely perform better than an 8-core 3.4 GHz CPU.
Oh, such as any CADs and Photoshop..
@blazing halo thanks a lot for your answers!
I try to test DS
Good Day to you! problems with dedicated server here or in multiplayer troubleshoot?
Here.
Hey yall. Been a while since I played the game. How well are dedicated servers working? And are there any recommendations for a provider?
i did update my satisfactory server yesterday and its permanently on private now and the workaround with going to singleplayer and change setting , save it and upload it to the server doesnt work anymore so is there another option now?
I am able to see the sever from the client and attempt to connect. So I assume that all the ports are correct and yes the IP is static.
It looks like someone else is reporting a similar issue with the docker.
https://github.com/wolveix/satisfactory-server/issues/143
And the log doesn't say anything else there, either.
It honestly looks like a networking issue. Can you check what the server is actually listening on? And tbh I have no idea how Docker does networking (or if it even does anything with it), so I can't tell if you need to check specific spots.
Why's it when I get hit by plasma spitter my character gets all jittery and feels like I'm in the floor or rubber banding every 0.1s - connecting to local dedicated
Host is i7 3770 16gb
I've noticed that with AI recently, too. Seems something was changed.
And yeah, I just updated to latest, and yes - that's happening. And since that usually happens when you're clipping through a world object... I'm thinking it's due to the projectile you get hit with.
I just updated my instance to latest EA, and I'm having no issues connecting to it over LAN.
Hey guys. Any suggestion for a good hosting for a satisfactory server for 3 people?
A networking issue that just by coincidence happened at the same time as a software update? Are you using a docker server?
I'm not saying that it's a coincidence. They seem to have changed something. However, as far as I can tell - the server runs just fine naked. This means that whatever compatibility needs to happen - likely needs to happen on the Docker side of things.
The guy in the GitHub you linked says it started working after 5 minutes and he got in.
Okay, so that GitHub issue is essentially User Error, and can be closed as Not a bug (or Resolved).
Hosting a server in a VM on AWS. The server after a short period of time if no one connects to it after it's started, not even a graceful shutdown. I have to reboot the entire VM to even run start it back up. Does anyone have any ideas on why this might be happening?
Agreed. Now we just need to figure out what has changed. With the naked server. Are you able to determine what ports are being used?
You would have to talk to Amazon about that, I'm afraid.
... I'm not sure I understand what you're asking me?
In my container, I configure 3 ports, Port, ServerQueryPort and BeaconPort. And you connect to the ServerQueryPort with the client.
For reference
so 15777 in default
In that image you can configure the ports with ENV variables SERVERBEACONPORT, SERVERGAMEPORT and SERVERQUERYPORT
And yes, 15777 is default for connectivity
So make sure nothing changed in your docker config that messes those ports up.
and check that u dont have overlapping ports for multiple applications
As far as I can tell, the BeaonPort is now configurable as well.
I'm running all three on custom ports since Update 6
Since it was merged back to EA, you mean?
Nope, experimental
Then I'm very confused, because as far as I know - Beacon Port was not configurable.
Unless they changed it for U6 and didn't tell anyone.
Just checked, been using it with custom ports since last June 11th
Then they basically didn't tell anyone. :(
(the Wiki plainly states that this port is not configurable, and that it will auto-increment itself by its own choice)
Yep, I remember reading that
My truck is flying lol
Nice! :D
Nice soundtrack
Thanks😂
Not a great fan (prefer more melody in my metal), but it's better than many of the alternatives. xD
Demon hunter has some very good stuff
Yeah its just a stupid anime amv from redline😂
So not new to Satisfactory, but am new to the idea of hosting a dedicated server - and Update 6 has me considering doing so. Any suggestions for best place to go for hosting if I only intend to host <4 players at a time on it?
Shockbyte has some pretty good servers, very easy to setup.
I think they have a plan for 4 players too, which might be what you're looking for 😄
thx for the advice!
They offer servers for 4 players with 4gb ram, in the wiki says that 12gb ram at least is needed, does this run fine?
From my experience, it has been fine -- only using a few GBs from their dashboard monitor, but for another game that I had memory problems with, they were happy to increase my server's memory 😄
But Satisfactory has been more than okay, runs smoothly too.
