#dedicated-servers
1 messages · Page 12 of 1
Will do.
Done
Okay. Didn't change anything. Can you show me how you did this?
Oh, you already have -multihome in there.
Then that additional parameter does nothing, in that case (multihome already disables packet routing).
Is that IP in-line with your server's LAN IP?
(and your host number is, accidentally, same as mine :D I use 10.0.1.22)
Yup, it is my server IP. thats funny 😄
Hmm...
Are you sure that this is the only server running?
Please shut it down and tell me when you did.
It's down now
Hm, it looks like it's the only server.
Okay, what does the log say when I try to connect?
I'll DM a screenshot, I wouldn't want to expose your public IP if you dont want it
I don't particularly care, but sure.
That's interesting... I've had that issue before.
Are you using some sort of tunneling?
Disable the firewall for a second and tell me when it's down?
Windows Defender Firewall has been disabled
UGH, my client decided it's had enough trying to connect.
I'd need to restart the game to test again. :(
UGHHHHHHHHHHHFFFFFFFFFIIIIIIIIIIIINE
Hold up I'm assuming you want me to start the server again right lol
Hey I like to follow instructions ok aha
yup
Firewall still down, yes?
Yes
Does it say the same thing? Multiple "ignoring handshake packet" messages in a row?
I don't see anything this time.. Try again maybe?
Retrying.
nothing
How are you checking?
Usually it shows up in the cmd window
Did it say anything when I tried to connect?
nope
Let me give the whole thing a reboot LOL
Okay.
Back up
Does it say anything now?
Yeah I only see one "Warning: Empty Certificate identifier" but nothing repeated
That looks correct. Very correct.
Does your router allow you to change the NAT type you're behind?
Because that's apparently an option. I learned that last month... or maybe even this month?
It's a pretty basic ISP router... But I can look. I've ran game servers using it before though...
Satisfactory is very bitchy though...
Still, apart from that "pending connection lost" message, it looks like a proper connection. Not sure what's going on here.
I assume you can connect to the server yourself?
I've been unable to so far. I will try again now.
Remember to use your local LAN IP, since you're inside the same network.
May be. In general, the Windows "firewall" is nothing more than a glorified packet filter.
If you control access to it on the router, you generally don't need the Windows one as well, unless you don't fully trust people inside your network.
Got it. Thanks for your help. I'll see if I can troubleshoot connection further with a friend
Besides, it's essentially impossible to create a proper firewall nowadays.
Fair enough, haha. I gotta get Pfsense up and running so I can ditch this EE router asasp XD
True, more config options than EE's "Firewall" built in to their router though ha
My friend connected just fine, thank you for your help
i may have an issue with manual saves/autosaves does nothing and when i press continue it reverts my progress
I guess windows firewall is staying off for now XD
Sure.
Like I said - it performs exactly the same function as the packet filter on your router.
You put it between the people you don't trust, and the resource you want to protect.
I LITERALLY DID WORK THE LAST 10min and nothing was saved :/
If you trust people inside your network (to not get exposed to viruses and shit), you can leave the Windows one off.
What did you name your save? Any special characters in the name?
no
Do you have save permissions to the game's save directory?
yes
How did you check this?
server manager?
How does that give you info on save permissions?
hold on im checking
While you're there, check if that disk has space available and isn't mounted read-only (which sometimes happens when there are errors detected on the filesystem).
i still have a lot of space left im lost why nothing was saved over the last 30min lol
especially with save on disconnect enabled
That usually happens when a) there's not enough space, b) the server doesn't have write permissions, or c) when there are special characters in the session name (because they also must be legal for filenames).
hold on im checking windows defender
Windows Defender has nothing to do with this. Or shouldn't, anyway.
If it's detecting malicious data in that folder, I don't know what to tell you. 🤣
its wierd its autosaving yet nothing of the shit ive done the last hour was saved?
and i spawn back and hub reverted
map looks like its writing disabled dou
idk if that was issue
What happens when save and you give it a memorable name that you can then look for on the filesystem?
Can you look for the save and confirm that it gets created?
lemme check
Or, for example, move all of the files from the save directory, and see if it still sees those save files?
Maybe you're looking at the wrong folder?
i look at local factorygame folder save thing is that wrong?
its creating the files but for whatever reason it doesnt save the progress when autosaving/logging out
the manual save is in the folder
and server has been autosaving often sooo idk 🤔
i am so lost lol
it autosaved entire time i expanded soooo dunno
but ye an hour + gone
ive tried both connecting via server manager or continue but it is stiiiil no progress lol
should the triangle be worrying? @blazing halo
Hi, we have a little trouble with our server and savegame.
On the Server we get allways (maybe timeout at autosave) disconnected and if we rejoin players are set back to the HUB with a basher in the hand.
Seems to be a complete new player session.
I've checked the Savegame at Satisfactory Calculator and can see that many Players are doubled, means different player IDs with Guest#12345... but with the same SteamID oder Epic ID.
Are people playing the game on epic games and then later switching to steam? That can cause clones. No idea on the display with dedicated though.
No, one of them is my own. And i've only an Steam Account.
No clue then, sorry, I don’t use MP, just sounded like they were clones.
im still so lost why nothing was saved 😂
i seem to have like a 2h gap between saves
idk if it was cause me doin sleep mode or not
Hey is this the channel to ask for help about setting up a dedicated server?
What the issue
i get the server up and running but when i create a world and connect the server crashes and kicks the player
It sounds like your running out of ram for update 6 you need a minimum of 12GB for the server to be able to load the map
i have 16 installed. is there a config to allocate the ram?
And are you playing on the same machine that your hosting??? Or is it a separate machine
seperate ubuntu machine
Well is better to post the .txt log files is a small file that you can post here to see what wrong
but maybe try -DisablePacketRouting, -multihome=0.0.0.0 or -multihome={ip of the server} and apply to the server's launch arguments see if that helps
so i would change the startup file
yeah try adding -DisablePacketRouting, -multihome=0.0.0.0 or -multihome={ip of the server} pick either or see if it helps
do u happen to know the name of the file i need to edit
on linux no i dont i host it on windows i know @blazing halo knows a lot more about linux stuff but google is your friend on this one
I havent edited (or found) the file yet but this is the log it leaves behind: https://pastebin.com/bM7fxTCy
just post the .txt file here because i think pastebin cuts it off because is incomplete on pastebin
well from the logs it seems the server started correctly and was able to load the map... so it seems you have a networking issue
would that extra command allow for it to work or is that a different thing
yeah from other people having the same issue as you they got it to work by adding either -DisablePacketRouting, -multihome=0.0.0.0 or -multihome={ip of the server} and make sure your not using IPv6 which causes a lot of issues
Using an IPv4 address for -multihome will force it into IPv4 regardless, but I tend to tell people to just kill IPv6 since nearly nothing actually uses it.
Still, that looks OK as far as startup goes.
i use LinuxGSM for installing the server
That would be nice to know at the start.
owh . w8
startparameters="FactoryGame -multihome=${ip} -ServerQueryPort=${queryport} -BeaconPort=${beaconport} -Port=${port} -log -unattended"
i have no clue where it goes wrong
Yeah, I don't really know any LGSM.
The server starts up correctly, at any rate. The CL is also correct.
You can't connect over LAN?
yes
Do you have the packet filter up?
i didnt change anything about it
Then probably not.
so i might need to change it. if its down by default
Can you nc to those ports and see if they reply anything?
Game and Beacon should reply to 4-letter whatever with GAME and BCON respectively.
how do i nc it?
nc -u ip port
Did you type in a 4-letter word followed by enter?
yes
yes
Was the server running at the time?
yes
Then it's not reachable.
that is strange. my client does see the server when its up
Talk to LinuxGSM guys.
oowh oke
Linux firewall on the server metal blocking all connections?
