#dedicated-servers
1 messages · Page 15 of 1
@blazing halo and no autosave was set up for every hour but I believe it's turned off for now since it saves when someone logs out
I'll grab log next time
One guy was fucking with a invisible cyber truck and it kicked us like this but server didn't actually shut down just kicked everyone
I'm not sure the server "kicks" anyone, that's a timeout. But that message tells me very little. I need the logs, from both ends; server's log first, please.
Are there instructions for setting up a dedicated server? I've downloaded and installed the server available from Epic. I get a few errors when I launch it. I suspect I need to change some settings?
Thank you.
hi, does dedicated server benefit from extra cores and threads?
Hey, my server stopped starting yesterday. Just went offline in the middle of the game and hasn't started since. These are the last lines of the console. Anyone know what I can do? Thanks a lot 🙂
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 26.16, Realtime: 26.15. IpNetDriver_2147467569
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 26.16, Realtime: 26.15. EOSNetDriver_2147482292
LogEQS: Warning: Finished query EQS_CreatureFoodAround over execution time warning. Total Execution Time: 75.39 ms (detailed data not available without USE_EQS_DEBUGGER)
LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
LogOnline: Warning: OSS: EOSSDK-LogEOSUI: Social overlay is disabled due to overlay setup failure (EOS_UnexpectedError).
Looking for some help if anyone has got the time. I was playing on a dedicated server I had set up on my unraid server as a docker. It's been working great the last week or so. Last night though, as I was playing on the saved game, it started glitching hard so I figured a reboot was in order. However, now whenever I try to open up the saved game it sits on the loading screen (the one with all the funny text which keeps scrolling by and doesn't freeze) and never loads. I let it sit though hoping it would load in but the weird thing about it, is that it is showing it as playing and unfortunately even autosaved over the previous saves. I have tried loading in those other saves and they all do the same thing. I even downloaded the save file and tried running it in single player to see if that would work and the same thing happened to me. I have also loaded in other saves outside of the server and they work fine. The only thing I haven't tried is asking someone else to try to load into it. At this point I think the save is corrupted (fortunately, have only sunk about 5hrs into it) but was hoping someone had experience with this or knew of any ways to fix the save before I trash it?
This looks like a correct start-up - at least, the last 3 lines do. Describe the issue more, and tell us what your platform is.
You're showing all of the symptoms of a corrupt save file, yes. You should inspect the system you're running on to make sure you're not seeing hardware failure. Was the server state being kept on an array, or is that a single disk? Check the other files stored there - there's a nonzero chance you have more corruption.
Those autosave files should be 5 minutes apart, so if all of them are corrupted, chances are any write during that time got corrupted as well.
(unless it's a Satisfactory bug, in which case nobody can help you ;P)
Thanks. Just ran a quick check for errors. Fortunately, I keep the app data for this on the cache so it doesn't look like anything else got corrupted that I can tell so far. I'll run a parity check to make sure I didn't screw something bigger up. Any chance I can fix/recover the save file or is it a gonner? Also, thanks a ton for the info. I was beating my head on this problem last night for way too long
Didn't click in my head to come here and see if others have encountered the same issue
If parity says that it's fine, it's likely a write corruption specific to Satisfactory.
I have personally not seen the issue before (in Satisfactory specifically). You can try loading the save into SCIM to see if that can make heads or tails of it.
(but since SP didn't load it, chances are... not great)
Kind of interesting there. I was able to load it into SCIM and it worked fine (as far as I can tell).
Then re-export and try to load that into the game. Try SP first. If it works there, load into the server.
We're relying here on the proposition that SCIM will try to produce a functional save file, regardless of input.
I think I tried it last night but let me give it a go again. give me a min
Weird. It loaded into SP just fine. I'm going to try to take that and upload it to the server and try to jump into it.
Don't call it names, just be glad it works. 😂
Or, I hope it does. If the server still won't take it, re-save from SP and upload that.
Would sure be a chain, but eh, what can you do. 🤷
It's not a common issue, at least.
holy sh$% it worked. as much as I love this stuff it drives me bonkers sometimes
seriously. i still don't even know how I managed to get the dedicated server up and running but I'll take the small blessings and hope it doesn't kick me in the butt later down the road. Thanks a ton and hope you have a great rest of your day
And you.
It's been dealt with. From the looks of it, the loading time gets longer with each piece built. When I started it back then it was very fast, now it takes over 25 minutes. Good to know 🥲
thanks!!
