#dedicated-servers
1 messages · Page 9 of 1
before the update i had a dedicated server running through my computer so that my friends can join i port forwarded the beacon server and the connect port through my router config all on UDP. i updated the steamcmd and re-did the whole process for opening up the server with the .bat file and such.
I put in my public ip through servermanager and it says "it appears to be offline"
before the update I had everything working, and my friends and I worked through all tiers to 8.
Now nothing is working I need help >_<
This server is on a computer inside your LAN?
im hosting the computer i play it on if that's what you're trying to say then yes
This is how i have it running on UDP and the crossed red is my ipv4
LAN = local area network, i.e. the network your PC is in.
Like, at home, or whatever.
Yeah this is at home
Coo'.
Now,
are you trying to tell me
that you're trying to connect to your WAN IP
from inside your LAN?
*snaps fingers* I just came up with the perfect analogy to doing that!
Im trying to connect to the public ip address
Then what you're trying to do
is wipe your ass through your mouth, stomach, and gut.
xD
okay now what's the real solution?
because you're contacting the WAN side,
so that it can guide you back into your LAN...
So it's LAN -> WAN -> LAN
at which point the router doesn't really know what the fuck to do with it.
So what ip am i putting in?
At that point you need to get a better router
You should connect to your server via the LAN IP.
to connect to the dedicated one
Yes and no. You can configure your packet filter to do NAT loopback. Of course, there's the little problem of Satisfactory not working over NAT loopback for some reason...
that works, but my friends can't access the server
Your friend needs to use your WAN IP.
I can connect when i put in ipv4 address
I am going to be difficult, is there any way to set this using a config file 😅 Thanks for your help btw
That's the part that's not working haha!
it shows for them that it's offline
ServerSettings.ini I believe; mAutoPause=False
Have you hosted a public Internet server before?
yeah it worked fine but i came back to the game after the update and it shat it self and doesn't want to work anymore xD
Okay. Can you confirm for me that your WAN IP is public?
Never had any loopback issue with the routers I use: AVM Fritz!Box
Or pfSense or OPNsense for that matter... Latter two requiring proper setup.
Yeah, Debian box myself. But Satisfactory doesn't seem to like my NAT loopback, for some reason. Everything else (incl. other UE games) works fine, just not Satisfactory.
It also doesn't seem to like any tunnels (tried plain nc and socat, others have tried reverse-proxy over nginx - no dice).
It also doesn't seem to want to work with its own tunnel.... 🤣
Have not tried tunneling myself
Have had questions here about it.
People are reluctant to showcase their home IPs for some reason. 😂
how can i confirm to you?
Through VPN works fine, have tried that (VPN server on other machine in same LAN as SF Dedi)
Log into your router, find your WAN IP and write it down. Then go to some website like whatismyip.com and note down the address displayed there. Compare the two. Tell me if they match or not.
The infamous double (CG)NAT twister
Yeah, it works over VPN for me as well - but that actually bridges the two networks in a seamless way.
Well, more or less. Depends on how you have it set up.
They don't match
The WAN IP is within a range like 192.168, 10.... or 172.16...?
Should also be possible to traverse a double NAT that way, have the router on the inside VPN tunnel it's way out to a location which has only single NAT, set-up the forwarding to the Dedi in the router on the VPN host side.
But this will sound like black magic to the uninitiated
Yeah, I suppose... Though that's a pretty big setup, at that point.
Is this my WAN ip or am i retarded? cos it's totally different to the one on the whatsmyip
Yes, it likely is. Also, there's no reason to obscure your MAC.
That does look like a WAN IP
idk sharing my ipaddress is all wak to me xD
it's different to the one shown whatismyipaddress.com/
Yup.
Screenshots in the #screenshots channel
tf
NetType: IANA Special Use
Organization: Internet Assigned Numbers Authority (IANA)
Comment: This block is used as Shared Address Space. Traffic from these addresses does not come from IANA. IANA has simply reserved these numbers in its database and does not use or operate them. We are not the source of activity you may see on logs or in e-mail records. Please refer to www.iana.org/abuse/
Comment: Shared Address Space can only be used in Service Provider networks or on routing equipment that is able to do address translation across router interfaces when addresses are identical on two different interfaces.
Comment: This block was assigned by the IETF in the Best Current Practice document,
Comment: RFC 6598 which can be found at:
Comment: tools.ietf.org/html/rfc6598
Ref: rdap.arin.net/registry/ip/100.64.0.0
And to combat spam no links other than mod approved domains
There.
Of interest is this bit: Shared Address Space can only be used in Service Provider networks
Your private network (LAN) is inside another private network (LAN) that belongs to your ISP.
You're behind CGNAT, my friend.
2 options: cheap ISP, or on a university? Campus
No, this is from home from providers called aussiebroadband
aka nasa internet
At any rate, you cannot host public Internet services without a public IP address.
You will need to contact your ISP and ask them to assign you a public IP. You may need to explain your reasons.
Also why I really only take an ISP serious when the offer IPv6
Yeah, in Poland you'd probably be using smoke signals then. :D
Situation here in the Netherlands is marginally better
My ISP has been "working on it" since 2012. 🤣
It's been ready for production use at least since 2002...
I bet it's taking this long because nobody is actually working on it... and that's likely because maybe 100 people ever asked for it.
Yeah... I still have a lot of FUD about IPv6 in my head, but at least I know it's just in my head. :D
how was it that i was able to make a dedicated server and have it running perfectly before the 3gb update? Makes no sense it was never this complex when i hosted one xD
IPv6 is really the same as IPv4 from a technical perspective. Only difference is the address space is all but infinite
The way of thinking changes, though. You no longer think "this router is my public face", each PC has its own. You can still play gatekeeper at the router if you wish, but it makes some sense to do it at the target machine instead.
when I hosted my dedicated server I simply gave them my public IP address and they were able to connect perfectly
You got "upgraded" to CG-NAT I guess
is that comment to me?
Yes
I have some fairly complex rules on my packet filter, and I like to think I know what's going on and that I have it in one place. I'm still worried how that's going to look with IPv6.
And the fact that shits like Satisfactory play with IPv6 fire and get burned ... doesn't help.
The way of thinking has evolved a bit with IPv6, you have a network address, and potentially all endpoint addresses may be used as a public one.
Basic rule is to block everything by default, then only allow traverse with a satefull firewall, or when rules are explicitly set.
IPv4 ran out like in 2018 or so? 2019? The only way to get new customers and keep them all connected is to move them all to CGNATs.
That's the thing: we're out of IPv4. They're all in private hands.
Yup
So unless you want to pay $5mln for a pool... xD
My server was running fine 4months ago so 2022 still using the ipv4 ipaddress and worked fine for me
Maybe cos i recently upgraded my internet to ftp, I was originally on ftc
And every single one shouting that they can't switch to IPv6 because it's so difficult an d different, well, in my very humble opinion, the have mouldy sawdust for a brain.
my only last option is to just cal my providers but i can't seem to find any other fault from my end from what you're saying
It's out of your hands entirely. You've been switched without your say-so. It's well within their right, of course, and I suppose they figured: those that need it will make a ruckus. :D
Okay thanks appreciate your time
so i just ask kindly for a public ip address
gotchya
At least 95% of customers have no need for a public routable IPv4 address
Except those hosting a server (be it mail or game or anything else)
Fun fact: my ISP even offers a public IPv4 subnet for 4 consecutive IPv4 addresses (for an extra fee)
I wish I could get that. :/
Mine only assigns public IPv4 on request, with an explanation, and they're dynamic.
They used to offer 1 static IP (4 for business customers) at a fee, but they no longer do.
The price was also fairly high... if I pay $20/mo, the IP address was something like $150/mo.
🤯
hmm, if i login as steam user and do the verify command manualy the update seems to workl
Even more luxurious actually: can get a /29 for €17/mo and get 8 consecutive IPs 2 of which are reserved for network and broadcast, and you need one more for the router itself. So you end up with 5 addresses to use for hosts
But really: switch to IPv6 already!
I will, once my ISP does. ;P
Which probably means "I'll revisit the idea in 2 years."
Our newest fiber ISP here is putting everyone on IPv4 CGNAT, but they'll give you a normal IP if you ask and don't even charge for it. Absolutely no IPv6 support though, which is unfortunate given that the other local cable ISP offers it, but they have much worse service.
there is a way to retrieve a save file to put it in a other server?