Yes
Ubuntu Desktop?
uuuh. i connect to it via commandline
But was it set up for Ubuntu using the desktop distro?
Because that one does come with a preconfigured firewall.
5.8.0-63-generic #71-Ubuntu SMP Tue Jul 13 15:59:12 UTC 2021 x86_64 x86_64 x86_64 G NU/Linux
That doesn't say much.
thats my current disctro
My Ubuntu desktop installed with ufw deactivated, so... I would expect it's off
Still, I've seen a connectivity issue before, and it was also incidentally on Ubuntu.
Lol
Status: inactive
Hm. Then I really don't have a clue.
Talk to LGSM guys and please let us know what the resolution is.
ill take a looksie on the linuxgsm no worries
I will. Thanks for ur time anyway
u 2 @loud minnow ❤️
Anyone has any dedicated servers to recommend for hosting Satisfactory?
I tried using Contabo but despite paying extra for hosting it in my home country (Singapore), it keeps routing the connection out of Singapore and back, resulting in a significantly higher ping, and they haven't really fixed this issue since over a year ago
That's a pretty specific requirement.
I don't think so...? I just need a dedicated server that can host satisfactory (you know, 12GB of RAM and above, and doesn't charge you something like $80/month) and doesn't create unnecessary lag?
Yeah, to be honest, I know of no companies in Singapore. :D
Hosting or otherwise.
The nearest I might point to is Australia.
They don't **need **to be based in Singapore, several of them have servers in Singapore to run them, while charging a small fee to host in those locations.
ok foooor whatever reason launching via bat file satisserver starts 2 instances
Show the batch file's contents.
Try adding -log to that, because I suspect you're launching it twice.
If you have Windows configured to run things on single-click (instead of double-click), it might also happen that way.
idk man i dont config much that may be the cause
why don't use alibaba cloud?
or AWS China
Hey boys what's some recommended hosting providers I can check out
I saw one advertised 7 bucks amonth dunno if that's a good deal or not
pebblehost charges 10
i will try pebble, they've done good by me with minecraft over the years
well, before i do that, how latency sensitive is this game?
will I notice like a 150ms latency when placing items into objects for example
hmmm I might just deploy it myself
oracle cloud?
There are currently no plans for an ARM CPU-compatible build, ; ;
Go in cheap for a 8-13 dollar shockbyte server, despite what some of the naysayers here say you might be suprised. If it does suck (doesn't for me) then you aren't out much.
huh okay i was looking at that, seemed inexpensive but then i saw the horror stories on reddit from a couple years ago
When CS says you need 12gig min RAM, that includes the operation system overhead, thats why hosting companies bin you less than that.
i have zero concept of the hardware requirements for satisfactory servers XD
what kind of sneaky switch is this having that toggled on by default XD
Probably because it mimics the way the other game modes play.
Actually, it's because the save files (in sane gameplay) may baloon the RAM use to about that much. The OS overhead can and will be different between OSes - Windows will have about 1.5 GiB of overhead, whereas Linux may have as little as 0.2 GiB. The typical container deployment will probably skew towards the Linux level of consumption.
It also strongly depends on how the VM is deployed. If it's Docker containers, there will be very little overhead, because they essentially run on the OS with extra steps - so there won't be any overhead beyond the first instance.
with docker containers it also depends how you set up docker. In Case of the most used Docker Container its build on Debian Base, so there is more overhead then on Alpine or something even smaller.
in general you can say that the 12 GB Ram are reasonable, I had around 11 in my small new save game, so with larger savefiles you better wanna be save then sorry.
Considering that I pulled my "overhead on Linux" value from Debian (which is what I use), I'd say it can only get better! :D
With generous rounding up, I assume... THIS (plus offsite refinery and a few km of train tracks) is taking up 10.3.
How does a local only windows client with a large factory stay under 4 gigs utilization?
Hey guys, is this the correct channel to ask for help about the setup of a dedicated Server?
I tried to setup one through several means(dedicated VM, dedicated Server, VPS Instance), however i can't get it right. Just on my local network.
I really wanted to host my own as a project however since i failed for several days now, i gave in and bought a server from Nitrado just to find out that the problems are persistent there aswell for me.
I then thought that my computer is the problem however my friend has the same issues and we used my wifes computer, with the same result yet again.
I attached the Log of the Server.
This was gathered after i reinstalled windows, installed the game from steam, reinstalled the Game through Nitrado Hosting.
From my current point of view i rules out every variable that I can, however I really hope that one of you can point me into a direction that will help me to find something that i missed for several days now.
> bought a server from Nitrado
That's your first mistake. :D Giving money to borderline scammers. :D
I tried differnt means before on my servers, but i wanted to see if the problem persits there aswell which it does
i get the same errors on my servers / vm's
If your servers are all outside of your LAN, you may have the same issue I do.
well from the logs the server started fine is seems like a networking issue
I can see lots of repeats of LogDTLSHandler: Warning: Ignoring handshake packet received after completion. in your log. That doesn't bode well.
Within my LAN everything works fine, all outside connections are behaving wierd
That basically means that the server received your packets, sent back replies,
and your client never received the replies.
So basically, whatever the issue is - it's in your router.
I run a Unifi UDM Pro, is there any known issue?
the same error appears over different connections btw
No clue. I've seen this issue three times over the last months,
and one of those times is mine.
Maybe four times, if we count the guy from yesterday.
The same happens over tunnels and reverse proxies and such, which makes me think it's tied to the DTLS implementation they're using, somehow.
It's clearly tied to the client, however. I can host a server inside my LAN just fine, and other people can connect to it just fine.
https://questions.satisfactorygame.com/post/62e2e201ca608e080351af06 here's the report I filed on the QA site
So what i take from that information.
I'm not the only one having this or a similar problem hosting a dedicated server just now.
No.
What you should take from that information, is that you're not the only one having problems connecting to games over the Internet.
If you set your server up inside your LAN, chances are people will be able to connect to it just fine.
People will likely be able to connect to that Nitrado server just fine as well.
It's just you that won't.
If you manage to resolve this problem, let me know.
@terse hill You can also try to see if there's a "NAT type" option in your router. I've seen someone who's had their issues resolved by playing with that setting.
I'm trying to troubleshoot a save game - nobody can connect to the server anymore, we just get stuck at the 'respawn_sequence.bat' loading bar... I know I can load my save into the Satisfactory Calculator, is there anything I can try to do to recover the save?
I was just building some walls last night and then immediately after I zooped some, the ghost of them stayed there and I couldn't do anything else, so I tried disconnecting to reconnect and then I was stuck and couldn't reconnect, and as soon as my other friend disconnected, he couldn't reconnect either
NAT, also NAT Port Mapping Protocol are both enabled on my UDM Pro.
That's what I was thinking too
NAT-PMP smells too much like UPnP for me to like it. I'd advise shutting it off.
It's slightly better, but still not secure.
quick thread search shows ultra limited control for NAT in the UDM Pro gateways. Saw someone able to force it off with an SSH command console, but I'm not comfortable giving advice on changing settings that aren't baked into the interface.
Please explain how you have failed setting it up in your LAN.
I'd be curious how many other instances of this client 'deafness' is from those kind of limited NAT control routers.
Actually, the whole "NAT type" setting is bullshit, as far as I'm concerned. You can achieve any of the listed configurations by simply modifying the packet filter rules. If anything, it's a set of predefined rules.
And without actual developer-backed info/explanation on how the whole thing works (in Satisfactory), I can't tell you why it fails.
Maybe I could play with a basic UE project setup w/ networking to replicate it, and see what the debug says...
i tried pebblehost and it simply didn't work
so then i try bisect and it work fine
does mods work with dedicated server?