It takes how bloody long?!
There's something wrong there, I'd say. Can you post a log?
Assuming load time is 4x the save time, a load time of 25 minutes would suggest a save time of over 5 minutes. The only save I've seen that took that long used 28 GB of RAM and was massive with multiple huge factories. Besides, a save time of over 5 minutes would not only overrun the 30-second disconnect timeout, it would also overrun the 5-minute autosave interval - meaning, the game would be completely unplayable in this state. Care to revise your statement?
I guess because the server is running on a 6 year old laptop with an AMD 4 core CPU 🤷♂️
<-- ping this account when you do
Where i can find that log?
In the server folder, /FactoryGame/Saved/Logs. The latest is FactoryGame.log, the next one is the _2 file, and then they're timestaped after that.
22.10.09-16.14.33:771][ 0]LogMemory: Memory total: Physical=7.0GB (7GB approx)
That’s going to be a problem for sure you need at least 12GB to be able to start it up
What an odd amount of memory to have
The server is running again 🤷♂️
Thank you. Have a nice evening.
Windows 10 shows 8GB but can only use 7GB. I don't understand either 🤷♂️
Not gonna be enough either way. Good thing second hand dimms are cheap
I'm getting errors upon launching. The instructions I read seems to be mostly about the Steam version. At least in respect to an UI. I got mine from the Epic site. No UI that I can tell.
I used Powershell in admin mode to set the firewall according to the directions, but I'm still getting errors.
I know (knew - I'm retired) how to connect to a SQL server, but this is a different beast.
Based on the log, it's looking for a environment var called SteamAppID (SteamAppId = 526870?).
I'll also getting these errors in the startup log:
[2022.10.21-17.45.25:092][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1
[2022.10.21-17.45.25:095][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.21-17.45.25:095][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
[2022.10.21-17.45.25:102][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2
[2022.10.21-17.45.25:102][ 0]LogStreaming: Error: Found 1 dependent packages...
[2022.10.21-17.45.25:103][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2
I may have gotten my game from Steam. Would that matter?
I don't believe where you got the server from matters much (I'm actually also not that incredibly at home at this) but have you tried connecting to your server? Unfortunately it'll throw errors both when it does and doesn't work.
Also did you check the troubleshooting steps on the wiki?
No to troubleshooting. Is there an easy way to determine it's IP address?
hello everyone, i'm on the standard dedicated server, not the experimental one...and it has been 3 days that everyday i come back from work ...for a reason i don't know...the server is off... like my cmd is not even opened anymore...do i have a way to check what could happen ?
(logs somewhere for example)
me on my PC
There are logs
In the server folder, /FactoryGame/Saved/Logs. The latest is FactoryGame.log, the next one is the _2 file, and then they're timestaped after that.
U need backend access to get save files right? Host is g portal
What is this log? It looks like a client log, and a crash at that.
There're no differences between STEAM, EPIC, or steamcmd versions of the server. It doesn't matter where you got it from.
As long as the server doesn't crash immediately following an error, you can ignore any and all warnings and errors the console spits out - those are game logic errors/warnings and have nothing to do with server operation.
They should give you access to the folder. If they haven't, pester them about it. Maybe they'll fix it one day.
To be fair, every other server out there saves the game in the server's folder; only Satisfactory (that I know) uses the user's home folder. I can see why they'd be confused... at least initially. But now?
my team mate kept on dying
so i ran the dedicated server from the steam gui, and it seems to be using the same save as my single player game. however i want to start a new game for my dedicated session. how do I do that?
Go into the game, into the server manager, and start a new save there.
Not sure why it'd pick up an SP save without prompting... but it makes some twisted sense?
ok I did Server Manager -> Create Game and it's asking for my password (i think i ran a server months ago maybe)
but apparently I'm not entering the right password because it just does nothing after i hit confirm
how do i reset the password?
You can only reset the server. Platform?
windows
Somewhere in AppData... hmmm... gimme a sec.
Go to %localappdata%\FactoryGame\Saved\.
You should have a file named ServerSettings.{port number} where {port number} is the Query port assigned to your server (by default it's 15777).
Shut the server down, and delete (or rename) that file.