By FTP, SFTP, SMB, NFS, or any other file transfer service, yes.
scp
I suppose.
where is located?
Wiki for more info: https://satisfactory.fandom.com/wiki/Dedicated_servers
Does anyone know how to resolve these warnings? my server won't start up
[2022.09.22-15.28.05:541][ 0]LogNet: Created socket for bind address: 0.0.0.0 on port 15000
[2022.09.22-15.28.05:541][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2022.09.22-15.28.05:541][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2022.09.22-15.28.05:542][ 0]LogNet: IpNetDriver_2147468913 IpNetDriver_2147468913 IpNetDriver listening on port 15000
[2022.09.22-15.28.05:577][ 0]LogLoad: Took 29.106477 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level)
[2022.09.22-15.28.05:578][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 28.07. EOSNetDriver_2147482346
[2022.09.22-15.28.05:621][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.09.22-15.28.05:623][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 29.15, Realtime: 0.05. IpNetDriver_2147468913
[2022.09.22-15.28.05:623][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 29.15, Realtime: 0.05. EOSNetDriver_2147482346
[2022.09.22-15.28.05:791][ 7]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2022.09.22-15.28.06:054][ 15]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
[2022.09.22-15.28.06:055][ 15]LogOnline: Warning: OSS: EOSSDK-LogEOSUI: Social overlay is disabled due to overlay setup failure (EOS_UnexpectedError).
server running fine otherwise?
Those warnings are irrelevant. The first is a warning that SDK Analytics are disabled. The second - that the in-game microtransactions won't work because they're not configured (because the game doesn't have them). The third has to do with linking up to EPIC "Friends" feature - which is obviously bogus on the DS.
Nope it won’t show up in game
As for P2P NAT detection... CSS misconfigured it, so it's broken.
I had it working a few months ago
At any rate, those warnings are of no consequence. Most of us use them as a signal that the server finished loading. xDDD
Where is your server? LAN?
Yes it’s on a separate computer but I can’t connect to it on lan and I doubt my friends can connect to it
in the file /FactoryGame/Saved/ i don't have the /SaveGames
i just have the config and logs file
You're looking at the server's folder. You must be looking in the user's home directory.
i'm in the /home/steam/satisfactory/FactoryGame/Saved
my logs file have the log and the FactoryGame-Backup of my previus game but not the save
still says server appears to be offline for me
Your saves will be in /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server.
If you can't see the .config folder, you can try navigating to it by directly writing the path in the browser, creating a link to it (if your UI allows you to specify the path directly), or you can ask your hosting provider to make it available to you.
merci😁
Hello, Im trying to setup dedicated server on my lan. Ive followed all the instruction on the wiki
But when my friend tries to join the ip adress the server apears to be offline.
just checking back after being away for a while but do dedicated servers support modding yet?
So my server seems to be stuck on Private? wont let me change it?
Modding doesn't support dedicated servers.
"Private", "Public" and "Friends Only" (or whatever those are named) are all only relevant to P2P sessions (client-to-client). Dedicated servers are always public. Access control is achieved by a) limiting who you give your IP to, and b) setting up a join password.
yet or not planned?
hmmm tryting to figure out why ppl cant join
You'd have to ask the guy that's building the loader mod.
thank you
To clarify: CSS (the game developers) put in mod support into the server from day one.
All existing mods rely on a "glue" mod (mod loader) that was created by the community before servers existed.
It's that that needs to be made compatible with the servers, not the other way around.
so It says its PRIVATE and i cant copy session id to clipbuartd
Session IDs do not apply to dedicated servers.
yeah im aware of all that was more or less asking if SMM would work but now that im reading more i cant find any info on it
As far as I'm aware, the mod loader is currently only compatible with the client, and Windows-only at that.
ok thanks
Okay. A bit of nomenclature and technology to be known here:
Servers operate on direct IP connections. Sessions (private/public/whatever) are all handled with STEAM or EPIC as the middle-man.
In order to host a server in your network, you need a PC that can handle running the server connected to your network. It seems you already have that.
In order for your LAN server to be Internet-accessible, a few extra things need to exist.
yea thinking its ports now
a) your WAN IP (the IP facing the Internet) must be public, and
b) your router must have ports assigned (1:1) that redirect traffic to your LAN server (also known as "port forwarding").
And finally - all clients must connect using the IP appropriate for their network. For you, that's your LAN IP. For everyone outside your network - that's your public WAN IP.
trying diffrent port
That will not help.
If you did it correctly, changing the port won't change anything.
If you did it wrong, changing the port also won't change a thing if you do it wrong again.
i had it on 15778, and no one could connect
Okay. So, let's start from the top. Is your server inside your local network?
(if we've already established any of these facts, do remind me)
yep, I can play it just fine. I forwarded 27000 and trying this one now
Okay. So the server is on your LAN, and you can connect over LAN.
Is your WAN IP public?
yep
How did you verify this?
Okay.
Then add -multihome=0.0.0.0 or whatever LAN IP you have on the server machine (depending on whether you want it to listen on all interfaces, or just this one).
I hope you're not fond of IPv6.
i hate ipv6 for servers
But... you can try it.
thats my run config
Okay. So you need to forward ports 15000, 15777, and 27000.
Read above.
ok adding 15000
The server uses three ports. You can configure all three via -BeaconPort, -ServerQueryPort and -Port.
By default, Beacon = 15000, Query = 15777, Game (Port) = 7777.
All are UDP. Forward UDP only.
yea conan exiles uses 7777 so had to changfe it
hmm now i cant connect
same thing hes getting
CONAN Exiles can also have its ports configured.
I pretty much never use the default ports - primarily because most games use the same default ones. STEAM's default are 7777 and 27015.
yea may do that if need be. Crashed server and restarted
what is EOS not configured? I get that warning everytime i start game
server*
You didn't "crash" the server, at best you killed it.
yea murdered it
Barring very specific circumstances, you can't actually crash anything on purpose -- the entire point of a "crash" is that it's unwanted and unexpected.
sesion id is always blank now when i load the save
I would recommend you this configuration: -ServerQueryPort=27000 -BeaconPort=27001 -Port=27002 -- you would then add your game with port 20000 to the manager.
Thank you for the help man
Sure.
Could you help me aswell?
It's why I'm here...
I mean, nobody's paying me. ;]
You get... what you pay for. Potentially. ;P
Don't ask to ask. Just ask your question.
Im trying to setup dedicated server aswell. I followed the wiki but failed..
I forwarded ports on my router 15000 15777 and 7777. loaded up a save and joined succesfully. but for a friend it apears to be offline.
Okay.
From the top, then. Is your WAN IP public?
That's unfortunate, but oh well.
Log into your router, and find the WAN IP address. Note it down.
Visit whatismyip.com and note down the IP address shown there.
Tell me if these two values match or not.
That's fair, Networking stuff is complicated.
WAN stands for?
The Internet-facing interface of your router.
I can't tell you where in your router's WebUI it will be, or what it will be called, because every goddamn router manufacturer dances to their own fucking tune.
public ipv4 adress is diffrent shown on cmd ip config's ipv4 adress
Note that you need to verify this on your router's WAN port, not on your PC's port.
What happens if the 2 values don’t match? I think I am having the same problems as this person
Wide Area Network I believe WAN stands for.
Still struggling with my ds on TrueNAS docker. Now we cannot get 2 players online at the same time. Was working yesterday. 😦
https://github.com/wolveix/satisfactory-server/issues/144#issuecomment-1255483622
@blazing halo IPv4 adress shown on the router is the same shown on whatsmyip.
... are you the guy I was having an argument with on GH yesterday?
Because if so, I've figured out what the potential issue is/was - but I can't contribute there, because it's already closed. Specifically - the server won't load the save until the first connection if it's configured to pause with 0 players.
Okay, that's good news. Usually means you have a public IP.
it also tells information about lease time
Nah, we don't really care about anything else there.
What's your launch command?
FactoryServer.exe -log -unattended
Okay. Try adding -DisablePacketRouting at the end there.
So my friend trys to join trough the public ip on port 15777?
Yes.
hes telling me server name pending.
Server log please.
and just now on my end server went offline
Client log please.
SERVER LOG PLEASE.
And/or crash log (the context XML file).
Okay. Do you have "Pause the game when no players are connected" enabled on the server? If so, please disable it - this will make the server load the save file as soon as it's started, and will allow us to see more focused results. Also, if you have a crash report/context XML - please provide.
Yeah, you will need to find and provide the crash log. This one cuts out.
where is the crashlog located?