The mod community currently does not support the dedicated server, no.
soon tm
Indeed, Soon™️
Well, Soon-ish™️ I suppose, since it's been that since... when did Update 5 come out, again?
ok tried launching the satis server via windows scheduler aaaand nothing happen
Hey guys,
I'm getting a game version mismatch when adding a dedicated server. Client is started through epic games store, server was installed using steamcmd.
That is not a good way to run any service. Don't do it.
Can you tell us more about this mismatch?
what is a good way then?
Under Windows? Probably something like srvany, srvstart, RunAsService, or this community's apparent favourite - nssm --> see https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service#Windows ;)
This is what we're seeing, basicly unable to get the latest version through steamcmd i presume?
We even tried to install the server using the experimental flag
I see.
As far as I'm aware, there are no current issues with updating either via STEAM or steamcmd.
Tried all stable/experimental server and client combinations
Are you sure you're installing to the correct folder? This is by far the issue I see most often.
I ran the installation command as listed on the wiki
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
Is there a specific folder i should install the server to?
Server and client are on different machines btw
No, but it is vital to keep updating into the same folder you originally installed to. I just want you to be sure that you're doing that.
Secondly: are you sure you're launching the correct server? I've seen that once or twice (typically originally caused by confusing directories, thereby ending up with multiple copies of the server).
Ah you mean setting the force install dir param before app_update?
I mean updating into C:\GameServers\SatisfactoryServer if you originally installed to C:\GameServers\SatisfactoryServer.
I've seen people do .\SatisfactoryServer, and end up with several installs in different directories (dependent on where they launched the command).
So. Are you sure that you're launching the correct copy?
And for that matter, are you doing a proper shutdown of the server before updating it?
Thank you kad :), checking right now
um. theeeeeee nssm stuff made my server in satisfactory itself get unclaimed ._.
Just in case - please don't feel insulted. These are all issues that have been seen before, and all could result in the symptoms you're seeing.
Yes, because it is now running under a different user. This new user has its own user directory, with its own saves and so on. You will need to copy them over. You may also need to fix the permissions, so that the server has the necessary write rights to the already-existing (auto)save files.
Haha no worries at all! Just happy someone is there to help me out!
ok im trying to find the folder lol
Try looking under SYSTEM.
Ok so @blazing halo i'm doing all of the above. Literally running all commands listed on the wiki. It seems as though the installed version server wise is pretty old as well Server (201717) vs Client(202470). Maybe steamcmd is caching the latest release version?
Is there an overview of game version i can view somewhere?
What do you mean by "overview"?
A list of all game versions
It might be. Inside the folder there's a Steam-related folder (not sure the name). Delete it and retry.
I was able to set one up on my local computer and on another computer within my LAN
You can look in #patch-notes since whenever a new update drops - or nearly always - there's a note there.
How does that constitute a failure?
We'll, my original plan was to run it off of my dedicated server in the datacenter.
So i failed in that regard that I was unable to get it running in the environment i wanted it to run on.
In the end my homeserver is fine, but the vm on the dedicated server would have had much more ressources.
Let me rephrase: how does that constitute a failure to set it up in your LAN? xD
My understanding of what you wrote was: "I wanted to run this game on my LAN, but failed, so I moved to the datacenter, and can't get it working there either."
Not at all, maybe lost in translation. I wanted to say i was only able to get in running on my local network.
but not where I intended to.
as far as i can see nothing there
It may need to be created, which happens when you for example save a game.
aaaaand network error upon creating great
@blazing halo Apparently there was a server running already, but in the task manager. I think that one was the wrong version thus updating not working. Stopped that process. and now I can join. My bad.
Thanks for helping!
Glad it worked out. :)
only thing i find in windows system folder locally is speech files but no directory lol
even after making a save
And yeah - under Windows, unfortunately, the default behaviour is to hide the window, which simply confuses people. Some will even be combative about it - "no there isn't one" / "yes there is" / "no I'm not an idiot" etc. Can't see the window = the program is not running.
I think you can remedy this by including a start.bat
That's how most minecraft servers do it
There already is one, but I can't remedy anything.
I'm just a player like yourself.
Oh my bad, I assumed you were a dev
Thank you. :D
Then even more thanks to you kind sir!
Like I said - glad it worked.
ok i have service running made a manual save aaaaaaan no directory
yep. thing is no new user was made seems like
Hmmm...
Okay. Try C:\Windows\system32\config\systemprofile\AppData
I forgot the NT AUTHORITY\SYSTEM doesn't actually have a folder in Users. My bad.
folder dont exist
what tf lol
@blazing halo how exactly do i check if the thing has write perms?
Is it having trouble saving?
nah i just wanna double check
If it's saving, you're good.
yes its fine
also sidenote i asume services dont run when pc is in sleep mode?
Of course not.
They will run while there's no logged-in user, however. I would advise you set its start type to Delayed - it's not a critical service for the OS to start, it can be started once Windows has loaded fully.
should i be concerned coal is popping in and out on my conveyor?
No.
The way it seems to be set up is: each stretch of belt has its own "emitter", which can be "loaded" and then "discharged". If it has an "empty slot" and something loaded, it discharges. If either is false, it holds.
So basically "pass the baton", UE-style.
Thing is - since the engine can't track them all over the network, it simulates their position. And if a particular item should have reached the end by next update (but didn't), it simply gets removed wherever it happens to be on the belt (and is "consumed" by the next "emitter").
I've got a thing running on a VPS using 2nd gen EPYC, and it's starting to lag because of slow CPU. I was thinking of changing to digital ocean droplet which are Memory-rich virtual machines with 8GB of RAM per vCPU and dedicated hyper-threads from best-in-class Intel processors. Ideal for RAM-intensive applications like high-performance databases, web scale in-memory caches, and real-time big data processing., whatever that means. But it costs quite a bit. $84/month to be exact (16GB RAM / 2cores). Am I looking for an overkill? Are there cheaper alternatives for fastness?
Anyone? Am I buying too much of omph for what's needed, or is that a fair price? Also, does digital ocean state anywhere what the actual hardware I would be paying for is?
That looks it'll still be a little weak on cpu power
You want at least 4 cores, with plenty of single-threaded performance
16gb of ram is plenty though.
why 4 cores? When I run it on the epyc, it barely uses but single core.
i got some 130% usage
(next option has $168 price tag, 4 cores and 32GB memory... so that's a no)
general purpose would be cheaper but thats ove $100 too
maybe i'll just try it 😄
maybe
hey, i have changed the port 7777 by the 9001, when i change it ingame i got a LogNet: NotifyAcceptingConnection accepted from: but nothing else any idea about why this is happend ?
What you're looking at there is a setup for multithreaded, parallelised applications - video compression, AI research, massive concurrent website deployment, self-scaling database clusters, stuff like that. Enterprise-grade, in most situations.
Since the game relies heavily on single-thread performance, that is the opposite of what you need.
what i have now, you mean? The thing im looking for has 2 cores
The game will probably run OK on 2 cores, I suppose? What matters is CPU speed.
but do i need a cutting edge intel cpu 😄 How old is epyc 2nd gen?