On next startup, the server will appear as "unclaimed" and you will be able to reconfigure it.
ok cool. i found the file under %localappdata%\FactoryGame\Saved\SaveGames
I don’t but I’m here
I just started up a new server but when I give the IP to a friend the "server appears to be offline"
However I can log into it
any ideas
I don’t have an answer I should be asking questions lol
Anyone else around?
It depends on where your server is hosted relative to your friend, how much processing time it's getting, what the network latency looks like, and what the server is doing. But I've found that bouncing the server or restarting the client would eventually fix the issue for me, when I would see it.
From what I can tell the problem is that the server thinks the client is taking too long to open a connection after the server says it's ready to accept one, and the server closes the connection - which the client then reads as an offline server.
But I don't know why that happens; I just ended up retrying the connection a few times, then restarting the client, and if that didn't work I'd restart the server.
Where is this server hosted?
It is hosted on my home computer
What steps have you taken to ensure that the server is visible to the Internet at large?
tbh I am not to smart about this. I do not think I have taken any steps
Been trying to do some googling
very very little
Do you have the login and password for your router?
I do
Cool. Log into it, and find a page where it lists your WAN IP.
(no need to put it here, I just want you to find it)
Ok standby
This unfortunately differs from router to router (even the wording will differ, sadly), so I cannot help much.
Ping me when you've found it.
So it is asking me security questions that I apparently either lied about or mistyped long ago
So no worries
That's a first...
I have yet to see a router that has security questions.
Ah, Netgear apparently does that sort of thing now...
Apparently, some Netgear devices implement a naive version of the algorithm, which assumes (but does not verify) that you have provided the answers to the security questions.
If you have not, however, the device will happily keep asking them anyway, effectively locking you out.
(there're no correct answers - since they were never set up - and it cannot succeed in this check)
Normally I would advise you to hard-reset your router to default settings, but since you have zero networking knowledge - there's a limited chance it would leave you with no Internet access until someone who knows what they're doing can fix it for you (most routers work out-of-the-box with most ISPs, but there's a very limited chance that yours requires specific setup).
@weary ingot Honestly? I would advise you rent a server instead, unless your plan is to use this opportunity as a learning experience.
I hope so as well. It's nothing against your intelligence, but I feel that you'd be better-served by someone who has a firm grasp on what they're doing (though... as evidenced by some issues reported in this channel, that's very much debatable).
I cannot tell you which hosting company would be best-suited for you - but I would advise against Nitrado, however. They're lying scumbags who aren't above intentionally lying by omission to get your money (while being unable to actually deliver, something the community knows for a fact).
I use IndifferentBroccoli; they're not too spendy and support is very responsive. They have a free trial period as well.
As long as their base offering has at minimum 12 GiB of RAM on spec.
So we cannot run on 6gb
is that why we are getting connection time outs?
We are trying Shockbyte
Absolutely not. That's not even enough to boot the server into a new world.
It will reach 6 GB and then die.
Looking into indifferentbroccoli now
Actually, I think it's more a matter of not giving half a fuck.
Which, considering it's their money-maker, seems idiotic... but fuck do I know.
Haha ok so I got a free trial through indifferentbroccoli and I just logged in
So long as they offer 12 GiB minimum, and I would recommend 16 (depending on number of players and projected factory size).
is there a way to compleatly reset the dedicated server, i have tried reinstalling the app via steam cmd a few times with no luckk
it always picks up my old server i used for testing (which is broken like crazy)
can someone ping me when they answer this so i can find it easily
Does anyone want to test my server, If so i just need you to send me your ping and latency when your in the server.
Latency you get from "stat fps" the number under fps
Are Trains working on Update 6 Dedicated Servers for others? Just built our first train network (indifferent broccoli dedicated) and we cannot get the freight platforms to load cargo
I know last year they weren't but having a hard time validating if they have been patched since then
Can confirm I just got my first rail working by basically rebuilding it
The server keeps its saved state in the home directory of the user it's running as. Wiping the server's installation directory will remove the .ini files, but not the saves or the server params (name, passwords, autoload session etc.).
Not an issue I've seen mentioned here, no.
oyna konusma gelsin
I will chalk it up to normal dedicate server weirdness. We have 1 freight platform running now
Does it fail to load the train, or fail to take up items from belts? Sometimes removing and re-placing things fixes glitches like that.
The game can be pretty bad about coordinating events happening when it's saving - sometimes it'll accept the build, but won't set it up correctly regardless.