Somewhere around the logs. It'll be named CrashLogs or so.
... okay?
So it hasn't crashed?
It looks like it's running.
AAAAAHHH gotcha
you're in Select Mode!
Hit ENTER on that window. It'll bring it back to life.
You have to be careful with CMD windows, because right-clicking or selecting text (with the mouse) puts them in Select Mode, where they will stop activity until you're done.
its doesnt change anything.
Screenshot please.
-- of this window
Okay. Close the game (keep the server running) and reopen it. It sometimes gets stubborn.
If it apears to be online I can connect fine
just my friend is not able to add it to his server list
Is he using the correct IP?
You know what? DM me the IP and port.
None of the ports seem to be forwarded on that IP.
Can you show me your port forwards? Like, a screenshot?
Hey, anyone know how to increase tickrate on server?
how do you know what ip to use? I googled "whats my ip" and the public one is not letting me or my friends connect
the computer im hosting on lets me use localhost to join my server
That's where the whole "network knowledge" thing comes in.
The Internet is essentially a network of networks. Computers need unique addresses to "talk" to each other - but they need to be unique in the relevant space.
So, the Internet connects routers like yours to each other.
If you have a "public" IP, for example, that means that your router's WAN interface (network card) is connected directly to the Internet.
If you don't, that means there's one or more routers between yours and the Internet.
Now, the idea of a "publically routable" address (i.e. public address) is that a path can be found to that address from anywhere on the Internet.
Your local LAN addresses are not publicly routable, for example - they only mean anything inside your LAN.
A "router" is a device that translates between two (or more) networks.
would it matter if my router is connected to a modem? I am pretty sure I port forwarded properly
Connected how?
This may be important, because ISP-provided devices often have a router built into them. If you have a second router, that would likely complicate things, depending on the setup.
the wan port on my router is connected to one of the lan ports on my modem
You have two routers, yes.
so i need to port forward through that then
Can you log into both?
You need to forward through both. The easiest way to do that is to just place your proper router into the DMZ/bypass configuration. This will also allow you to freely control the ports.
ill try to log in to the modem, the router is mine and the modem is my mom but im sure she left everything at default
do i need to use a pc connected to the modem to get onto it or can i use the one connected to the router which is connected to the modem?
Doesn't matter, as long as you have the local IP of the modem. :)
Hey, does anyone know how to increase the tickrate on a Dedicated Server for steam?
The exact same way you increase it everywhere else. But the question is why?
thank you very much @blazing halo I got the server up and running
i need to reset the authentication password but the instructions for that are on the wiki
Is there a way to turn off player damage to other players on dedicated servers?
Yay.
You mean "friendly fire"? As far as I know, no.
What I have found is that when failing to connect if the server save file is reloaded then everyone can connect to the game. So there is some sort of memory overrun happening after the game has been running for some time.
What sort of "some time" are we talking here?
Hour or more of play time.
anyone else having problems with radars not showing on maps?
@blazing halo with todays EA client patch, we would also go into the DS console UI and update it there as well, yes? You talked about keeping parity yesterday.
So while in game we have no real issues. If one of us disconnects then it will only let one player reconnect. Everyone else trying to connect times out. Then if we reload the last save everyone can connect again.
That seems more like and issue with your server and not the game imo
Not sure what "DS console UI" is. The vanilla DS doesn't have a UI beyond the game's built-in server manager.
Since when has this been happening? Because I do not experience any such issues, and my server runs 24/7.
Well update 6 has higher requirements to run smoothly
Can you share a log recorded when that happens?
Server log: https://pastebin.com/tew1XJUf
Client log: https://pastebin.com/7hsVdxvF
I mean, beyond those, because I've seen them already.
They're also not complete run logs, as they have been edited by you (presumably).
pastebin would not accept the complete log so I grabbed the tail of the log from between login in attempts.
So for my rental server, I login and get their webpage where I can start/stop the server, etc. I disabled automatic updates on this page as well thinking that if there was a difference between dedicated version and EA client version, I wouldn’t be able to play. It seems like todays patch doesn’t create a difference there, yes? Patching my rental DS is safe and will continue parity with EA game client.
EA has been updated today. EX is no longer being updated, as there's no Experimental version in public beta. Therefore, as of today, EA is no longer at parity with EX.
Then send them here. And if not, I can DM you my e-mail.
Also - they're text files, so they should zip very well.
Is anyone able to help me here.
I just rented a server from ShockByte, I connect to the Server through the server manager. But once I click on join, the server crashes and I get a Connection Timeout. I have never been able to login once to it.
I can provide Log Files
You can show us a log file, sure - if there's an associated crash report, that would also help. But in terms of fixing it, you will need to contact ShockByte tech support.
@turbid juniper I have received your logs. Any particular times you want to point out to me?
Or specific files/file pairs?
I would look at the most recent from today.
Look around time 19.52. That was when I was experimenting with how to get connected
You never answered my question, but judging by the time difference between server start and save state loading, I assume you have the server configured to be paused when it's empty?
Yes I do. I will try turning it off.
At the very least, it should cause the server to load a save immediately upon startup, letting you skip the whole "timeout on first connection" issue.
Like I said earlier. Once connected the game runs fine. It is only connecting that is the issue.
It may actually be the recovering from pause that is causing the issue. Because if I load cold from a save we can connect no issues. It is only when retuning to the game without reloading that we cannot reconnect.
That seems likely, yes, and it's my current thinking.
One thing that would confirm this would be finding the server load the game on first connection after inactivity.
So is this where I report such an issue or is there a better place?
Hold back on that, because it's very likely that this isn't actually fixable.
We did not have this issue in U5 using pause.
I cannot find such a time in the server log. The log begins at 17:46 [timestamped 21:46] and ends at timestamp 23:32 which by the same shift matches 19:32. 19:52 is 20 minutes after the log was closed.
If you have a couple of scenarios that you would like me to try I can wipe the logs and try each test and zip up the logs.
From what I can see in the log, the game does indeed unload when everyone leaves.
Okay. So it looks like loading the game is taking quite a bit of time - 20 seconds on my current mid-game (but low-build) setup.
In comparison, saving takes only 0.45 seconds.
Has anyone else had problems with things not showing in the map on the dedicated servers.. i cant see my radar towers or my drone ports.. nor do i have the players tab any more
So it looks like the issue is that a lot of the burden has been moved from saving to loading - and if the load is any bigger, it exceeds the default 30 second timeout.
The log is in-line with my observation: when I disable the pausing, the startup is 21 seconds longer for me.
Now let's take a look at your log...
[2022.09.22-21.49.33:529][ 60]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress -- begins loading state
[2022.09.22-21.49.44:212][ 60]LogNet: Join succeeded: SilentNyte -- join processed (11 seconds!)
[2022.09.22-21.49.48:535][ 61]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 15.01, Realtime: 15.01. IpNetDriver_2147480345 -- finished loading state
[2022.09.22-21.51.00:761][948]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 45.00, Real: 45.00, Good: 45.00, (...) -- noticed the timeout
Let's see: 21:49:33 -> 21:49:48, load time took 16 seconds start-to-finish.
[2022.09.22-21.47.01:961][149]LogNet: AddClientConnection: Added client connection: (...) -- is when the connection actually gets made - this is much earlier; it looks like you "let it sit" for about 2 minutes before clicking 'Join'
Okay. So, 45 seconds before 21:51:00 would've been 21:50:15. Let's see what happened there...
Nothing obvious, apart from LogNetTraffic: Warning: Notification::ProcessReceivedAcks - Missed Acks: AckedSeq: 14969, OutAckSeq: 14680, FirstMissingSeq: 14681 Count: 33 which is probably its way of saying "yeah, I was too busy and missed a number of client packets".
So yeah, my current conclusion/suspicion is: you get timed out as the server is loading and rebuilding the saved state.
CSS did say they changed the save structure by quite a bit (not compatible with U5, after all), and they recently mentioned another change. I think that if they want to resolve this, they'll need to load the saved state regardless and just suspend the game director instead of loading everything out.
But that only happens when return from pause. With a fresh load from save file this does not happen.
And by "fresh load" you mean...?
Going to the menu, selecting save management, selecting load, the session and a save, and then loading?
From the server manager forcing it to load the latest save file. Then immediately joining the game.
There's no "immediately" in that procedure, haven't you noticed?
It takes it about 10-15 seconds to actually return control after that.