(note: I have not tried running the game on 2 cores! YMMV)
Considering that the game runs OK-ish on server hosting to the tune of $10/mo, I'd say 8x that seems quite overkill.
so i should look for something a bit cheaper 😄
Especially since it's designed for things that scale sideways well, which this game does not.
also, where do you host OK for $10? My experience from a games hosting company called nitrado was awful in this regard. Lag oh lag. Player teleports and items lag on belts on splitters/mergers/join spots etc
Nitrado is a scum company. Don't use them.
i don't wanna try 10 other companies to find out they also undersize their servers. What kind of CPU can you say will fluidly run the world even if it's a bit built? Or rather, what will run it after 1month when the whole map is built? 😄
I don't think there's such a thing as "the whole map"... Taro's save, which covers about 1/8th of the map with actual factories takes up about 28 GiB of RAM and runs at something like 30 fps at best on my machine (Ryzen 3900X, GTX 1080).
well, whatever might be reasonable 🙂
i changed from nitrado to this vps and now im looking for yet another host. I don't wanna change the 4th time
I can't really tell you... I run what I consider small to mid-sized on an i7-3770, and I have no issues.
thanks
hey
player rubberbanding back to tube when exiting and trying to slide-fly, things i described before and similar things that are not because of poor connection or poor client hardware.
let me find what i said earlier
I fully expect tube yoinks to be because due to the same reasons belts have "disappearing" objects on them.
well, whatever. Items jam for a while on belt when facing a splitter/join-part/merger, trains look like drunken driver is there and the carts might be detatched, sometimes even going ahead of the train
what is that?
I have not seen train issues like you describe. A video would be helpful.
As for items "jamming", do you mean the fact that there's a clump of items on one end of the belt, while the belt preceeding it seemingly has items "disappear" before they reach it?
that was on nitrado 🙂 No longer available
anyway, what is the reason for tube yoinks?
and belt dissapearing objects?
idk what you mean?
Oh for f... Do I really need to record a video? xD
it's like they jam for a while, and when the game has time to think where they should be going they start moving again, to stop again at the next point joint/merger/splitter
no
Anyway, the reason - or, what I suspect is the reason, and things seem to be heavily pointing in that direction -
is predictive algorithms.
Let's say you have a constantly-fed belt system, all belts are at 480 items/minute, and they stretch for 1 km. Let's say your item takes up about 50 cm on a belt. That's 2000 items on that stretch of belt. Now let's say that each of these items needs at least 1 parameter to be sent - distance on the belt. Let's say that's a 16-bit value - 2 bytes. To update them 30 times a second, you're sending 120 KiB/s just to update that 1km stretch of belt, just to keep all items up-to-date on position. At 10 km of belts, you're using up 1.14 MiB/s.
More important, however, is that you're now trying to manage 20 000 item updates 30 times a second - that's 600 000 item updates.
The game is put together to manage belts going at 780 items/minute. Scale accordingly. Multiply by an average of 2 km times the number of nodes that can be mined.
@abstract garnet Can you see why it would be utterly infeasible to try and update the position of each and every item on each and every belt?
yes, i do
Instead, the game employs predictive algorithms.
They receive an update every so often,
and for the rest of the time, they simulate where the item should in theory be, at any given time.
This doesn't line up with reality well, unfortunately, and so items sometimes should be at the end of the line
but they're still on the belt...
... so they get "yoinked" to where they're supposed to be.
Thus, they disappear and get moved to the next belt.
And you can see how often this update happens, because they don't disappear all the time
but rather at regular intervals.
And I strongly believe the same happens with hypertubes and players, only in the other direction - you're moving faster than you're supposed to be.
Same thing with trains, I suppose, but I think that joints between the segments also play a role.
Most importantly,
none of these things are "lag".
i still think server hardware plays some role in all this. Trains started working and my friend said his tube yoinks went away when we changed to this vps.
If you've played ARK with lots of mods and insane multiplier values, you will know that Unreal Engine is notoriously bad with position updates when there's a lot of shit going on (i.e. when it's being overloaded).
😮 nope, haven't played it, but i take your word for it.
It's the first time I asked "How do you get rubber-banding on LAN?!" :D
But the truth of the matter is, the game runs on something called "ticks". Ticks are iterations of the main loop.
The game has to do a lot per each "tick",
and it runs at 30 ticks per second.
These are sometimes explained as "frames per second, but for the server".
It's not a bad comparison.
And ticks per second relies heavily on CPU single-thread performance.
You can increase TPS (I run mine at 60 instead of the default 30), but if your CPU can't handle it - you won't see any benefit from doing so (in fact, you'll see more slowdowns and miscalculations, as the CPU will be constantly "catching up").
The amount of time also plays a role. 30 tps = each tick lasts about 33 ms. At 60 tps, each tick lasts only about 17 ms. If the CPU can't manage that rate, it will drop things on the floor.
(or just run the game slower)
The more belts, structures, miners etc. you have, the more the CPU has to do per tick.
I'm sure I'm massively oversimplifying (I fully expect there to be a "scheduler" that does certain things only every X ticks instead of all the time, for example), but that's the general idea.
So as I hope you now see, it's not a "lag" issue at all, and getting more powerful hardware will have only so much of an effect.
It's all a tradeoff between how sensible the gameplay is, and how much you can actually do.
Or in this case, build.
The game is geared towards massive factories. :D
Which means, the numbers are correct for those sizes.
It stands to reason that they'll be a bit too small for anything smaller. :D
What can i say? Thanks for the insights.
The values are "budgeted" so that even late-game players can still have the same amount of enjoyment (instead of, say, a progressively degrading performance).
The reason you don't see most of this on single-player is because the pipe between the parts of the engine is (at least in comparison to server-client connections) infinite,
and timing things together is a walk in the park.
When you're running everything off of the same clock, things don't drift.
But in a client/server model (or even client-to-client), things are different by their very nature.
Sure thing. I keep saying that, for as much as the game does actually do, I'm absolutely gobsmacked that it works this well.
🙂
Now that you know,
it should be easier for you to enjoy the game for what it is. :)
There are some things that simply can't be worked around, in the end. Accept it.
Sure, I appreciate for taking the time to write this.
Please keep in mind that I don't know the actual values, or the actual solutions, for certain. All of this is based on my experience with Satisfactory, the telltale signs I can see (like the disappearing rates), my own experience with modding and (thankfully long-forgotten) making video games, and my general experience with other UE-based client/server games. A lot of the above calculations are also "back of the napkin" calculations (more formally known as "Fermi estimations"), so they may not reflect real-world values all that well. What I wanted to get across was the scale.
"For all intents and purposes, this should reflect reality enough to get my point across, but no better" is what I'm saying. :D
Good afternoon 😊
o/
Hey Big K.
How's everything going today? And still sick
Sorry to hear it. Though I had no idea you were ill.
Same ol' on this end.
Reading a well-written piece of HP fanfiction, and trying to produce a shitload of aluminium on biofuel. :D
And listening to Thunderf00t - this time, his anti-creationist rants.
Though to be fair, all of the creationist "arguments" are variations on the same theme, so it's getting boring.
😆
As it turns out, there is a limit to how much you can beat a dead horse.
Though I suppose in this particular reality, that particular horse doesn't seem to take a hint.
Ok i need a bit of help. I thought "this should be easy" trying to start a cmd server, now im stuck with "Server is offline"/"Not Authenticated" and it doesnt even seem to be online. Ive been trying to figure this out for the past 2 days but im severely lost as this isnt something I do often
Okay. Let's start with a description of what you're actually trying to do, and what you've already done.
Im going to give a fresh install for the files and try once more but pretty much Ive followed the wiki. Im just trying to set up a 2 person server using cmd. I followed the instructions on the wiki, download cmd, create a bat to obtain and update files, create another bat to run the server. It seemed so straight forward but this is just frustrating
I assume the server is running? What does the log say?
It seems to be running but it stays offline. Im not exactly sure what im supposed to look out for in the logs
You can give me a step-by-step of what you've done, what you expected to see, and what happened instead.
well it was simple.
Forwarded
TCP: 27015, 27036
UDP: 7777, 15000, 15777, 27015, 27031-27036
Download cmd
Create bat with the lines ".\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit"
hopped over to "satisfactoryserver"
created a new bat with the the lines ".\FactoryServer.exe -log -unattended"
the bat file opens fine, few red texts and some yellow text indicating missing items
"LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Warning: STEAM: Steam API failed to initialize!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()"
but fuck if I know what that means, so i didnt think anything of it.