Maybe initially, but as the world grows and you add more structures, it could become a problem.
@red fable did they charge you more when you made the RAM upgrade request?
Not from my experience, no, but should you wish to have more players than even the max plan or when mods are supported in the future, you can upgrade beyond that.
It depends on the issue, but when there has been an issue on their side, they've always been very friendly and forgiving.
Appreciate you sharing your experience. 🙂
@blazing halo @mental locust They re-installed a fresh DS this morning and changed the IP. Everything working now. Thanks again for your troubleshooting help last night.
how do the server providers fix the issue that their saves are private? so that people from the internet could join over invite/session ID? my session IDs are not functioning and inviting people also doesnt work cuz i cant change to friends only no matter what... anyone got a sollution over server console or writing something into the files?
"Sessions" and "Invites" are listenserver lingo (game-to-game P2P). Dedicated servers do not use either.
Clarification:
ohh ok ^^ then how do people connect to it? just share the server domain like i do with mc or terraria? thought of the server manager for admins only tool
I've set up my own server on an Ubuntu machine but in game it says "Server name pending ; NotAuthenticated" "This server appears to be offline."
Could it be version mismatch?
I've used the "Running as a Service" guide and did nothing else yet
How does one join a dedicated server?
Add Server to the Server Manager?
I... don't know what that means.
Did you even try to look for yourself before you asked? 🙂
my server seams to be running okay? I have no idea why it says ingame it's offline. I've searched here in discord and people keep saying it sometimes happens and just restart client and try again but that did not help so far
OKAY, CALL OF HANDS. WHO HERE USES SF WITH PTERO?
I do
Can you show me your current use? RAM + disk plox.
Sure
hmmm when I use my local LAN Ip it works, so there might be a problem with my reverse DNS provider oder just firewall stuff?
You're on build 201blahblah right?
Honestly, no
I have no ufw firewall active on my ubuntu server so the "check ports" tip in FAQ in invalid right? I did forward the ports on my router
Kinda has to since I "can connect" in the client it just says the server is offline when using my reverse dns address?
my router didn't save my forwardings, fml
Okay, so I can now reliably say two things:
a) the RAM reported by Pterodactyl should be accurate (so anyone reporting less than 8 GB on what they claim is 201xxx+ with a save loaded and a player on is lying or confused), and
b) the reported disk space use is bogus because it's cached, and there's no telling when it was last updated - so it can be ignored for troubleshooting purposes
What rDNS would that be? :D
Let's start small: from that launch cmd, you're using defaults (7777, 15000, 15777). Can you connect via IP over LAN?
I can conntect via IP over lan yes
And I am using DuckDNS
I definitely forwarded the ports now in my router including a complete restart of the rouzter
I can't connect via public IP so it has nothing to do with the DNS Service :/
Neither can my friend
Are you trying to connect to your own WAN IP, from within your LAN?
Yes, it is it's own pc though not the same
Kay, so I 100% need someone else to test
For one, you'd need NAT loopback configured for it to work. For another, Satisfactory doesn't seem to like it at all even when it is configured.
Yes, you need someone outside.
- are you sure you have a public IP?
yes
How did you check?
(forgive idiotic questions... sometimes, people say stuff like "I asked Google and it told me my public IP" - I'm sure you can see why that's bullshit)
I used the DuckDNS CronJob that automatically updates itself
Okay, that doesn't answer my question, and is similarly a bullshit answer.
Can help you test if need be.
To have a public IP means to have assigned a publicly-routable IP to your WAN interface.
This is handled by your ISP.
What IP does your WAN interface show? Does it match the IP reported by DuckDNS?
tbh I thought the "what is my ip" stuff would be correct too
It tells you what IP public Internet sees.
It does not tell you if that's the IP on your router.
IF AND ONLY IF that matches, you have a public IP.
The IP reported by stuff like whatismyip.com may very well be pointing to your ISP's CGNAT router.
Only the router that has the public IP (the IP facing the public Internet) may assign ports to destinations.
So, if your router does not have a public IP, then you do not have control over your port reachability.