(this is how you end up with belts going the wrong way, for instance)
Train was running between stations on schedule, would not load anything
Removed one piece and the entire rail system freaked out. Rebuilt entire set of rails and both stations and it started playing nice
In general, it's good to be aware when a save is happening on the server. I would even propose that placing buildings should be put on hold from 3s before the save to 3s after.
Heck, I'd even take a warning that a save is about to happen on the server, just like there's a warning in SP.
I'm trying to chase down a supposed issue with running two Satisfactory dedicated servers with ports close together, is there any merit behind this? As far as I, and a few others can tell, we can't find any history of issues and this expert seems to be from the placeholder readme that was from the Arma 3 egg.
https://github.com/parkervcp/eggs/blob/master/game_eggs/steamcmd_servers/satisfactory/README.md
I just want to double check that we're not missing anything before we deploy servers on sequential ports.
And how does that work?
It used to be that you couldn't configure the Beacon port (it was 15000 by default), and the Beacon and Game ports auto-increment by themselves still. Something to be aware of.
The server won't fail (as you would expect) - instead, it'll silently increase the port number until it finds one that's unoccupied.
You can try to iptables -A INPUT -p udp --dport X --match owner --uid-owner Y -j ACCEPT in iptables, followed by iptables -A INPUT --match owner --uid-owner Y -j DROP at the end, or something.
(where X is the port number, and Y the user UID)
So as long as it has the the three ports then it shouldn't have any issues being close to another server? I assume as long as the ports it's trying to use aren't occupied it won't try to increment to the next set of ports.
That's correct.
UE games have this "GamePort+1" thing where the network stack can use a port number 1 higher than the Game Port (def. 7777) for some raw data transfer. I know ARK and CONAN: Exiles use it with -bRawSockets, and I think DnL uses it as well. I do not know if Satisfactory uses it - so far, I have not seen it open a fourth port.
It's generally not a bad idea to space things out, for the sake of organising things. As a rule, every new game I set up on my server gets a 1000 pool, and then every instance is separated by 10 - but I only do that so that I can tell what game I'm looking at at a glance. For instance, all my CONAN: Exiles instances have 14xxx, so a port number of 14040 means the fourth C:E server I have (I reserve the xx000 - xx009 range for special cirumstances like test servers, so the first one is usually xx010+).
(TheForest is 10, DnL is 11, Official ARK is 12, Unofficial ARK is 13, Conan is 14, CryoFall 15, OOR 16, 7Days 17, Memories of Mars 18, ATLAS is 19, and Satisfactory is 20)
That is extremely helpful, thank you so much! <3
One more helpful thing: TCP and UDP ports are all separate, so a program can use both TCP/X and UDP/X at the same time.
This makes things easier when the game uses a mix.
For instance, all of my ARK/DnL/CONAN RCON ports are on the 0. If you're connecting to that server on UDP/14040, then RCON is on TCP/14040.
in your own opinions, what server works best for you guys or would you recommend? I had Shockbyte in the past with no issues, besides them not using the experimental branch.
I have no positive preference, since I'm fully able to self-host.
I would however advise you stay away from Nitrado.
If this isn't something you usually do, remember: if a game has RCON, you don't want it unprotected (as far as I'm aware, the RCON protocol doesn't have any security apart from the password, and most notably - is wide open for a dictionary/brute force attack because it isn't rate-limited in any way). If you don't have to forward that port, don't.
Got it, I've figured that about RCON, but it's good to get confirmation about it.
Damn it... While I'm glad people aren't having problems, muh problems to solve ╥﹏╥
(ಥ_ಥ)
I've set up a server on Ubuntu using AMP and need to delete the server password. I can't find the serversettings file on Ubuntu does anyone know where it is located?
It should be in ~/.config/Epic/FactoryGame/Saved/SaveGames for the user running the server binary.
cheers found it
are mods compatible with dedicated servers yet?
As far as I'm aware, no.