I tried launching the game in hopes to see my server on the server list once I added my public ip, then i was hit with the dreaded "Server offline" "NotAuthenticated"
Okay, from the top.
a) the game does not use any TCP ports
b) the game uses three ports by default: 7777, 15000, 15777; lose the rest
There's no point in opening ports you will never use.
c) the STEAM errors are of no consequence, ignore them
and finally
d) trying to connect through your WAN IP when you're inside your LAN is not going to work
you're confusing your poor router.
It's like trying to go to the toilet by exiting the front door and walking back in.
As a bonus, e) the game has a bit of a bug with its internal router (read: it's utter shite), so I advise disabling it by adding -multihome=0.0.0.0 to your launch arguments.
So, for starters: use your LAN IP if you're inside your home network; use the WAN IP if you are on the public Internet.
@worthy lion
@worthy lion did you manage to resolve your issue?
Sorry got a little bit busy but that analogy is great, i fuckin love that. Solid, so ill give this a shot and report back to see if its up and running. Appreciate it my man
Okay, then. :)
ok so i added the arguments, swapped to ipv4 and its working perfectly thank you
Glad to hear it. :)
Just because it's an issue I've had, I understand the -multihome arguement should have public IP if you want friends to connect. My server crashes when I use anything except an internal IP, have you heard of this issue and perhaps fixes?
It should not. Your server doesn't crash, it aborts - slight difference.
Aborts, same question though
The -multihome parameter tells the server which network interface (out of the ones present at the machine) it should bind to.
If there's only one, it would theoretically make no difference either way - except it also disables the packet router (which is a good thing), and can be used to similarily disable IPv6 (when given an IPv4 format address).
Imagine if you had two network cards inside your server machine:
a) 192.168.1.20
b) 10.0.0.5
c) ::4244
If you say -multihome=10.0.0.5 it will only bind to that one, and will only be reachable by that one.
If you say -multihome=0.0.0.0 it will bind to the two IPv4 (since 0.0.0.0 basically means "any IPv4"), but not the IPv6.
It only has to do with interfaces present on the server machine, though.
If you were setting up ATLAS, you would need to provide your public WAN IP to it (using a different parameter), but Satisfactory doesn't care.
OK So since my servers network card only recognizes the internal IP it aborts when I feed it the public
In a fashion, -multihome=0.0.0.0 is the equivalent of a much more typical configuration directive bind 0.0.0.0 present in most other services.
As it should - the public IP is not assigned to any of the machine's interfaces, is it?
No it's not. The only reason I thought I needed to was because we can't seem to connect to it externally, even with ports properly forwarded etc etc
We is myself and a mate of mine
Because if "we" is people inside your LAN, good luck reaching your WAN IP from inside your LAN. ;P
Nah yeah I understand NAT hairpinning
I should also mention that Satisfactory doesn't like hairpinning one whit.
So could you clarify a public WAN IP? I've run game servers using my public IP (whatsmyip.com) and no issues, is there something different?
Are you aware what a public IP actually is?
The IP of the modem outside the firewall?
No.
Your home's exit door isn't necessarily the front door of the building, even though they're both doors.
A "public" IP is an IP that is reachable from the public Internet.
It's not that you "have" a public IP, it's whether your WAN IP is public or not.
Ahhhh, OK
Each router is a doorman. You can tell your flat's doorman whatever the fuck you want, and the building's doorman won't know anything about it.
(and you likely can't tell them shit either,
because they don't work for you, but for the building manager ;P)
So. The easiest way to check is to see what WAN IP your router says it has,
and compare it to whatismyip.com or a similar service.
If the IP the public Internet sees is the one you have assigned as your WAN IP - you have an IP that is public.
If not - you don't, and need to talk to your ISP.
I getcha now. I'm on Starlink and a little googling says no
Yeppers. Australia's broadband network (NBN) said 20Mb/s down or nothing so I said no
I'm a video editor by profession, I'm not downloading a TB of footage like that
(and neither is it a good idea to host services on either)
There's definitely ways around it but at least you've answered my issue
Thank you
You can grab a VPS,
a host, or just some place you can plop down a VPN.
There are ways around it.
You're welcome.
Is there a way to set up a white list for a server?
I was thinking about using the LFG chat to find people to add but I wouldnt want someone to be able to join unless I invite them
you can put a pw on it
how is the stability btw
curious if i need to reboot on a schedule to avoid some bug
whats stopping someone I invite from giving the password to someone else though
lol yeah thats why i wanted a whiitelist lol
if u give this pw out imma beat yo arse!
you should be able to whitelist ips somehow
if not in the server application on the OS itself
if u find out lmk coz i could use that too just don't have any friends to invite atm XD
Wanna be friends? 🥺👉👈
im the opposite
but i have friends that also like valorant
ill dm you so we arent taking up this chat
hello, whenever it restarts itself, it doesn't work. So it ends the session but doesn't start it automatically.
How much ram is like a minimum for a server
uh i asume dedicated servers and solo saves that was uploaded to dedicated aint synced?
@feral condor , The dedicated server does not auto start unless you created it as a service that is set to restart when it stops this will cause it to do it's 24 hour shut down (which seems to be hard coded) and the service will detect it stopped and start it again
@uneven musk the website says 10gb min with 16gb recommended for 4 player
@bronze pumice Not sure what exactly you are asking but if you want to move a save from single to dedicated you should check out the wiki on dedicated servers it tells you how but no a dedicated won't auto magically pick the save you want
So the server runs with me via a Windows server with the program from Steam "Satisfactory Dedicated Server"
@feral condor
shows how to make it a service
for windows the nssm is the best thing to run it, I've been using it for months on this game and it works great
(also in that article)
@uneven musk , I run my dedicated on an actual server OS which has a lot less memory used than win 10, and when the game is running it's using a constant 10gb on our tier 7 game with 2 people connected
Okay
Do you have access to your router's packet filter ("firewall") from the back-end? Like, over SSH? If it's iptables, that would be golden.
This would be pretty complicated to pull off, but doable: have your friends set themselves up with DDNS, and then filter traffic incoming for Satisfactory ports; put that traffic into a table, and check against forward-DNS of the IP.
This is game-independent, obviously.
But if you can host the server, you can also host a VPN server, and then only allow LAN play.
VPN is actually a great idea for this, because each client has to have their own certificate - meaning, you can revoke that certificate and deny that particular player without disrupting the others. And you can set the VPN up so that it only allows traffic to the Satisfactory server.
(the easiest way would be to set the VPN server up on the same machine and disallow forwarding from it)
Now, this is all obviously high-level networking/sysadmin stuff. xD
I would say 12 GiB if you plan to play on it some.
Does it start up at all, or does it crash at the end of unloading? Because I've had the latter happen a number of times (admittedly, more with U5 than now).
Thank you, I’ll give this a try, I was doing some testing last night with inbound/ outbound rules on the firewall
Unfortunately, I don't know that, the server has 32 GB of RAM and enough processor cores
You have the server's log, though?
If you're starting it, you should know what's happening.
Where are you hosting it?
guessing its a known bug u cant type valve values for fluids on dedi, works fine on single player
There is another much more simple solution if running your server from steamcmd, this is what i use which a friend of mine wrote for me, it will restart the server in the event of a crash and for a reboot i just add the server batch file in the windows startup: @echo off
::run satisfactory server batch file
:run
@echo Run Satisfactory Server
FactoryServer.exe -log -unattended -nosteam
IF %ERRORLEVEL% EQU 1 goto end
IF %ERRORLEVEL% EQU 0 goto end
IF %ERRORLEVEL% NEQ 0 goto error
goto end
:error
@Echo server exited with error code %ERRORLEVEL%
goto run
:end
@echo exiting
I tried nssm and it didnt work for me maybe i was doing something wrong so i gave up
They've been hit-and-miss all throughout Update 6 EX, sadly.