It's as simple as that.
Please go to your router, find the WAN IP, and check if it's the same as the one reported by whatismyip.com.
It gives me a IPv4-Adress which is the same and a "Primary DNS Ipv4 Adress" which is different
To clarify: the WAN IP of your router matches the value reported by whatismyip.com (and other similar services). Is that correct?
yes
You whitelisted the correct ports in iptables & on your router / switch?
iptables?
I am, I only found stuff about UFW which i set up but ufw is disabled anyway
would -log=0 disable logging being displayed in the server console?
Okay, so you probably have a public IP address.
That looks mostly correct; the protocol you need is UDP on all three. You can disable the TCP forwards, they're not going to anything.
(also, 7777 is SatisfactoryGame if you want to be precise)
-A INPUT -p tcp --dport 7777 -j ACCEPT for instance
You can also read your iptables file
See if the ports are open
whoopsy, i went abit fast and loose after it didn't save the first time 😄
No. Under Windows, it defaults to auto-hiding the log window (you can make it stay by specifying -log). Under Linux, there's no way to "hide" the console window, since that operation doesn't exist.
tcp, not udp?
my bad, in this case it's udp
@tacit smelt This is a Linux server?
Ubuntu from the looks of it
Right, it is. Sorry, that was systemd output.
Okay, then.
Are you worried about attacks coming in from inside your network?
nah
Then iptables -F to clear it out completely.
Do I have to restart the server after updating iptables ?
No.
But if you're not worried about attacks from inside, you can just kill iptables altogether.
It only introduces a layer of complexity you don't need.
All of the "firewalling" (such bullshit...) happens on your router.
Any traffic you don't route to the server, will not reach the server. Simple as that.
Why does closing the console after starting the server crash the server?
I should not have to keep the console open to keep the server up.
i have yeeted the iptables
Because you're terminating the server program.
Is this Windows or Linux?
Launch it as nohup {command} &
@hybrid condor you can use something like screen to run a virtual console too. I used screens for gameservers all the time.
nohup will prevent termination on closing of console, & will send it to the background.
Okay. So at this point, the server should accept incoming connections. Now you need to test over LAN, and then have someone test over WAN.
I didn't see that link before, thank you
Nobody reads the channel's topic. You're in terrible company. ;P
my friend is afk so I cannot test it right now
And Crow doesn't allow pn's and I am not posting my ip publicly 😛
I can assist, if you're not worried. ;P
I am but what is life without risk and a little trust (safer)
Added you
You're welcome to DM.
any1 got a good server hosting provider to recommend?
In general, we shouldn't. The rules prohibit it, actually. As it turns out, solicited advertising is acceptable. But I can't really say, because I've no clue. Except Nitrado. Fuck them, scummy fucks.
I can't shill my old datacenter? 😦
Shill away. :D
It's actually funny, you know? A little over a decade ago, OVH was bottom-of-the-barrel tier hosting. Now it's considered highly reliable.
FYI increasing the memory requirements for the docker seems to have corrected the issue. 8G of RAM is not enough.
Remember back in 2012 when they were taken offline entirely? Before the redundant fibre was installed? Was like two weeks of downtime.. That's when I bought my own servers and started hosting stuff myself.
Yep. Mine uses just under 9GB when nobody is on the server.
Does your sever idle when no one is connected?
It is now timing out right after the force_install_command when trying to use systemd
mine uses 8,6gb with me on it
well 8,35 if you substract ram use by the server itself
is it not possible to name power switches on dedicated server?
or am i running into some other issue
I would buy you one, but it's illegal to ship them.
Of course not - it seems you need 8.01 GiB just to start a new save. Mine is running 8.6 right now.
Usage doesn't drop that much. Users otherwise set, it keeps simulating production in the backrgound
How do you mean? Those two don't go together...
(install + timeout)
I figured it out. I copied the text from the wiki line from line, including the line breaks
Additionally, it didn't like the quotation marks
Ah, so - the basics of shell. :D
Yeah, when I went back and looked at it I was like...I wonder if
how to update linux server to update 6 via steamcmd
The same way you installed it in the first place.
did the server version 6 is out?