[2022.10.23-07.41.29:013][611]LogNet: Error: IsClientMsgTypeValid FAILED (40): Remote Address = ::ffff:127.0.0.1
[2022.10.23-07.41.29:014][611]LogNet: Error: Failed to read control channel message ''
[2022.10.23-07.41.29:014][611]LogNet: Error: UControlChannel::ReceivedBunch: Failed to read control channel message
[2022.10.23-07.41.29:014][611]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:58819, Name: IpConnection_2147461658, Driver: GameNetDriver EOSNetDriver_2147482292, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2, Time: 2022.10.23-07.41.29
[2022.10.23-07.41.29:014][611]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:58819, Name: IpConnection_2147461658, Driver: GameNetDriver EOSNetDriver_2147482292, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2022.10.23-07.41.29:015][611]LogNetTraffic: Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1
[2022.10.23-07.41.29:015][611]LogNetTraffic: Error: Received corrupted packet data from client ::ffff:127.0.0.1. Disconnecting.
[2022.10.23-07.41.29:044][612]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:58819, Name: IpConnection_2147461658, Driver: GameNetDriver EOSNetDriver_2147482292, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0
[2022.10.23-07.41.29:177][616]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:58819
[2022.10.23-07.41.29:177][616]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:58819
[2022.10.23-07.41.29:178][616]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:58819
[2022.10.23-07.41.31:082][673]LogTemp: Warning: Finished!
had some of these errors any ideas how to fix?
For a start, add -multihome=0.0.0.0 to your command line, and retry.
It looks like the internal router is being a shit again.
^
@undone lodge ?
why post that here
@blazing halo @nimble harness did you tell them about your save tool
prob
idk
not sure what your ref too?
Grey was trying to develope something
Oh rip sorry
Yeah thought maybe you were asking about edit save files when the file size is too big for Interactive Map to process . It's much easier to edit in private mode using old Area Action to remove encased objects on map then saving and reupload to server save file .
sorry, for some reason it wasnt sending in the satisfactory main chat, i was trying to ask which i should choose and then just started trying to find somewhere i could send it (i ended up pressing esc and deleting all three by accident =.[ )
Goodmorning , does anyone else have issues with rebounding when trying to use a hypertube ?
Not sure if asking same as me but as late in DS game glitches in hypertube then the death Crate spawns under the map annoying as shit!
I have not had the death crate spawn , but i do glitch back to tne entrance after being in just a simple tube with 1 entrance , and I gave up on hypertube cannons
Where can I get a dedicated server?
Did you ever find out whether there is? Cause I'm looking I to the same.
Still reading up on the dedicated servers, but its not using steam for network gaming right? So a2s is out?
unfortunately not. I tried to find out whether it is possible for more than two hours but didn't find anything at all
Oof, unfortunately I cannot give you an answer - I'm only now dipping my toes in game servers and went the easy way through a rented server.
When I google, I can see something with "SteamCMD", but that might not be default?
Yikes, this is exactly where I am at currently! 😆 It would be so nice, though!
I hope you find something, would be really cool
I had that issue sometimes, and it looks to be a desync issue between where the server thinks you are, and where the client thinks you are (and I believe it's due to predictive algorithms used to reduce the number of updates the server needs to send). It's annoying, but mostly harmless.
That I've seen mentioned exactly once before, and if memory serves - the PC running it was a potato.
What do you mean by "get"? Download and install, or rent?
@clear blaze @cosmic viper @hoary jacinth as far as I can tell, that's being sent over the Beacon protocol (which, as far as I know, is not publicly documented), and it happens after the TLS handshake, so all of it is encrypted.
Is there anyway to increase how often the server updates to the clients ? I know there will be bandwidth limitations and it will depend on the other persons internet , but would be nice to increase how frequently the server updates
Potentially? By increasing the tick rate, I suppose? I do not know that for sure, however.
do you know where that setting would be ? I am hosting the server on my machine via SteamCMD
First, I would like to know if your tick rate is stable. By default it's 30. Do you have a way to monitor it, see if it stays 30 all the time?
How would I go about monitoring it ? Never tried before
And one more thing: does this always happen to you in hypertubes, or just sometimes around when it's saving the game?
90% of the time when entering a tube I will proceed for about 2-3 secs and then rebound , no matter if the server is saving or not
Huh, that's a different issue.
I've had issues coming out of tubes. Going into them... not as such.
Interesting.
You would need to have a player connected to the server in the manager, looking at the value.
Yeah its always going in them , and I have randomly rebounded during travel and get stuck in a tube , but that doesn't happen very often
Ok so its a 2 person job lol
Until someone maps out the Beacon protocol and the DTLS key exchange, kinda yeah.
Ok well as soon as my friend gets online Ill check it out , so does it show the tick rate constantley ?
It should.