Too bad something like that wouldn't work for me... For whatever reason (and I don't know if this is a Linux thing, but I think it's more of a "my luck is shite" thing), the server doesn't actually exit when it's being shut down. It just... hangs there.
A loop works if it crashes, but if I want to shut it down? Nope.
Running the server anything as a Windows service isn't for the faint of heart, I can tell you that much. I've done quite a lot of this back in the day. It's much better if the executable is designed with the idea of hooking into Services to begin with (and I'm still not sure why UE stuff isn't, since it's not like it'd interfere with regular operation...).
Actually running the executable is the simplest bit, to be honest. It's all that surrounds it that's the problem - path resolution, permissions, more permissions, stuff like that.
It may even be best to actually run the service as yourself instead of NT AUTHORITY\SYSTEM.
its interesting to me that memory usage on boot is much higher than mem usage once it's been running for a couple hours
Is it?
Interesting... Do you pause when empty?
no
It's possible it unloads some stuff after a while, or on subsequent reloads.
Oh you running Linux?
then what I've pasted won't work
No, I'm aware. I was speaking more of the idea than the specific implementation.
In my case, I'd probably just push it into systemd and do a postexec, or something.
@obtuse trellis how much ram does it usually use?
I picked up a server on Shockbyte, but I can't seem to connect to it via the Server Manager. Does this Icon mean the system for dedicated servers is under maintenance or something?
the icon shows for me everytime and its normal i think
Got'cha. When I add my server IP, it just fails to connect to the server. Is there any troubleshooting articles I can hit up?
have you allowed satisfactory through your firewall in windows?
I did, yep... That said, it just magically started working! Thanks, Charlsmann.
You magically repaired it for me. Appreciate you!
you're welcome mate
It just stopped working. This is bizarre.
I tried to connect, hit me with this big boy.
Which RAM option did you go with? The server needs something like 10-12 GiB to function properly.
It's very possible that it's dying due to OOM, since IIRC ShockByte still offer their 8 GiB option for Satisfactory (which was fine for Update 5).
Great question... I'm not sure..
Not even sure if ShockByte was offering me options.
As of right now shockbytes CANT run update 6 get your money back
Haha, great.
What host do you recommend? Should I just spin up something on AWS?
Well I host on my own hardware which is better than any pay service out there in terms of hardware performance for game servers… but you can try in and aws see if it works as long as you have more than 10GB free you should be able to load up the map
Just pick someone that can give more than 10GB of ram and it should be fine can’t really recommend anybody as I never used anyone lol
PSA: Anyone except Nitrado. Just say NO to Nitra-do.
In other (but related) news, ZAP Hosting replied to my e-mail. In it, they clarified that it's not possible to purchase a modded SF server from them. But I see that they still have that little tidbit up on the page... so, win/loss.
Well, I sent them a more explicit follow-up. Let's see what they come up with for a reply this time.
(to clarify: by "more explicit" here I mean "more direct and with screenshots", not "with the addition of expletives" :D)
(but stick around! the third reply might contain one or two xD)
🤣
I mean... I suppose they owe me nothing, and I don't particularly care if they get people angry and feeling cheated (you can just e-mail them and ask about it, especially since anyone looking into it will quickly find that the info on the whole DS + mods thing is muddy, and ZAP's reply shows that they don't intend to outright lie about it)... but I already had one person ask about it in terms of "but ZAP says...", and I'd rather not have more.
I also expect them to want to be transparent about this, and them producing some sort of a reaction would make me more confident in, say, recommending their services? Conversely, if they utterly fail at reacting, it would certainly make me less encouraged to do so.
@mental locust @loud minnow it might also be a good idea to put together and keep up-to-date a tally of hosters that are "known good", maybe?
i know shockbytes and nitrado are the first two people should stay away from
Haha, nice.
At this point it might be viable to just find a sensible VPS that doesn't get indigestion when you run the DS on it... and recommend that, along with the Linux set-up instructions.
As of today I can't seem to place anything anymore I get a ! But no indication on why i cant place it. Any ideas what this is?
Hmm it seemed to be the nvidia performance overlay
how i can find the Logs
The server is in SkyLink Datacenter NL^^
Hi, so I got a Public IP address - which is needed for a dedicated server - but since I got it, my friend from the other side can't connect there, not even me (without the public IP it was possible for me and in our whole LAN)... and I really don't know what to do anymore. I'm also digging in our TP-link router and I heard that ports are important too...
Even my provider tells me it's probably blocking the game itself...
Please, please, please... is there anyone who can help me with this step by step??
I remember something like that happening when I've had keys get stuck on
Start by adding -multihome=0.0.0.0 to your server launch parameters. It should prevent it from confusing itself with IPv6.
Next, tell me what IP you're using to connect to your own server, in your own network.
Is it the WAN IP, or the LAN IP?
Late reply, but I've had the same thing happen and I recognize this.
What's happening is that Satisfactory (and Unreal Engine) think you have alt pressed. If the game registers your alt press, but does not register the alt release, then it will stay pressed, resulting in a click doing a ping. Solution is to just tap alt in-game (so it registers alt being released).
I have this happen all the time when I alt-tab
pc
I don't understand why number 53... the rest of the numbers don't work.
You think in game or?
After I turn on the server I enter the LAN IP and port 15777 in the game
- so I have internet over the air, not via cable/optics just for you know #villagelife
I started a new playthrough in the grasslands a week ago, and just realized I haven't seen it rain in 20-30 hours of gameplay...is it that rare? or are there 'seasons' it doesn't rain?
I don't understand?
It doesn't rain for me, either. It's broken for some people, it seems.
@obsidian rune thanks, just wanted to make sure it wasn't just me 🙂
I mean where do I write -multihome...? 'm sorry, but I'm new at this. :/
So you have two routers?
"unknow" is just an aerial receiver on our roof, it goes to the router via cable and then over the cable to the device
But is it a router or not?
well, it's just an antenna.. i think
You think.
Okay, so let's assume it's not.
That "public IP", are you sure it's public?
It can't be anything else
Radio operators really don't have a great track record with assigning public IPs to their clients.
yes, provider confirmed it to me
Let's do a quick confirmation ourselves.
Note that IP address down, and visit whatismyip.com - see if they are the same.
They even told me that there's more of a problem on the game side, that it's blocked somehow... 😄
Humour me.
That's what they told me... I just had my eyes rolled too
yes my public IP is the same
Okay, that's good.
So, please remind me what the problem is, in a few words?
(I just got home)
Did they assign a static IP? or did they just read you whatever your current dynamic IP is? xD
Does it matter? And, likely, not.
is this enough @blazing halo ?
Well if it's dynamic, it could change and he would have to have them connect to the new one.
Yes, but part of the problem is that he can't connect via LAN,
and that has nothing to do with having a public IP.
Oh, I thought he said they could connect via LAN before
Ah, I misread. I thought they were just having problems connecting via IP address
And that the LAN comment was anecdotal, apologies
@merry oracle Okay. Can you please tell me what happens when you try to connect via LAN? Is this machine the same machine as your gaming PC? Is it a server machine? Can you show me some logs?
yes before i got public IP...
via screenshot
Can you tell me more about your network? Where is that machine? How is it hooked up?
Can you connect remotely?
wait a sec, I'll write it up for you
Feed me information. :D
Can I DM? I'll send screenshots with my status if possible
Sure. Go ahead.