When you load a save manually, the process is: load -> reconstruct -> return control -> join game
When you load from a pause, the process is:
=> load -> reconstruct
=> join game
(these two happen at the same time, and need to be handled concurrently)
Sometimes if you click too fast,
you'll see a "Server is preparing a new game".
You're not supposed to try joining as it loads the game, and it seems the admin UI reflects this.
Similarly, when you try to join a server and it needs to unpause (essentially load the save it needs to continue), it should also hold you on a "Please wait as the server loads the saved game." screen -- but it doesn't.
Makes sense. So the client needs to tell the server it is ready to join. Then wait for the server to respond reconstruct complete. Then connect to the games. Easy fix 🙂
Something like that, yes.
It seems this wasn't an issue previously, and it only really happens if you pause the server on empty.
Looks like the QA site is down. How ironic.
@turbid juniper So, current workaround: keep the server running even with 0 players connected.
Or reload the save before joining each time.
Or.
Though only admin can, IIRC.
In other news: liquid biofuel is perfectly acceptable, if a bit tedious. It certainly extends the unattended biofuel cycle (in my case - from 30-50 minutes to 7 hours).
The first two phases are certainly tedious with bioburners - even with solid biofuel (which I feel is a must here). But right now? Four generators at stock speed, and I can fairly comfortably accomodate a train to the nearest oil field.
23.09 00:19:50 [Server] INFO Killed -- the server ran out of RAM while loading.
You can contact them and let them know that their current RAM allocation to Satisfactory is insufficient. EA Update 6 now requires 8 GiB at minimum, and I'm easily seeing over 9.2 GiB RAM use with a mid-game save.
Alright bet, thanks!
Hm... at 48 m³/min (600 MW), that's 72 solid biofuel/minute, or 2:36h per full industrial container.
An industrial container of biomass, with a constructor to make solid fuel (144 units of biomass/minute at a 2:1 ratio) buys you an hour per.
Not bad at all, actually... And I haven't really "shaved" any significant areas, to be honest...
If is crashing when you log in most likely your sever is running out of ram to load the map once you try connecting to it you need at least 10gb free to run update 6
@blazing halo @loud minnow Yes, I upgraded to the 10GB plan and it worked fine. Thank you two!
How are they going to offer a plan that can’t even run the game is what I’m wondering. Smh.
Because most of this hosting site just look at the wiki and go by that… but the wiki is out of date for satisfactory as of right now
But they never try it themselves
Previous update was running smoothly (late game) at stable 6-7gb with 4 players, now what changed for me is the "hit" it is doing while starting
It can reach as much as 9-11gb at launch, then it proceeds to average at < ~8gb
that is I tested that on isolated server, that has all of its allocated ram to work with
so my guess is, this update has either something big that affects performance in a bad way, or it is just piling up as features are added (which worries me as hell if this continues to happen)
Yeah the initial start up which is when it load everything in will be the main spike in ram usage and depending on the OS on windows some of it will be cache and it will go down a bit… but yeah if you don’t have the ram for the initial start up it will crash the server but this has been happing since they release update 6 experimental
I beg to differ.
Hey everyone, I am unable to join my friends dedicated server, I was on it earlier today but now the game won't authenticate the server. my friends are still able to join
What does "the game won't authenticate the server" mean?
the server says that it is offline
this is insane usage that I have never experienced, just out of curiosity, what is the ram setup on that machine?
It's the features. The game was actually slimmed down a bit between EX and EA - the EX variant used 10.5 GiB as "base" (fresh save, 1 player); for U6 EA that's 8.01 GiB (for EA U5 it was 6.7 GiB).
4x8 GB (32 GB).
I run mine on a 3950x and 64GB 3466 ram kit runs smoothly lol
Have you tried restarting the client?
restarted client, steam, computer, I tried a different network
I even turned off my firewall for a minute too
Yeah when running on your own pc ram usage is not as much important when you have such big amount to spare, on server machines costs are coming into play ^^
Well that’s not my main pc lol my main rig is a 5950x with 128gb 3600 ram kit lol but yeah I rather own my own equipment than pay for a service which in the end will just add up over time lol
I built my own server with just spare parts that I had from upgrading my main rig
oh I see, I usually advise against running servers on PCs, but if those were "scrap parts" why not 😄
A “server” is just a pc tho lol
When you paying for a “server” your just paying to access another pc to run your software on it
not exactly, unless you are doing maintenance all by yourself and don't mind the hassle and time waste of doing snapshots/backup images
I am loaning 3 servers at the moment, merged into a cluster, trust me, maintenance time/costs alone make it worth to cough up a few bucks for server solution
if you treat servers as just another pc's you kinda miss the whole point about setting up a server
Lol… yeah this is a hobby for me I don’t mind doing maintenance on it I something I enjoy doing and it has its own PSU in case power failure and runs 24/7 365 days a year without turning off so what the difference between that a sever you pay nothing is the same thing.. that is why I have two rigs one is the sever that I use for hosting games that runs 24/7 with back up etc and the other is my main rig that I use for every day stuff
I have run 12 full cluster ark on this “server” and is way cheaper than renting out 12 server to run the maps on..
And btw we are talking about gaming server not running a full blown website lol
the biggest difference is, you have to include maintenance costs when you are on your own, as well as energy consumed, and maybe the most lethal issue is, when it dies on you, it dies on you 🙂 if one of data banks goes out on a big server cluster, you probably won't even notice it, as they will just bring it back up
yeah maybe for running games for hobby it is the same, as you say, kinda thought we went broader with generalization of server as whole 😄
but I do me, you do you I am not trying to preach the right way, as there is no right way unless you figure it out by yourself what is best for you 😄
Lol yeah for that get yourself a AWS something like that you require uptime etc… but we are talking about hosting satisfactory or other games lol
Hey there everyone! I just got a dedicated server through Pebblehost and upon connecting am receiving a "Join failure: Invalid authentication token. " error. Does anyone perhaps know what this is and how to fix it? Thanks!
are you trying to join with steam or epic?
steam
did you set up multihome ip correctly, and freed up/forwarded all ports needed to function?
I havent set up anything manually. I just bought the server and started it up. I assumed they would handle all of that.
then going through logs is your only option to know what is going on under the hood
Post your server log for us to best help you out
So I tried my hand at ShockByte for a dedicated server today.... thus far not going so well. Keep getting "Could not connect to the server." messages.
How do I post the log without spamming hundreds of lines?
It might connect very briefly, just enough time to try to create a game then... disconnect 😛
Wondering if anyone else uses ShockByte and experienced similar?
Is a txt file you can upload it here or zip it up and post it here
as for everyone using hosting providers, without logs we can't really guess what hosting does as default, so let's start with uploading your logs 🙂
I see there is a "steam Api failed to load" error. I don't know if that's relevant?
Are the relevant log files in the client side machine, or hosting provider side? (
on the provider's site, you want the server logs
can you configure startup parameters for that server via hosting panel? there is very little info on pebblehost site so I can't get my head around this
also from what I see, they provide 6gb ram setups for Satisfactory servers, which is not enough as many people before have said
Not really? I'm provided with a console and a file manager. That's it.
oh cant post links from pebble host
I do not know if it is the case with satisfactory, but you can try to get steam server auth token for Satisfactory
pebblehost has a guide on doing that
found a snippet in the logs which seems to show the connection failures.
Okay so I have this Login token. What do I do next?
I see on the guide that I should put it in a provided field on the website but I dont have that option available.
Upgrade to 10 GB. Their minimum offering is too weak RAM-wise for EA Update 6.
@amber bane
Like 2 hours ago or so, same issue.
Yessir, more RAM. 10Gb plan worked just fine
then it is not the issue you are experiencing, I would try to reach out to someone from pebblehost to confirm the startup commands are being set correctly - and that it is actually running on 6gb
No reason to hide 172.16.0.0 to 172.17.255.255 addresses -- it's a private range.
Shame you don't have to go to such extents on my behalf. I can do that myself.
Actually, that looks like a different issue after all, but... do the upgrade anyway, we already know their base offering doesn't work.
it was meant as - "If it were me" I would've reached out to the provider, but yeah 🙂
Ohhh haha sorry I misread that. I will contact them.
it is hard for us to troubleshoot hosting providers, as the most important stuff is hidden under the hood, how they manage the steamcmd on their machines/ports forwarded/launch parameters just to name a few 🙂
Unfortunately, that's the case.
Hah, old habits.