Ok and now I have my server running all the time , it doesn't pause when no one is online. Would I still need to wait for someone to log into the server ?
It would tell you how it behaves when there's a player in...
(which is the behaviour we're interested in)
I gotcha , I will check that as soon as my friend logs in
If it dips a lot below 30, especially around you trying to use hypertubes (or doing anything else that may be problematic) - then trying to increase TPS will only make it worse.
that makes total sense
Thank you for the assist! I will see what it is later and go from there
And if it doesn't... then I don't know what to tell you. ;D
LOL
It's possible you've found a DS bug.
can you send me a savegame of your finished map here so that I can look at it and rate it and then upload it to yt? just send me your savegames via dm
You'd likely have better luck asking in #satisfactory
Sorry to interrupt, but does anyone know of a setting or property in a save game file that could cause an issue with joining a game that they have already been in previously?
Causes an "overflow buffer" error message when they try to join?
Yet they can join a newly started game with the exact same network settings?
Restart the server, restart your game, try again.
"Reliable Outgoing Buffer Overflow" (and variations on it) is a known Unreal Engine issue, and shows up in essentially every game based on the technology.
It usually happens when the game is trying to send too much data too quickly, and in most cases it's during log-on, while retrieving player data (stuff like known technologies/abilities, especially when that list is long), and when opening containers.
hi boys. i have a problem. server time out. but 5 min ago we play together and all was ok. not deticated. friends only server
Satisfactory shouldn't be seeing the error too often, though.
If not dedicated, try #multiplayer-troubleshooting.
but 5 min ago all was ok) and in multiplayer-troubleshooting. i cant q u
Huh... weird.
https://github.com/GreyHak/satisfactory_save_monitor @blazing halo
Then try asking in #old-questions-and-help.
That's what I was talking about
Hmm... well, suboptimal in that it's essentially a guessing game... though for the purpose of warning people, it's not terrible in its execution.
Interesting regardless.
Yep @oak reef wrote it
The best I could do with a zero-mod solution.
Zero-mod + zero protocol knowledge, yeah.
One of these days I'll sit down and read the DTLS docs on UE5.
I doubt it... I wish, but I'm a lazy bum.
how buggy are dedicated servers vs just normal like steam servers for playing with friends?
Debating if I should spend the time to set one up
i dont know but i use a dedicated server and it really isn't too buggy. its got a few 'quirks' here and there but thats about it
STEAM doesn't run any servers for the game.
I mean running the steam join type thing, I know they dont
I wouldn't honestly know, never tried. I'm running DS exclusively, even solo.
Dedi is pretty comparable to a shared game
If the server is powerful enough, it can even be a better experience on big saves.
Do dedicated servers just stay up all the time or only when the computer is on?
Also if the latter could I just use like a raspberry pi 4 or random laptop to keep them on?
you need a machine that is separate that runs them, they are on when that machine is on essentially.
random laptop yes, rpi4 no, no arm support.
k
I've personally found that most electrical equipment works much better when it has power.
This is a common issue (more like constant 🤭) when running a dedi. Can it be "fixed" by increasing bandwidth usage?
No.
Oh well
It's only visual anyway.. you're still getting the right throughput
- anyone else notice that accessing the truck workbench is super glitchy? (sometimes instead of workbench, you enter the truck, which permanently breaks the truck)
- anyone notice that dedicated server restarts at irregular time intervals? (e.g. 11 pm one day, 5 am the next)
ad. 1) yeah, had that happen to me exactly once; I don't really use vehicles that much, so I guess I wouldn't see it much
ad. 2) also something I noticed, but never cared enough to test for
I suspect it's down to the amount of game time. For example, if you have the server configured to pause on no players being in the game the autosave timer will also pause. I've had it on entering the dedicated server it autosaves almost immediately. The same is also true for a server restart.
I've had it on entering the dedicated server it autosaves almost immediately.
100% here, Timed out on the first connection after restart
gotta connect twice
looks like no ticket for #1 so gonna file https://questions.satisfactorygame.com/post/635673afca608e0803522fdb
I think this might be my new home for a while. I've got a dedicated server with just short of 3000 hours game time. I'm at the Unreal Engine 4 Object limit. Experiencing all sorts of issues. Many I'm used to and either have workarounds or live with it. Looking forward to sharing knowledge and experience with you all and of course getting that in return.
This would be the first indication that the server can reach the UObject limit without running into save-time issues first. Cool.