Okay, so we've determined that @merry oracle does not have a public IP address - he's in the 192.168/16 range. has a double-NAT issue. There's clearly a second router in there somewhere, as we're seeing two IPs - one public, one private.
Resolution: hunt down the second router and either remove it, or DMZ the main router (alternatively, the ISP can configure it in some "passthrough" mode, that also works).
Second issue: the guy was trying to connect to the DS with mods loaded.
For future reference, IsClientMsgTypeValid FAILED is a dead give-away, especially when you see it over a reliable connection like localhost loopback (which, for reference, bypasses the network stack altogether).
Resolution: disable/remove all mods.
Quick question, the linux dedi-server, is it ran in a proton or wine environment by default or something else?
No, the binary is a Linux x86-64 native ELF.
It can be ran as-is, hooked into systemd, virtualised, whatever you want.
That's what I thought, but I wanted to double check...
That's actually part of the mod problem, hahah.
If it ran under Wine, it would be somewhat easier to get mods to support it.
Well, when you are determining between /dev/tty or COM...
(part of the tooling required needs to provide a Linux binary module)
Heh, yeah. Though I usually just tee and fuck it.
Not like you can send any commands to the server via tty.
Well, except interrupts.
well, I meant /dev/ttyS# or /dev/ttyUSB#, but I've done it once... some time ago
Well, since it's Linux, the method usually transfers. ;]
Hello hello! Has anyone managed to solve the issues with visual glitches so far?
for servers
servers don't have visuals, so you're going to need to elaborate on that
Right. Let me rephrase. Is there any way I can solve the visual glitches that I see on my game, when I am playing on a dedicated server?
@south star thanks for the explanation.
Hello. Coming into this chat after having a new issue with my multiplayer world. Everything usually works fine, but tonight I'm being met with "Timed Out" login errors and "outgoing reliable buffer overflow." For context, here's info about my setup and things I've tried:
- This issue is presenting when connecting to my own server (separate machine) on a local network with 1Gbps network speed.
- The dedicated server is being run within a docker container on a linux system with 32GB Ram.
- I've tried changing timeout variables (client+server)
InitialConnectTimeoutand `ConnectionTimeout w/ no success - I've tried setting my network quality to "Ultra" w/ no success
- I've checked my world save file for possible mass deletes which may have been done by other server members. No such container was found.
If anyone can suggest other things to try it would be greatly appreciated, or if anyone would like a copy of the world, please ask and I'm happy to send it to you. Please @ me for any response you send my way.
You need to be more specific. If you mean stuff like items not reliably showing on belts, that's not a glitch but rather a result of the client/server nature of the whole thing.
What does your server log say about the matter?
anybody else have this and no update avalible?
Not really...? What are you using for server installation?
steamcmd on ubuntu
Wipe out the cache in the folder and try again.
ah yea. this is it actually. Just wondering if i can do anything bout it?
No.
It's not a performance issue. At least not how you'd think, anyway.
ahhh. Okay thank you so much!
u thought we could do something bout the network bandwidth or smthg
but i rmb you saying something bout it in the past too
Yeah, it's more tied to what performance you can get out of the engine, how it's put together, and the max performance reasonably available on the PC market.
Not everybody has a 12900K.
(and PCIe is leagues faster than even the fastest copper Ethernet)
hmmm
Thank you very much @blazing halo I assume then in this case that there is gonna be completely nothing I can do to reduce the glitches?
Completely nothing, yes.
Backup your config files (.ini) in the server's folder (and whatever other files you may want in there), wipe it, and try again.
Please make sure you're updating to the correct folder as well?
Hello,
Im getting performance issues with a server running off my PC for a world me and another 2 friends play on. We just arrived at phase 3 and my game gets 90 fps smooth+ while im solo but as each of them join it goes down to 50s with stutters due to my gpu usage going from as low as 40s to 70s at most while my cpu is at 20-30% usage. Any help would be nice. Specs are
Ryzen 7 4800h, 32Gb 3200mhz ram , Rtx 2060 mobile (115W)
(Im hosting the server off the same machine i play off of using the in game server invite system with epic games)
To clarify: you're running the server on the same PC you're playing on?
Yes
Using menu to invite epic games friends from the friend list.
I dont know what its called but i know i use epic games to invite them.
Okay, that just doesn't track.
At all.
The server uses IP communication. It has no integration with either EPIC or STEAM.
It kinda looks like you're running the server - which is doing nothing - and then inviting your friends into your game.
Shut the server down. If you continue playing regardless, you're clearly not on it.
Im not sure you understand how im actually playing let me clarify my steps to load it.
I open satisfactory which then i press load to load a save file.
Once the game has loaded the save file and i can interact with the game i go into the menu and i press invite players from which a friend list appears which is clearly epic games because it shows all my epic games friends which i can invite.
Its not actually a dedicated server however i came here as its the closest help section to a Server
Unfortunately, the way the Dedicated Server works is completely different to how the listenserver works.
You want either #multiplayer-troubleshooting or #old-questions-and-help. Sorry.
However, deploying the server on the same machine may help you - that setup is certainly powerful-enough to pull it, and it might shift some of the burden to the CPU.
You would have to try it and see, however. It may help, it may do nothing, or it may make it worse.
Thank you
is there an "easy" way to download a save from a dedi server. The docker version of the server
Not yet, no.
There's an "easy" way to upload one, but not download yet.
any way to fix server thinking you're a different person
connect to it today and it thinks i'm a different guy and can't figure out how to connect to old agent/hero/character
not sure if it client problem or server problem, feel like client right, more likely?
ohhhhhh snap
restarting steam seemed to resolve it
scary doodoo
oops
now i got "offline player" drinkin coffee i guess he will go away sometime
He won't.
weird cause he's scooting across the ground while sitting for some reason
Kill him with a melee weapon.
XD
I'm not kidding.
Also,
considering I see tits on the uniform, and dat ass is too nice,
I think it's a she, actually.
Or maybe genderless. Or maybe both.
Who the fuck knows. FICSIT DOES NOT WASTE
xDDDDDDDDDDDD
look into my helmet visor and tell me im hot
hahah
i can't murder with meelee for some reason
oh well i guess she can sit there forever
😳
What.
Yes.
Good afternoon everyone
Hey Big K.
any servers i can join
Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3
how does it work
can i use Dedicate serve for free or just pay?
Does anyone know how to retreive the admin password of a dedicated server that i am totally the owner of
There's usually a 'forgot password? function somewhere. Check the support page for the host perhaps.
@fervent spire ^
Like you forgot your password?
yes
well its sorted now, i had to use the management ui to do a clean re-install of the server, then re-claim it and re-upload my save
well, delete these first two files, then reopen the server and just register again :)) at least that's what I used to do
for free
intresting, that would have been faster
Dedicated Server is free to install and run, but you still need to purchase the game in order to play.
Not possible. You can only wipe the settings file.
It's a message box!
(more properly known as a "dialog")
Unless you mean about the entirety, in which case it's a screenshot.
Thanks.
I aim to please.
Do you know why this error happens?
Possibly. Unfortunately, you have provided no information as to when it happens, about your setup, or any logs - so I can't narrow it down.
Anyways, it happens when I join a dedicated server. I'm not sure what else you need.
Any dedicated server, or just the one you set up?
The one I set up
Where did you set it up?
Through a host
And that host is?
Indifferentbroccoli
Then please go ahead and contact them about the issue. That's about all I can say, because neither you nor I have enough system-level access to fix whatever it is that's broken on their end.
I do recall indifferentbroccoli being mentioned. Hey @loud minnow - what was the latest word on IB hosting?
I am one of the administrators there. It's been happening on our servers
I'm not sure what to do about it
Oh really.
*grin sharpens*
What does the log say? How do you have it set up? Networking, OS setup, the works. I need information.