And one more argument: when you have a paid hosting, using free tech support is... kinda bad form, you know? You're paying them - ask their support first, it's what they're for.
Fair - don't mean to overstep. Have also submitted a ticket, etc.
I understand. I wasn't exactly sure if this was a problem on my side or theirs, so I thought I'd at least try asking here.
You know what would be good form? Coming back and letting us know if they fixed it, and what fixed it - if they say anything about it.
This way, when someone else comes in with such an issue associated with that particular host, we'll have at least some answer to give.
You can totally demand from your hosting provider to get it working without you even understanding what is going on, end product is what you pay for 🙂
Essentially.
You're absolutely right I suppose. I'll contact them and return with an update.
Now, there is something positive to be said about coming to your tech support with some detective work already done. It does tend to help get the issue resolved quicker, by both communicating that you know what you're doing, and handing over some info that may be otherwise unavailable to them.
But, at the end of the day - "Client pays - client demands".
But there's one more facet about this whole thing: these companies seem to care very little if they get it right. It's almost as if they expect to fix it "when clients complain", without putting in the up-front effort to set it up correctly from the start. In this way, it kinda feels like we're doing support for them, and they're not kicking anything back. ;P
Well let's see what happens. Thanks for the help though, you guys seem very supportive, and I really appreciate it.
Word of warning: don't use Nitrado. They're lying scumbags, perfectly aware that they're lying.
Yeah now that you mention it - They are selling a product, it should work out of the box with minimal to no effort on my part.
At least that's what they're advertising... ;)
They're basically selling broken server lmao. Well that is if the problem is server side and not client side, which i'm still not sure of.
Except Nitrado. They are advertising things they know full well they can't deliver, and only tell you after you've paid.
And it's not even something they can fix, but can't be arsed or something. No. They're advertising support for something the community is responsible for (mods), and claim it'll be available "soon" when they have no control over the development of any of it.
Damn that sounds terrible. I've been using Pebblehost for years now for a Minecraft server and they've been nothing but great. So I'm sure they'll help resolve this
They even crafted something like 3 Word pages about how Satisfactory is great with mods, and we can help you configure them with step-by-step instructions, and hey - buy our server!
Then you make an account, select, pay, go to the panel, aaaaaaaaaand.... Mods: coming soon...
That's lower than low. When I first saw that, I was speechless.
Remove http://.
It's funny that they're listed as no.4 on this top hosting list geekflare.com/satisfactory-server-hosting/
We even made a Wayback Machine save of the page, just so we have something to point at -- shorturl.at/fx148
Hah, have the pic!
Some people have no honor 😄
But anyways thanks again! I'll come back with an update tomorrow!
@turbid juniper https://questions.satisfactorygame.com/post/632d2441ca608e080351fb69 reported the issue
Heya so I noticed that the dedicated server needs like 10GB RAM to start up in recent builds, is this intentional and the new baseline going forward or is this a known bug to be fixed later?
A bit of column A, a bit of column B.
EX U6 needed about 10.5 at minimum, EA U6 (after the merger) needs 8 at a minimum. Add +1.5 GB for safe-ish upper maximum.
Ah so U6 bumping up memory requirements is intentional?
Rather, a result of the modifications and new things that have been added in U6.
That's column A.
Column B would be - the experimental version needed more RAM (2.5 GB more of it, in fact) while it was in development. Once they merged it, the required dropped.
But it's still higher than EA U5, which was 6.5 minimum, 8 safe.
To sum up: it was always going to need more, but not as much more as EX would've lead you to believe. :D
Some debug/development tools leave stuff in-code that can dramatically alter performance; it's typical of development versions. Once a particular version gets merged to main, those odd bits are removed since they're no longer needed.
What happens if you load a server up with only 6GB?
It should run out of memory and crash.
Under Linux, you will see a Killed somewhere.
Note that if you're starting a completely virgin server (not even a session created, unclaimed etc.), it will require less RAM (U5 "virgin" required about 2.5 GiB).
This is not indicative of the intended performance. Once you create a session and start it, the RAM use will spike to 8 GiB - expect this.
'night y'all
so are there any tips on getting large late game saves working on servers? my save is like 6.5Mb and when anyone loads into it the tps goes all the way to 3-4 and then just times out the user. i have 48gb ram allocated and its a dual e5-2643 system
Satisfactory benefits more from single threaded performance than multi, which the e5-2643 sorely lacks
@bold zenith
your CPU is very old and i bet you ram speed are pretty slow making your sever lag even though you have the 48GB of ram
that cpu is not that old, the ram speed is running at 1800mhz. i just tried loading the same save on my desktop and still only managed 11tps.
is from 2012 yeah is pretty old and this game is mainly single thread performance i run it on a 3950X on 64gb 3466mhz ram kit with no issues..... but maybe is you rig and not the server.....
we have a guy here who let us borrow his save which was about 22MB big and it used around 22GB of ram and it ran fine on my machine and a guy name @blazing halo also ran it on his machine fine so I'm pretty sure it not the game itself
so, uh, are programmable splitters working? I just did a test here and it worked first time, but I'm highly skeptical... in U5 they were completely jacked.
they are still broken from what i've seen on update 6 experimental
shame. yeah, I loaded a different save game, no luck. Strange that it seems to work on a fresh new game (created in single player, mod to add resources to build it, then disable mod, load into DS... worked fine)
yeah they are still very buggy imo sometimes they work but most of the time they are broken loll
Well it would be nice to see an entire update spent on stabilization (and multi-player) - get EXISTING things working, instead of add new things.
We all love new stuff, but man... this is starting to wear on me. I abandoned an entire save game because the bugs are so bad. Map not working (cant even see players or yourself or trains), rubberbanding lag on local network with powerful PCs, , splitters as mentioned, etc.
I'm having an issue with my dedicated server after version 6. It will randomly die shortly after starting the server without error. This is the same thing I experienced when trying expirimental version before version 6 was pushed to early access as well. Version 5 was working without issue and I can still start that version without problem but my Steam client has already updated and will not connect to it.
Anyone have any suggestions? 👆
Seem like it running out of ram if it just kills it like that... update 6 need at around 10GB of free ram to be able to start up
it would start the instance fine but once you try to load into the server if you have less than 10GB it wont start up
This VPS only has 8GB ram... So that's probably the problem. I'm pretty sure that used to be the minimum requirement but I'm now seeing a minimum requirement of 12GB on the dedicated servers wiki page. That's pretty disappointing.
Thanks for the info though.
yeah update 5 recommend was 8GB but update 6 increase that to minimum 12GB recommended is 16GB now
Well that's a pretty drastic change and quite frustrating honestly.... I'll have to rethink how to host my server I guess.
Anyone have a server provider that will allow me to upload/download existing game data as needed? Or any cloud VPS provider that offers 16GB ram at a reasonable rate for a casual player?
Hey folks! We have been trying to track down some crashes that occur on dedicated server. One of the callstacks we can't seem to get to the bottom of is the one attached.
It would help us a ton if someone who ran into this crash shared some information - any information that goes beyond the callstack itself.
This is another one of those elusive crashes.
Not an expert on unreal stuff, but both crashes seem to happen during loading the game map, at least from the initial look of the stacktraces.
The first one, could it be that an object is incorrectly compressed or not compressed, at save and then tries to load it using the wrong impl?
Can it be compression settings being incorrect between saveing and loading, if there is such an option?
Possible that data is loaded and saved in different order? I'm assuming the server uses the same save load system as the game, so I'm gonna have to guess this isnt the problem.
I'm guessing you've thought of these things as well. But since I've not experience the crash myself I'm probably not gonna be able to help that much :/
server crashes few seconds after startup, using steamCMD for install, new setup - any tips to check
How much RAM does your server have? If it's 8GB, that's not enough.
This one we've seen here before, in connection to EX Update 6. You can probably do a search for CreateGameModeForURL. Looks like it was also posted in #old-questions-and-help and #satisfactory-experimental a few times. If I see it again, I'll ping you.
Hell, it's possible I have it in my own crash logs, as the server is sometimes dead when I go to connect... 😂
Would any of these interest you? (output of find /var/NVMe/SATISFACTORY_* -type f -iname "*.log" -exec grep -Hn CreateGameModeForURL {} \; on my server system) If so, please list the filenames for me, and I'll pass them over to you. Or just DM me.
Also, there's this bush that reliably crashes the server when chainsawed... 🤣 Or, it did, on EX - haven't tried on the new EA stuff.
nullptr bush.