Also, you can increase the limit.
(you'd need to do it on everyone's machines, or they'll be unable to join once the server's crossed the original one)
Also, welcome aboard and glad to have you. ||Even if you'll take away my fun by solving cases before I do.||
<waves> Thank you. I hit save time issues months ago, hit the object limit 2 weeks ago. I have ini file edits in place for the object limit but still I think the server is going to start crashing again soon.
I've spent the last 2 weeks removing old factories to free up object count.
The save file has just reached 16.6mb again.
That was the point at which it started crashing.
The information in the wiki is pretty thin on the ground and I can't say is very clear. Hopefully dedicated servers are going to get some love in update 7 to improve the user experience. Like being notified when an autosave is taking place.
#2 appears to have no ticket so... https://questions.satisfactorygame.com/post/6356754dca608e0803522fdd
Like being notified when an autosave is taking place.
yes, yes, please yes!
should have a Fixit logo with "PLEASE HOLD" on it
So, about 16 MiB of save size as the normal upper limit. That's good intel, been wondering about that for a while.
Also, that auto-save notification: HELL YES PLEASE. Things you place down during an autosave have this nasty habit of being broken.
Yes or disappearing once the save has finished.
It's ironic that you get that warning in SP where you can't do anything, but you don't on the server where it's very possible for you to try and do shit while it happens.
At least it doesn't affect basic stuff like foundations... otherwise Foundation Week would've been much more difficult for me. :D
I think it points to the very experimental nature of dedicated servers. They're barely functional and there's a lot of work to do to get them anywhere near the single player experience.
I strongly disagree, actually. I don't think it's much different from the SP experience.
Ok let's explore that, draw distance is lower, doesn't remember your hover state. That's 2, there's more.
After accounting for the networked nature of the thing, meaning - things that won't get "fixed" because they're not "broken" to begin with.
Draw distance is always an issue with UE servers - it's one of those "not broken" things. It's the nature of limiting data transfers to what is actually relevant.
Remembering hover state: not sure what you mean, but this isn't single-player where the world ceases to exist when you leave it. Again, "not broken" as far as I'm concerned.
Gimme more.
I've got a whole series of bugs logged in the QA site but the majority aren't specific to dedicated servers and I suspect are present in single player.
One which I think is a multiplayer/dedicated server issue is the hoverpack rising the pioneer to the vertical limit uncontrollably.
Just remembered another one, random deaths in hypertubes
Not DS-specific. It's input-related, and I don't want it fixed, because it allows you to leave the character picking things up without limit (as long as they're looking at the resource node).
Issue: the game's input sometimes doesn't register the KEYUP event, and doesn't release the action.
Solution: hit the button corresponding to the direction you're going in, so that it registers it. If going up, press SPACE.
Point to you - that is a DS issue, and you're the... third person to mention it, over the past let's say 5 months.
Had a complete disappearance of my character the other day. Random death, respawn, no death crate present on the map. Lost 29 power shards in my inventory.
Last night the server appeared to crash and restart and when I logged back in I was back in that character with the power shards.
But by then the game state was significantly advanced from that point so reloaded the last save.
Likely not actually a death, just the game losing track of your ID and thus placing you in a new body. Point to you.
This one is a biggie and the reason I don't build hyper tubes over thin air. If you are in a hyper tube or hovering when you exit the game on re-entering your hover or travel state is not preserved. The pioneer falls through the hypertube to their possible untimely death below. The same is true if you were hovering on exit.
This informed the way I build my hypertube network, it is all inside a rail viaduct structure so there is always a foundation underneath.
That is something that happens on the DS, but it happens for the same reason your hover is not retained: the world doesn't cease to exist when you're not in it.
You just have to be careful not to exit the game inside a tube.
Considering I treat it as a "transition", standard transition rules apply; namely, don't. Quitting in the middle of a transition is a great way to invite trouble in any game.
(obviously can't help it if you crash at that time, but I doubt it's something that could be easily fixed)
No but your character information is held so hover/travel state could also be held.
The point with that is you don't always have control of your exit from the server.
Autosaves will kick you, crashes will kick you etc.
Crashes will, but that's not a tube issue - it's a crash issue.
Autosaves: ... that's a touchy subject. If your autosaves are exceeding the timeout, increase the timeout... but there's no real fix except more powerful hardware... which in itself isn't a long-term fix either.