I updated it, but when i try to connect it says it's a different version
What version does it give?
Does anyone have a list, or a link to a list, of the 'known issues' with the dedicated server? My google-fu hasn't really been helpful
it said im on 201145 and the server is 188609
same for me
@primal spindle @waxen rivet You're both downloading the old version of the server, for whatever reason. Most common cause of this is... installing into the wrong folder, actually: you install to A, but launch from B - you never actually launch the new version, instead starting the old one every time.
So?
Hi i have made my first server on my owen pc, i used steamcmd and now i have to update it, do i just run the same bat file as i used to install the server ?
i check a little bit but i don't find a second file
hey is there a server for the early acses version thats online and that i can join?
should i do a app_update 1690800 validate or app_update 1690800 -betaexperimental validate
The first
anyone know the console command for player respawn \ position?
im stuck on infinite loading screen after dying - tried resetting the server and loading autosave from 10 mins earlier - same issue
No commands.
I don't know much about satis servers, but can you load the save in a local game?
Try loading the server in your local game, yeah.
i just did that, and it works fine
Then save, and transfer the new save over to the server.
should i just save and copy it back to ser server?
okay
worked, legend
thanks @blazing halo
looks like the issue may have been the player positioning was off because of my avatars death location or something weird like that - strange that loading a previous save in the server itself couldnt rectify it but loading it back to the local client fixed it... in any case, all sorted, ty
... @fallen dagger was first xD
thanks @fallen dagger sorry bro, lol
No problem
im having trouble getting the server to launch
this is my batch file
+start C:\Users\Administrator\Documents\satifactory_server -no graphics -log -unattended -multihome 192.117.1.123 -ServerQueryPort=15787 -BeaconPort=15260 -Port=7745
command adjusted to hide active ports and what not from people, but other than numbers thats the command im running. anyone have any ideas. the screen just flashes up and closes
In order to get the log window to stay, you need to add -log to the launch command. Check, you probably have several server processes running.
it is in the launch command
Can someone who knows how to setup a server be willing to hop on a discord call and walk me through some troubleshooting at some point? I used to have a server for update 5 and I've since moved so I had to shut it down but now that I'm settled and update 6 has come out I wanted to update my old server and try to run it again so i can play with friends
64gb
Ooof. Any logs I can look at?
[2022.09.22-01.12.55:209][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'
Your port 15777 is already in use.
Launch cmd and start the server from there. You'll at least see the log, it shouldn't kill the parent window.
Hopefully.
im rebotting the hardware to hopefully clear leftovers from the old version. i deleted everything from the app data folder as well as the server folder to start the update fresh. im upset because i forget to check my batch file
Well, good luck with it. I need to go.
@low void need help?
I do the experimental branch, and it says my server is 200661, and I tried updating it
do i have to switch to normal, for the server update?
So I have to switch to the normal branch for the dedicated server, to get the latest?
They're the same right now
Still saying my version is older
200661
yeah after i updated it now back to the normal branch, it won't even start and it's crashing
That's very strange
I'm afraid I don't have the most experience with dedicated servers, and I'm about to go to bed anyways. I'll try to help you some more tomorrow, but hopefully there's someone else that can figure it out.
Verify files? Uninstall and reinstall?
it's saying it's at the current version, but it's not. What file controls telling SteamCMD to force install the update
Though I don’t know how complex the uninstall and reinstall process is for dedicated.
found the command
anyone on update 6 notice weird issues with combat on dedicated servers?
it like... spazzes out sometimes when you get hit
if anyone knows anything that might help, feel free to let me know
You don't. The CDN will deliver to you what it believes is the latest version. You can't force it to do anything. The only solution is to wait.
As for forcing it locally - wipe the folder (you might want to keep logs and config!) and install from scratch. I would advise you install to a new folder altogether, so you can copy the old configs and such.
Yes, we all noticed those issues. ;]
It looks like it's related to object collision with the projectiles the spitters are throwing at you. The only resolution is to wait for them to fix it.
It's not game-breaking, so...
If you log out in a radioactive area, do you burn through masks? Came back 12 hours later and ive spawned in the hub
No idea. You can try and see. Take 10 filters, go, leave the character there, and come back.