It's a special bush, too - it has a slug on top. Clearly placed there by an intelligent designer... ;P The bush ain't burnin', but touching it surely burns you. 😂
everything i join my dedicated server (new game) it crashes...
this is the console: https://pastebin.com/0JBeyJHZ
Cant seem to figure out what the problem is.
I'm using AMP on Ubuntu 20.4
Someone knows how to fix this ?
Does anyone know what to do here because i cant select anything? Im new so i have no idea. Should i post this in questions and help or in this channel
The UI won't allow you to do anything with the server if it doesn't have an active management connection to it.
Since it shows both "Offline" and "Server name pending", you have no communication with the server - not even a ping on the Beacon.
How do i fix this 'no communication' thing
That log is cut off - whatever happened, it wasn't recorded in that file. Find the crash reports and post a context XML.
It strongly depends on what the issue is, and where the server is.
So tell us more.
Like that, yes.
Australia
Okay, let's be more specific: is it hosted by a game-hosting company, a server-hosting company, by you, by your friend? and so on. Is it in your LAN? Are you trying to connect over LAN? Over the Internet?
Right. Any logs from the panel?
And for future reference, if you're paying for a company to professionally host the game server for you - you should first contact the hosting company's tech support. You're paying for their attention and time, after all. They're also in the best position to help you, since they know intimate details of their setup - which we do not.
But as far as ShockByte, we are aware of an issue with RAM on their hosting. You need to be on the 10 GB RAM plan at least - otherwise the server will likely crash when starting or loading the game.
Is there a good server hosting company?
I wouldn't know - I self-host. People here seem to say that ShockByte is OK, after you upgrade RAM on their offering. 8 GB is not enough as of Update 6 EA.
Just don't go to Nitrado, as they're lying scumbags who have no issues cheating you out of your money.
I believe there was a free one on epic games? Was that a limited time only
No, it's free (and also available on STEAM and through steamcmd for free as well), but you have to host it yourself. As in - set up a PC that can run it, run it there, pay for electricity etc. The hosting companies get it from the same place.
nitrado hosts game servers at least
What did I just say about Nitrado?
ah ok. Thanks for your help anyways.
i started the server in my pc, the game and server versions dont match, tried updating via steamcmd but doesnt update
@abstract garnet
Which versions are you being given?
@blazing halo just because you say so, i shouldn't use it? What did they do to you?
See for yourself: shorturl.at/fx148
Ugh, timed out.
Gimme a sec.
so they don't have mod support? I don't know. Does the server even have mods support yet?
game version - 201717, server - 201145
They don't have mod support, but they advertise as if they do, and you only find out after you've paid.
shorturl.at/IOQRY here
they've removed the advertisement from their website?
At this time, probably?
Nope, it's still up --> server.nitrado.net/usa/news2/view/most-popular-satisfactory-mods/
sad
They have changed some the wording though. It's no longer directly implied that their server supports mods.
Still, there are so many hosters out there, that I'm not going to let them live that down.
😄 so it's personal already
They still use the most offending piece, which is All of this and so much more can be done through mods and we will show you the most popular mods and how you can add them to your Satisfactory game! {link to server hosting offering} They don't actually say "mods aren't working with dedicated servers yet" anywhere, either.
idk, recommend some good games host, then?
Hmm... you could search this channel for mention of "host".
i googled and stumbled across nitrado. I'll do that the next time too, then. Just won't pick nitrado
Keep in mind that you're not allowed to outright advertise hosts here, and the nature of this channel (tech support and issue discussion) means we see the ones with issues the most.
it's not advertisement. It can be unpaid recommendation.
No, sure thing. I just wanted to point out that you won't see advertisements here,
and you're more likely to find out which are bad
as opposed to which are good.
:D
I self-host, and haven't had issues I couldn't fix (or work around) yet. But then, I both have a spare PC and can afford to feed it power every month.
hey guys i have a problem,
When i start mij dedicated it closes automatically.
I did use steamcmd etc but cant find any solution.
Log?
this one?
LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
Your port UDP/15777 is already being used by a program.
you can use the "netstat" or "ss" command to check for open ports on linux
its a windows vps
ports are between 1 and 65535, but I would keep the port of the game between 1025 and ~30000... so just grab another random number and try again
okay i will try
You can, for starters, check if you already have a server running.
there is notting running atm
Without -log it closes the CMD window on Windows, but continues to run.
So if you added -log recently...
I don't know of many (or any, really) services that use port UDP/15777, so that's the most likely explanation.
yeah
need to restart mij vps then haha
now stuck on this
i think its starting up atm?
FIRST, you're in Select Mode.
See how it says "Select" in the window name, and you have a white square in the window?
yes i see
When this happens, the server will be blocked from working.
You need to leave Select Mode (hit ENTER).
okay my bad haha
Be aware that dragging the mouse over the window's contents will enter Select Mode.
So be careful with it.
yeah i understand
SECOND: when you see notifications about EOS-P2P and NAT -- you can ignore those warnings, they're all things that aren't supposed to work in this server.
We typically use them as indicators that the server has finished starting up and is now ready to accept connections.
It should be, yes.
but now i cant find the server in de server manager in game
i did put my IP adres and port correct
it says that the server is offline
or do i need to have the game on my vps?
This is a client log.
hol on lemme dig up right map
😅
i cant seem to find the log file cuz i never got to setup process
Yeah, not sure what that means.
The log file should exist the moment the server is started. Note that the server's log file will be in the server's install directory (as opposed to the client log file, which is in APPDATA).
think i found it?
appearantly from the mass errors im reading im not allowed to have server and game on same machine?
LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
Your port UDP/15777 is already in use.
I see that the Windows version of the server provides a bit more explanation on this error... xDDDDDDDDD
**AS IF THEY KNEW THIS WOULD HAPPEN **HAHAHAHAHA
Good one, devs! Pull the other one... it's got bells on!
um sorry for being dumb but im not network admin but ty lol
Who said anything about you being dumb?
Would you say I'm dumb because I don't know Salesforce?
idk lol
It's not my area of expertise. There ain't a person in the world that knows everything.
Don't self-deprecate without reason, it doesn't look good on you.
is there an augment to make the thing start as i boot pc?
Not really. You can set it up as a system service (using third-party tools), but you'll find it difficult if this is already beyond your comfort zone.
And I'm assuming you're setting this up for your personal use?
Because if you want this to be Internet-reachable, there's also some networking stuff you'll need to figure out.
ok i legit need help here how do i add the server and config? 😂
You see that wee "Add server" button in the manager UI in the game? 😂
it asks for adress
Same PC?
mine still says it is offline, i opened all the ports
I swear, if someone came up to you and said "Hey, I've never driven a car, can you show me how? I'd like to reach Toronto today." - you'd call them crazy. :D
iiiiiim just gonna note that down
Meanwhile here it's bread and butter. :D
On Windows, it should've asked you to open ports in the firewall when you first ran it.
Again - this is for your personal use, right?
on my vps all the ports are open so i dont know what the problem is
yeah it is for personal use
What VPS?
got a dedicated by etheron
THIS IS SHIT YOU MENTION AT THE START xDDDDDDDD
my bad hahahahaha
hahahaha
so if i start over again, Iam trying to host a server on a dedicated xDDDD
That makes this a bit more complex, though. For one, only your VPS host knows the IP you need to use.
But then, if you're remoting into it,
you already have the IP.
yeah i have it
Then use the Force it.
huh?
Use that IP when adding the server.
Okay, can you DM me the IP?
I assume you used the default ports? (as in, didn't configure any?)
Yeah, that's very unreachable.
Hey, can you run ipconfig /all and see if any IPs returned on that VPS match the IP you DMed me?
Just for shits and giggles.
@blazing halo thank u o/
maybe there is a firewall external to the virtual machine? something you can configure in the Web-Interface of the provider?
@median galleon > Red Hat VirtIO Ethernet Adapter
Do you need to configure ports in some sort of panel?
Okay. Can you verify that the server is actually running?
And you can go ahead and ask them if you need to do anything special to open nonstandard ports on that VPS.
this is the server atm
also ye just personal
Cool, cool. So it works, then?
ye got in and everything
Yay for small miracles.
Have fun with it. :)
Keep in mind that they may not like you running a game server on their VPS. It depends on the hosting company, though -- some don't give a fuck what you run, but some may frown on "non-standard uses" or even bill you extra.
yeah the hosting where iam is for gaming
Yeah, I'm primarily in the webservices hosting market (part of my job), so that's what I'm going off of.
really? Which vps provider would ask extra for running a game server?