Yep! You can join our discord server and you'll see me at the top of the list. We've been fixing it by increase the timeout in users' engine.ini file, but it's not a good practice to have everyone do it.
I don't have a log file currently of it happening to someone, but I can try to get one
Does this happen when the game gets saved?
If so, the only real solution is upgrading the CPU's single-thread performance. The game does not scale with cores, unfortunately - it's an Unreal Engine game, it needs raw CPU clocks.
We've been going to %AppData%/../Local/FactoryGame/Saved/Config/Windowsnoeditor/
and adding InitialConnectTimeout=300.0
ConnectionTimeout=300.0
under the iputils section. That's very helpful. I will check that
Altering initial connect timeout is only useful on super-slow systems (in general). It could fix issues where you connect right when the save hits, but like you said - clients have to have this in their config too.
I'm assuming that will help with performance in general?
The single thread performance boost I mean
Increasing the general connect timeout is unfortunately short-lived. The only real fix is improving single-thread performance.
Not really, no. For 99.9% of the time, the game should consume little to no resources.
It's when it's either loading or saving when things get problematic.
This happens because the game stops doing anything else until it's done with that process.
It stops handling networking, stops managing players, the works. All it's focused on is the load/save.
If this takes more time than the timeout, clients will drop.
Makes sense
And since it's heavily single-threaded, improving that will shorten the time.
But yeah... that is also not an infinite road. There is an upper limit, sorry.
Beyond a certain point, the game is only really playable in single-player.
That's what we've been seeing as factories get so large etc.
Definitely glad to know it's not only us
They're still working on the save system - it's about 12% faster in U6 than it was in U5 (at least it was in U6EX).
Never really used it but I heard some people in here said they used it and works fine but they don’t say much about their specs tho..
Well, the guy claimed he was one of their admins, as it transpired.
No idea how true that is.
Yep, I am 👍
We don't limit Ram for Satisfactory and our CPUs vary between some high end Epycs and Xeons, I don't remember off the top of my head what their models are.
I'll try to grab a log next time it happens and that should list the info
Helloo Gooooood People
i nead som help
i did every thing acording to instructions from the wiki and i canot conect to the server from enywhere outsid my network (inside my network works fine)
None of these screenshots show us the WAN page on the router.
Btw. it's Ron__o__n, not Ron__a__n. ;]
My current suspicion is: you don't actually have a public IP assigned to your router's WAN port. See if it displays the same as that on-line check.
(I can explain what a "public" IP is, and why it's important etc. in a DM, if you'd like me to)
it is difrent but i tryed it also
so i asume i nead to talk to my isp to open thous ports for me ?
Hey all - relatively inexperienced with Linux but trying to run a Satisfactory server on my home server anyway. I followed the guide in the wiki and the install appears to have worked, but I cannot find the ~/SatisfactoryDedicatedServer that I thought I was forcing the install to.
I ran the command:
but got no response and after the app finished the install that directory isn't there...
this error is stressing me out so bad for hours now
hei) how to Authenticate the server ?
Yeah, that IP is part of the 100.64/10 pool, which is reserved for CGNAT (Carrier-Grade Network Address Translation). You don't have a public IP address.
You can, or you can ask your ISP to give you a public IPv4. They sometimes do, if you ask.
When did you run the command? It's important to remember that you need to force_install_dir before you login. Otherwise, you'll likely install to the directory you're in when running the install.
It asks for a password, you give it the password.
Any more info on that? Because that's not enough to go on.
i started dedicate from EPIC
i need to open ports or something?
in wiki its just fromsteamCMD
What IP are you connecting to?
From inside your network?
no
Then where are you connecting from?
Let's start from the top. Where is your server, where is the PC you're connecting from?
home
Both?
i want to open it self
Как насчет того, чтобы я использовал Google Translate, чтобы поговорить с вами?
Давайте перейдем в приватный чат, хорошо?.
ok
i solved my problem ising hamach it works 0erfect
I suppose it would, at that.
But did you contact your ISP?
They might be able to help you out. Mine did.
Just as long as you remember that you're allowing someone else access to your network, and that this has implications.
Most people that come here have no idea about what they're actually asking about. It's like opening a store: you'd think it's as simple as saying "I have things to sell, people have money, let's meet" -- but it's not that simple. :D
i know about the risks my isp wants extra money for that and the server is just for me and my friend so i think will just stick with hamachi 🙂 it works for us no point of doing more thx for pointing out the poublick ip i had no idea ther im in a close network after my rooter help 🙂
no not that bed hehehehe
local
fibo
the spead is amazing ad no down time lik orange
i got 1,4 gb
my card can tak all 1 gb and stil have 0.4 for the rest of my home
I see.
Well, I'm a bit north from you, so my ISP can't help you out. xD
Still, it works for you, so - yay.
importent thing is it works and i lerned something new 🙂
now i just nead to lern english speling lol
actualy my friend is using the same isp and he livs close to me maby we are in the same iner network
You might be, actually.
I mean, it's not a given... but there's no technical reason to preclude it.
Depends entirely on how the network is configured. Back in the day, my ISP had unobstructed communication to everyone else in the network. They changed it to isolation after a few successful attacks perpetrated by other customers, as well as the growing spread of zombies that would attack their immediate network.
I did. I eventually found it, but the path is weird. It's something like ./.public/steam/steamcmd/~/SatisfactoryDedicatedServer
That tilde in the path is screwing me up, I don't know how to navigate to that folder.
How do you mean you don't know?
I mean that in command line, if I type
"cd (the full path)"
it does nothing.
If I try to navigate to the directory one step at a time, when I type
"cd ~"
it interprets it as the user home directory shortcut and takes me there.
Have you tried telling your shell that you mean the ~ in the current directory?
Like cd ./~ maybe? ;]
^
You're behind Carrier Grade NAT, good luck.
I think I tried that. I'm rebuilding the server this morning, so once I get back to that point, I'll give it a shot.
Well, I just tested it, and it worked for me. So it should work for you.
I also made the same directory via Samba, and had the same result.
Alrighty, got it done! A user here DMed me a suggestion on making a bash alias to update and when I used it that way, it respected my wishes re: install directory
Not that it's in any way a requirement, but... you do you. :D Many deployments end up being Goldberg-esque installations anyway.
Sure! I'm not sure why my initial attempt was scuffed but it did the trick this time.
WHAT IS THAT ISSUE
anyone here knows or got a 2 ways discord bot for the servers working? i would like to have my small community be able to chat across servers and discord.
ECONNREFUSED basically means that the other PC refused your attempt to connect; that usually happens when the other end isn't currently listening for connections on that port (the other PC basically said "there is no program running here that is willing to take this connection"), and the packet filter isn't configured to silently drop unclaimed packets.
"for the servers"?
For the dedicated game servers? Not really... unless there's a way to send & receive chats through the console, anyway. Still, you'd need to pry the communication protocol & encryption details out of CSS.
It's an interesting project to try, that's for sure...
yeah its usally something people make rather fast for game servers now days.
Bro just posted his ip in public
Interesting, I just updated my server (experimental) and joined. Belts seem smoother, CPU usage seems a bit higher and the memory is ~1GB less than before the update. Now using 9.17GB instead of 10.05GB
Not really. xD
Just updated to U6/EA from U6/EX? Yeah, but it'll climb back up to 10-11 GiB soon enough.
When the protocols are known, maybe. This one is unknown, and since it uses encryption, it's difficult to determine anything.
The game doesn't use the standard Query protocol (it's impossible to query it using the STEAM "Servers" view), and it doesn't use the RCON protocol either (there's no setting for it, anyway... though I admittedly have not tried). If you Query the game, all it gives you is a timestamp, the server's version, and the Beacon port to connect to.