Hey guys. From what I've been testing recently, the colors in the customizer are stored on the dedi-server. If so, is there a way to reorder them in the ingame selectbox?
Its all good deleted the steamapps folder in the dedicated server directory. Was able to get it going
Thanks for the update, will just wait for the fix 🙏🙏
Is there a bit easier way to get my hand on this as someone who have almost literal 0 knowledge about port forwarding, opening nat, etc.? I tried to play with my friend before, but it always either I can't connect to him or he connected to me but with gigantic ping, through the vanilla multiplayer on main menu
Yes - you can purchase a server from one of a dozen (not Nitrado) service providers. Most of them are pay-and-deploy.
@polar quartz What. It is an easier way to get your hands on it, and it is a valid thing to do. ;-P Isn't it the point that you can pay someone to do for you a thing you're unwilling or unable to do yoursefl? :D
I didn't laugh because of that, I laughed because of the not Nitrado point you made there 😅
Ah. :D
Well, they earned that one by advertising implying that they support mods on a Satisfactory DS - something you find out is not true (with a "Mods: [ coming soon... ]" entry on the config for the server instance) only after you've already paid. I'm just going to put aside the fact that they cannot make that claim ("coming soon") either, because it's entirely not in their control.
Anyone have any idea?
having issue tyring to copy log thought remote one min
[2022.09.22-14.58.52:041][879]LogBeacon: Client netspeed is 120000
[2022.09.22-14.58.52:041][879]LogBeacon: Beacon Join FGServerBeaconClient EOS:(EOS)4e7156245bb047959016e968bc467339|0002fddf50574b4dafeda8b440b5dd03
[2022.09.22-14.58.52:046][879]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2022.09.22-14.58.52:074][880]LogBeacon: Handshake complete for FGServerBeaconClient_2147481936!
[2022.09.22-14.59.05:783][294]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2022.09.22-14.59.05:783][294]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:51431, Name: IpConnection_2147481943, Driver: IpNetDriver_2147481978 IpNetDriver_2147481978, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481936, UniqueId: EOS:(EOS)4e7156245bb047959016e968bc467339|0002fddf50574b4dafeda8b440b5dd03
[2022.09.22-14.59.05:784][294]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:51431, Name: IpConnection_2147481943, Driver: IpNetDriver_2147481978 IpNetDriver_2147481978, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481936, UniqueId: EOS:(EOS)4e7156245bb047959016e968bc467339|0002fddf50574b4dafeda8b440b5dd03, Channels: 3, Time: 2022.09.22-14.59.05
[2022.09.22-14.59.05:784][294]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:51431, Name: IpConnection_2147481943, Driver: IpNetDriver_2147481978 IpNetDriver_2147481978, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481936, UniqueId: EOS:(EOS)4e7156245bb047959016e968bc467339|0002fddf50574b4dafeda8b440b5dd03
[2022.09.22-15.01.42:896][ 0]LogServer: Route from 192.168.1.13:53101 to 127.0.0.1:15000 hasn't been used in more than 300.000000 seconds. ```
Regarding this, check a few things
I belive this is the part at the end when trying to connect
- Server needs 4GB or more
- Try joining again after you timed out (the server was possibly still loading the world)
- Are you hosting yourself, or somewhere else?
it had 32 gigs of ram on the server.
I've tried to join 3 times
Hosting it on my server on same network
Does the server crash after you try joining?
doesn't look like it
You can try increasing the time-out time using this method: https://cdn.discordapp.com/attachments/834778303385567273/1022495899106148382/unknown.png
RIP the picture:
InitialConnectTimeout=60.0
ConnectionTimeout=60.0```
Add this to Engine.ini on the client side
I think it never created a game
Of that doesn't work, something on the port-forwarding side may be wrong
crashing the server and restarting it says no game had been made
huh
Then it is probably a portforwarding issue I would think, then I am not certain however, sorry
Also, does anyone know if there is some kind of startup parameter to force the world to be loaded into the RAM on server startup instead of when the first player tries to join?
Start by adding -multihome=0.0.0.0 and reporting back if it helped or not.
to my start bat i assume?