Those that claim to offer unrestricted services, but then you need to contact them if you want outgoing SMTP? xD
😄
(because you dared not to use their mailserver XD)
The world is full of weird and dumb people. Sometimes I'm one of 'em. xD
Sometimes I deal with 'em. You know how it is.
but i did add the udp and tcp in the firewall so normally it should be working right?
Just UDP you need.
/yoda
i did both 😛
Then don't.
If you need to open your oven, do you raise the toilet seat for good measure too?
... okay, that analogy went south in a split second, I admit.
But I assume you got what I meant?
Does it have any restrictions on outgoing?
outbound inbound
Yeah, yeah.
Still, outbound should be permitted by default. There's no need to limit it unless you actually need to.
Inbound is the one that's usually limited.
Sure. :)
I don't often actually deal with hosting services on Windows, so it's nice to see I managed to bumble my way through this one. :D
Somehow... :D
Enjoy your server. ;)
Thanks. :D
thanks dude 🙂
hahahahaha
Oh snap! xD
I'm writing an API, and I just refactored some validation functions out of a component to another component.
And I'm sitting there, patting myself on the back... but what's this?
Posted data fails validation?!
HOW COME?! WHY?!!!!!!!
... oh, right,
I never defined the contents in the first place.
xDDDDDDD
🤣
"Uhhhh, brain - you might want to actually write those functions now that you're happy with where they are."
-- just a bit of insight into why you sometimes find idiotic bugs like...
Uhhh... good enough? I guess? 😂
13:33:31|cc435743| REGISTRATION: Registration data is SANE
There is a god... he loves us all so much... ./' ./''
Any1 know how to drop the rendering load for dedicated servers?
We just started and the server is already using 9GB of RAM
There shouldn't be any rendering load for dedicated servers.
That's all game logic.
I KNOW, when I launched ARK for the first time in my life, I was dumbfounded too.
YES, Unreal Engine really does use all that RAM for game logic.
Update 5 i had no issues with 6GB of RAM
ARK with some mods (like, 50 xD) is upwards of 15 GiB of RAM per instance.
So its just accept that it needs more?
You do, yes. Be happy - it now only requires about 9.5-10 GiB. While it was in Experimental, it required 10.5 GiB at minimum.
Alright
Other UE games have similar RAM demands - ARK, CONAN: Exiles, Dark and Light... it's the same shit.
Remember hlds? It could run on a damn toaster as long as said toaster had 133 MHz and 32 MiB of RAM.
But hey, it's not 1998 any more.
to be fair, 32 Gig of RAM are not that expensive today... so games scaled up
True. But one thing to keep in mind: not everyone has a proper server machine that can house more than 32 GiB of RAM.
I rent a dedicated server so my friends can play without my pc being on
I got 64GB in my own pc
DDR3 sticks of 16+ GiB size only come in ECC flavours, really. If you happen to have only 4 RAM slots, you're usually limited to 4x 8 GiB.
(and besides, I've yet to see a DDR3 consumer motherboard that supports 16 GiB per slot, and doesn't cost as much as a black-market kidney)
(I'm not sure CPUs in that range support such modules tbh)
where do I report bugs?
@blazing halo The grind doesn’t stop for you, kudos.
It's actually both the Windows and Linux versions but we changed the log message (and made it not crash) during yesterday's release.
Oh. Cool! :D
I just assumed that you just assumed that if I'm running this on Linux and I don't understand what "failed to bind" means - no extra explanations in the world will save my soul... 😂
Hehe, how precious would that be 
Gotta love ambigious error messages 😄
"failed to bind" isn't really ambiguous, tho'
It refers to a very specific operation, literally a bind() call. :D
There're really only two reasons it can fail:
- the port is already bound, or
- you don't have the required permissions to bind to the port
And if the port is not in the reserved range, the former is more likely.
Indeed.
Fair 🙂
Hey quick question, how frequent and how intense should I normally expect rollbacks to be? I have a dedicated server setup in a rented VPS with an SSD and 16GB of RAM on Ubuntu, and experiencing 5-10s of Rollback every few minutes after a good 30minutes of uptime (varies quite a bit). I'm mostly trying to figure out if this is normal or if it's a symptom of the virtualization. If you have any tips to diagnose this further I'd love to hear them
Thanks!
Just started it up as well, so I have no point of comparison with update 5
Check if your rubber-banding matches the server saving the game. See how long it takes for it to save.
rollbacks?
When mp saves, everything you did during the save gets reset for client
On dedicated or mp
I did assume that was the case but it seemed more frequent than the 5min intervals, I'll double check when I get home
Hi There ! Are dedicated server updatable to Update 6 ?
anyone knows for beta branch ?
Aren't experimental and beta the same? Might be missing info
as far as i know, experimental is alpha-like verions and beta are ready-to-use for everyone
Yes. Switch over to EA to get the latest version, it's passed Experimental.
So not yet in beta channel on steamcmd ?
Beta channel will not be updated until the next Experimental release.
EA is now ahead of EX.
So, using steamcmd, I should go to experimental branch ?
You should move from experimental.
The beta has closed for now.
Think of EA as "stable" and EX (beta experimental) as "devel".
Update 6 has moved out of devel and been merged to stable.
I use this command on steamcmd : force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
is that not the right one now ?
That's the correct command.
Technically you only need to add -beta public if you have previously been on -beta experimental.
Otherwise, you can ommit the command.
Did not realize EA was ahead of EX, will be moving out of EX thanks!
then, I don't get why I don't get the same version for server and client (201 717 vs 188 609 for server)
They're the same.
I don't actually know that they're not keeping parity, but they did break parity at Update 5, so...
Oh this confused me then, won't be moving in that case
Let me check, actually. I'll update my Experimental server and see what I get.
I feel like a changelog page for dedicated server would be great ^^
Okay. So right now EA and EX are at parity still.
But keep in mind - that may change.
When Update 5 was released, remember how there was a big notification on the right (in the main menu) about how Beta was behind Early Access?
I started after U5 release ^^
Is there any way to check/follow if a dedicated server update is out ?
I stopped playing on update 3 and only just started again so no! But thanks for the info, I'll be sure to keep it in mind just in case!
i'm goint to try experimentale branch since beta branch seems to be behind current game client version
ngl the command prompt popping up all the time is sliiiighly annoying and the system service route didnt go well cuz i use nssm and the game considered server offline
... same results game is 201 717 and server 188 609. Going to wait for a new update of the server.
@blazing halo so guess its singleplayer for me cuz either or is kinda annoying lol
Uhhhh, what?
Okay, lots of confusion here. STEAM calls it "beta", but there are only 2 branches, ever: "Early Access" (also known as "beta public" in STEAM), and "Experimental" (also known as "beta experimental" in STEAM).
Whenever there is an Experimental version being worked on, the Early Access (EA) version remains what it last was until the development is done and the Experimental (EX) branch is merged back to EA.
I got that. And currently, when I update dedicated server using steamcmd, version of dedicated server is lower/older than game client. Whatever branch of steam i use.
Then it's an issue with STEAM's delivery pipeline. It should be at parity. I'm currently playing 201717 on my private server, and I ran an update on my Experimental no more than 3 hours ago and everything pulled in fine.
I can confirm that I was able to install 201717 for both client and server from both EA and EX.
I just delete the folder and looks like, indeed, steamcmd is not realy updating the game since the folder has not be recreated
Then you're likely installing to the wrong place.
I'm not. I think it's more likely to be releated to privilege issues
I find that it's most commonly related to not specifying force_install_dir or putting it in the wrong place,
and then getting the server installed to whatever directory you happened to run the command in.
looks like steamcmd behavior changed because since I updated it on monday, no game is updating file into directory and logs shows access privileges issue. I'm going to try to copy/paste the downloading cache of steamcmd...
manual update by copy/pasting files worked. Thx for the help. Now, i've another issue to fix ^^
does someone know if there is a fix for the bug that when placing down belts it sometimes doesn't connect to machines/spliters/mergers i've played on multiple dedicated servers and this has pretty much always been an issue anyone know a fix for it or something?
It's an issue of desynchronisation between client and server, looks like. Only really happens when the server is so busy that it can't process you putting down the belt (or pipe, since those are affected as well).
Unfortunately, the only real solution to that is more powerful hardware.