Yes.
Another instance of "the internal router fucked up".
As long as these conditions are met:
- a game has been started,
- the server knows the session name,
- the server is NOT configured to pause when all players have left
the server will auto-load the save and start it when brought on-line.
- the server is NOT configured to pause when all players have left
Where is this configured?
In fact, I'm not aware of any way to prevent it, as an option. What will prevent it, is changing the server's session name - which unfortunately means that if you've made a mistake in your session name (a typo, for example), there's no way to change it afterwards.
Most easily: Manager -> Server -> Server Settings -> "Pause the game when no players are connected".
Huh, that's weird. As basically, every time I restart the server, it will not load the world into the RAM. But then when the first player joins, it will start loading everything into the RAM
This does take up a long time however
If you have the server paused when empty,
it will not load the state until it actually needs it.
(i.e. when the first player connects)
I'll check that out now!
ELI5?
lol sorry
Well, the developers figured that port-forwarding and networking are hard topics,
so they will make them easier by requiring you to port-forward one port instead of three.
Or something.
So basically: in order to make it easier on you, when you get to the shop, you only need to buy 1 kg of potatoes instead of 3 kg.
Easier, amirite?
Especially when it's getting to the shop that's the difficult part... right?
maybe, but if you want Vodka you want more potatos
What I'm trying to say is:
you still need to understand networking,
and you still need to know how to port-forward ports.
How many ports you need is irrelevant.
I take it because im running multi games on this server, its somehow fucking up the port stuff?
No.
The Satisfactory DS has a built-in "router".
You have two options to connect:
a) the regular, normal way us normal admins/network folk understand,
OHH, ok the server itself has the issue not my side
which is: you have 3 ports, and each serves a different purpose.
Beacon gives you info on the game state. Query tells you where to find it. Game deals with the communication of actual gameplay.
Why don't they use UPnP or NAT-PMP?
and with this internal router, you have also:
b) you connect to ONE port
and the game then proceeds to connect to itself on the other two
and "routes" the packets from itself to itself
and you only use that one port to send everything.
Then the game tell router which port to open.
Mostly because UPnP is evil and a potential security risk? But don't worry, they do use it.
Well, it's not evil if you know what you are doing 😛
Or, they would, if the game's NAT detection wasn't fucked.
The entire point of UPnP is that you don't know what you're doing, and further - you explicitly don't know what others are doing.
Any rando program can open an inoming port, without any warning or authentication.
I mean, if you know the program uses UPnP and you want that program to do what it does. It's harmless.
If you install some randomware that uses UPnP, then yeah. Big security risk.
But I trust UPnP used by legit programs/games.
Which basically means: you must never get hit with a drive-by download,
or some infected USB stick,
or....
Just no.
Pretty sure there are a lot of games whop use it.
At any rate, this internal router somehow fucks up and fails to properly coordinate this communication. I think it has something to do with how the game doesn't work with tunnels, but then makes tunnels to itself...
I used to port forward in the 90's a lot for games. But somehow, the problem fixed itself and I never port forwarded ever again and was able to play a lot of multiplayer games.
That's why I asked. I am a bit surprised to see the topic of port forwarding in this day and age. I though it was a thing of the past now.
I don't care if the President of the US himself uses it.
gotcha, thanks
Thankfully not the case.
Your job, as your network's administrator, is to have everything under wraps. Authentication, authorisation, coordination. If it's not explicitly stated, it doesn't exist.
Considering that opening an ingress port has security implications about on par with running unsigned software, you should be asked whether you want to do it about as much as you are about software. It's an administrative decision, and should require administrative privileges.
Unfortunately, there's no standard protocol of talking to routers about this stuff...
Or, at least, not one I'm aware of in the consumer space, anyway.
Don't get me wrong, I understand why we have port forwarding. It's just I don't believe forwarding ports is something a gamer should do. I believe that port forwarding should be left for network engineers or developers or people with the know how and that NEED to keep tight control over the ports. I worked in the IT department of the financial institute, I participated in a lot of meetings with developers talking about security etc. That they don't just open ports on production randomly makes sense. But we are talking about a game here.