Even on powerfully hardware I've had that issue
It also happens if the client has a poor internet connection, or if there's 3+ people online.
i don't know if this is a silly question. Does satisfactory server make use of multiple cores or nah?
Is mainly very single threaded heavy
The only other solution is to disable autosaves.
> 3+ people online
See: more powerful hardware
> poor internet connection
Well, you kinda answered your own question there.
The problem, like I said, is desynchronisation. The client believes the belt/pipe has been placed. The server disagrees, because it was too busy to handle the placement command (lacking hardware), or never received it (crappy internet) in the first place. What this means in particular, is that they can agree on how it looks, but the server will disagree on the effects it has.
(or, more specifically, the "glue" code that connects cause - placement - with effect - attachment - was never triggered, and it doesn't matter how it looks)
What I'm trying to say is: this can not be enforced. It's just not physically possible to have a 100% reliable system built only on unreliable components.
Same with TCP/IP: while TCP has a lot of compensations that, on the average day, work wonders mitigating the unreliability of IP - eventually it must give up and say "connection failed".
The only way to "fix" this would be for the server to acknowledge every action every player performs.
I have tried creating the server ini file as described https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files but all I am able to find are those files:
❯ fd -iuuu ini
.config/Epic/FactoryGame/GUID.ini
.local/share/Steam/public/steambootstrapper_ukrainian.txt
Engine/Saved/Config/LinuxServer/Manifest.ini
FactoryGame/Saved/Config/CrashReportClient/UE4CC-Linux-2606186357D8432EA5F2BE073B9B82F7/CrashReportClient.ini
FactoryGame/Saved/Config/CrashReportClient/UE4CC-Linux-FFEA29FABF1B4D489193B5E7B3F6EF70/CrashReportClient.ini
FactoryGame/Saved/Config/LinuxServer/ApexDestruction.ini
FactoryGame/Saved/Config/LinuxServer/Compat.ini
FactoryGame/Saved/Config/LinuxServer/DeviceProfiles.ini
FactoryGame/Saved/Config/LinuxServer/EditorScriptingUtilities.ini
FactoryGame/Saved/Config/LinuxServer/Engine.ini
FactoryGame/Saved/Config/LinuxServer/Game.ini
FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
FactoryGame/Saved/Config/LinuxServer/Hardware.ini
FactoryGame/Saved/Config/LinuxServer/Input.ini
FactoryGame/Saved/Config/LinuxServer/MotoSynth.ini
FactoryGame/Saved/Config/LinuxServer/Niagara.ini
FactoryGame/Saved/Config/LinuxServer/Paper2D.ini
FactoryGame/Saved/Config/LinuxServer/PhysXVehicles.ini
FactoryGame/Saved/Config/LinuxServer/RuntimeOptions.ini
FactoryGame/Saved/Config/LinuxServer/Scalability.ini
FactoryGame/Saved/Config/LinuxServer/Synthesis.ini
FactoryGame/Saved/Config/LinuxServer/VariantManagerContent.ini
FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-151697-55EDDB09F4B6433396C632A57BF7CAAC/CrashReportClient.ini
what am I missing here? also is there a way to create an ini file that prevents initial claiming of the server and also sets admin/user password?
Which server ini file? There's lots in that list.
also is there a way to create an ini file that prevents initial claiming of the server and also sets admin/user password?
No, these settings are stored in a binary file.
You can try setting no user/admin passwords, and a default "Untitled" server name - and then copying that file somewhere safe, to be reused later.
If you want to have the ServerSettings.ini file, you need to configure the server first. Then the file will be created. It controls two settings - pause on 0 players, and save on player exit.
Try sudo dpkg --add-architecture i386, then sudo apt update, and finally sudo apt install steamcmd.
(steamcmd is x86 exclusively)
hmm still doesn't work
I had a similar issue after a fresh re-install of Debian Bullseye. After trying everything else I could imagine, I reinstalled again but used the full CD instead of netinst. No issue after. Could have been the mirror I used the first time, IDK.
Please don't jump to that, just wanted to offer how I ended up fixing that.
Frustrated. Programmable Splitters are "fixed" according to SF, 2 weeks ago, build #199356. And I HATE when they CLOSE an issue and it can no longer be commented on, which means if the issue still exists, it goes to the bottom of the vote queue with a new issue. Ugh.
https://questions.satisfactorygame.com/post/6185a6cc831c85205235ae16
lmao that was the link to steamcmd
explain. Does this link look like steamcmd?
bot censored the command I sent
ah
known issue?
oh i forgor those were a thing
apt update not upgrade
upgrade does an upgrade to outdated installed packages
update refreshes the info on what packages are available
=\ its not a satellite node though, just a water extractor on normal water
My best guess its a similar bug may just need to be replaced
Please provide map screenshot of location with your cursor centered on the spot (so that the coords match).
Just created a server and when i created a world either me or my friend get my loot from another world of mine
Any way to fix this
What do you mean?
red dune desert
Yes, known issue in that area.
oh dang i need to move my powerplant then. thanks
I have another world with tier 2 loot however when i created a server with new world it started the world in tier 2 and all my loot still on me
any idea if this is only in dedicated? or also the same in single player?
That's weird. Haven't heard of that one before.
Ye i know
Known in SP as well, IIRC. But I can be wrong, so don't take my word for it. Ask in #satisfactory-experimental
ty
I am seem to have an idea what happens with my bug, If you create world skipping the intro it give me loot from another world but if you have intro it full refresh
This is in single-player, then?
That test was yes
but i was having issues on a dedicated server as well
what is annoying is that it seeming to grab data from another world that not exists
thanks for your reply. Thats what I tried but even then it is not created.. but if I can only set pause on 0 players and save on player exit then it is pretty useless to me anyways.. I was hoping for a declarative way to set admin and user password
Anyone available to help me with local server hosting? Trying to host server on the same PC that I will be playing on. Hosting so my friends can join in. When I disable windows firewall it works. When firewall is enabled server shows offline/not authenticated yadayada... So obviously it's an issue with windows firewall. I just can't seem to get it to work with firewall enabled and I don't want to leave it disabled. I've added programs to allow through firewall added ports to allow through but still no luck. So my question is what program should be allowed through windows firewall? and what ports need to be forwarded?
I think I figured it out.. seeing how "UE4Server-Win64-Shipping" process is listening on the correct ports I added that to the windows firewall allow list and now I can at least join the server whereas before I could not. Still waiting for my friend to hop on and see if he can get in as well. Looks like I'm on the right track though.
If you're inside a LAN, you can potentially leave it disabled.
can i plz join som1s server
I can host an instance for you it will be a clean save if you would like… but I’m base in souther Cali just for latency purposes lol dm if interested
wots an instance server
Meaning I can host a game for you
like make a server 24/7
@slim blaze all the people in #looking-for-group-old want people to join, many are dedicated servers
Yeah my server always run 24/7 but yeah let me know but like @desert walrus said you can also check there
I probably could
No mic though
im looking for a server to help out anyone need help
i also dont want mic
thats fine
I’m sorry dude I’m mainly host for people and i already finish update 6 but thanks for the offer..
um ok
why i cant lunch dedicated server???
i try so many time and te server just dont start
Log please.
Well if it just kills the server when you try to log into it then is most likely your running out of ram you need for update six at least 10gb free of ram for the server to start up
But post the log in here to see what actually wrong
can someone help me
it just says server name pending / server is offline on satisfactory
is 9gb ram usage normal
just restarted the container mine was in and I'm seeing a little over 5gb immediately after restart finished and 13gb when my player joined
Yeah update 6 need around 10gb to be able to start up
So i recently got a dedicated server i am trying to run satisfactory server tool on, i used steam CMD to get the files and the server fails to launch with an error about SetEnvironmentVar is not available on this platform or something, then one about missing packages for an object scanner
However when i took blank files from my local machine it launched fine, imported the save, closed it now it's broke again
Yes - FactoryServer.exe -log -unattended would be the command
So at the target factoryserver -log -unattemded
Ie here? Or steam augment?
I personally use a batch file to run it
Oki need to look up how to make one lol
So in the server directory create a file called start.bat or something
Then inside that file(You can edit batch files in notepad) you can put FactoryServer.exe -log -unattended then to start the server just run the file
how exactly do i gotta set up so my satisfactory install connect to the server that is on my other puter?
is there a augment for limiting ram?
Well Update 6 needs 10gb to start up and i'm not entirely sure
oof 16gb ram moment lol
lol yeah