But to each it's own. Interesting topic.
No. We're talking about people's digital lives, here. I believe it's a humongous concession to make in the name of easier entertainment.
The reward is tiny compared to the scope of the risk.
And I agree - people should not have to port-forward. It's why various NAT-resolving solutions exist.
Now, if CSS could actually configure theirs properly, this might not be an issue. 🤣
The underlying issue is that randos want to run public services on the Internet. 😂
With no understanding of the technology, the risks, the compromises... nothing.
But in the end, it's a question of whether the server is available, or isn't available. And I'd much rather have the option than not have it.
I will, however, oppose various "making easy" fixes that don't actually fix anything, and make it harder for those of us who know what they're doing and have certain expectations.
Like, server ports not migrating willy-nilly
or the server not doing idiotic IPv4-to-IPv4-over-IPv6.........
[2022.09.22-14.59.05:784][294]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:51431, Name: IpConnection_2147481943, Driver: IpNetDriver_2147481978 IpNetDriver_2147481978, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481936, UniqueId: ----, Channels: 3, Time: 2022.09.22-14.59.05
[2022.09.22-15.01.42:896][ 0]LogServer: Route from 192.168.1.13:53101 to 127.0.0.1:15000 hasn't been used in more than 300.000000 seconds.
You can see it, right?
That just makes no sense.
But that's what you get when software assumes IPv6 is preferred.
Incidentally, by specifiying -multihome=, you also disable the internal router. And boom, problem solved.
That's another thing I have a gripe about.
DO:
-a SOMETHING
-b SOMETHING ELSE; IMPLIES -a
DON'T:
-a SOMETHING, AND OH ALSO SOMETHING ELSE
I am happy I never went into multiplayer for Satisfactory and I just enjoyed my solo experience 🤣
Did I mention the migrating ports? xD
It seems they've modified the game that it is now possible to assign the Beacon port. Previously, it was fixed at 15000 and couldn't be changed.
BY YOU.
The server, if it detected that port 15000 was occupied,
instead of loudly failing
would increment it to 15001 and try that
....
.... and keep incrementing until it found one that's unused.
is there actual an problem with the steam updater?
How do you mean?
i get an timeout on restarting the server with update process
the default service "systemctl restart satisfactory"
Oh, you have it in your systemd under Linux.
yes
And I assume you followed the Wiki and set it up with a pre-exec that updates it, yeah?
(something I would actually discourage, but it's up to you)
it worked since today 🙂
You mean until.
a second one hosted at nitrade seem to have the same issue
And - I have no clue. Run the update command manually and see what happens.
until, ok 🙂
Nitrado? Ditch those fucks.
may be but i`ve two servers. this and one selb managed on an root server 🙂
sshd[1455830]: Failed password for invalid user postgres from 34.75.26.147 port 40476 ssh2
why postgrres?
sorry different log 🙂
hangs at steamcmd[1455814]: Waiting for client config...OK
Then I suppose it's having problems, I guess?
yes, but the steam servers
Though SAA #1 "It works for me"
See:
Redirecting stderr to '/home/steam/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1660762488
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x5) verifying install, progress: 0.00 (0 / 7089181446)
Update state (0x5) verifying install, progress: 7.48 (530385255 / 7089181446)
Update state (0x5) verifying install, progress: 18.19 (1289340591 / 7089181446)
Update state (0x5) verifying install, progress: 28.44 (2015906899 / 7089181446)
Update state (0x5) verifying install, progress: 38.51 (2729740177 / 7089181446)
Update state (0x5) verifying install, progress: 49.20 (3487805095 / 7089181446)
Update state (0x5) verifying install, progress: 59.84 (4242355506 / 7089181446)
Update state (0x5) verifying install, progress: 70.60 (5004830012 / 7089181446)
Update state (0x5) verifying install, progress: 81.17 (5754248742 / 7089181446)
Update state (0x5) verifying install, progress: 91.99 (6521606922 / 7089181446)
Success! App '1690800' fully installed.
experimenal also?
Does it make a difference?
i dont know 🙂
It's the same servers.
since i got a expert here do you mind helping me out fam @blazing halo