Yup I hid the 30 second limit ages ago.
I have the timeouts set to 180 seconds presently.
Anything to do with autosaves and the associated issues (timing out on connection to a start-stop server, for instance) is a bit of a sore spot for the server. Not something that can be fixed, per se, but...
So, you did run into save-time issues before hitting the UObject limit.
I was right.
Oh yes
So, what else you got?
Plenty but later, I'll share when I'm playing, and likewise.
To be clear: as far as the whole points-thing is fun, it's more of a knowledge exchange. :)
I'm not here for scoring points, just want to be in with a group of people who may be getting the same experience and may have some views on it.
As for my end:
game logic:
- buildings sometimes don't place correctly, or remain holo; restart fixes it (very rare, too)
- buildings - specifically belts - placed down just before an auto-save tend to be broken; remove and replace
- in start/stop servers, first connection usually results in a timeout while the server loads the game; the only "fix" is to make it run continuously or live with it
server operation:
- the internal "packet router" is shit, and causes more headaches than it fixes; advise
-multihome=0.0.0.0when seeing issues like routing IPv4 over IPv6 to get back to IPv4 and so on
We usually deal with the networking side of things here - most people coming in have trouble with basic network concepts really. A given, since most people coming in are players, not net admins/sysadmins, and most of them are coming from the listenserver/provider-mediated sessions side of things.
The usual is to explain some of the concepts and walk them through stuff like finding if they have a public IP, setting up port forwarding (nobody is expected to know router UIs, to be clear; they want a fix, they have to work for it ;P), or explaining that/why the server needs 12 GB of RAM.
It's not glorious, but it can be rewarding.
And, from time to time, there's the odd complex case that tends to result in a bug report (or a lengthy explanation why it isn't a bug and can't be fixed - like the "disappearing items" on belts thing).
Yup the cosmetics don't bother me, it's disconcerting initially but you get used to it.
Better that, than requiring 25 Mbps per player and 100% CPU use server-side.
Here's a few I've screen grabbed recently. In most cases a relog fixes.
#1 mentioned, yes
#2 and #3 client-side glitches, unless you can prove #2 is repeatable if you restart your game but not the server
(it would be weird, the server instructing the client on what to display... but eh, I've seen weirder)
The second one started happening since Update 6.
I got the game for xmas last year when update 5 was current.
Transferred my save to dedicated server at 300 hours, completed phase 4 at 800 hours, spent the next 2000 hours expanding production and building distinct factories for every item.
I hit the object limit before I could complete that plan.
For example I have none of the new nobelisk or rebar factories.
I was thinking to dedicate the desert to a new series of ficsmas factories. The swamp was going to be new nuclear.
One thing I find curious, is that there's no way to trigger FICSMAS at will. Meaning - if you don't have a save from around then, you're SOL on stuff like snowballs.
If there's a way to work around it, I haven't found it.
I was lucky I spose in that I first logged into the game on xmas day and presents started falling from the sky. I was like wtf?
I built one factory with literally one of each machine in chain. I don't build like that now and haven't for 1000s of hours. I build distinct factories making one thing.
That was a strategy to try to solve issues with a sky scraper mega factory I was building. The game lagged to 1 fps when you entered the area. So decided to build out rather than up instead.
Smart move.
It didn't entirely work, I held in the Rocky Desert until Update 6 released into early access. As a result I have 40 factories in the Rocky Desert. The amount of build in that area still lags the game when you first enter it. In both cases it recovers after a while and all the objects have been streamed to your client.
There's a recent piccy. At the weekend I decommissioned a 120 battery per minute factory on this site in the foreground. I've replaced it with 2 of my standard factory designs and retrofitted the old Crystal Oscillator factory to produce batteries with an alt recipe @ 540 per minute.
@sour rivet Hey, I think I've found your long-lost brother or something.
Because that vista looks damn familiar. xD
Oh ?
Another UObject violating guy, but he's doing it on the server instead. xD
Just look at that factory, man.
<waves> hiya
The UObject limit though is just a suggestion 🙂
Much like the speed limit for trains is a suggestion.
It suggests a speed limit you want to keep if you like staying on the rails.
Waiting on a 13900k cpu so I can carry on building and keep some more frames.
I could always add another 64gb 🤣
You could also stuff it. It's an option. 😂
(in truth, I don't mind, and I like good banter)
The problem with going mad with tunnels is I essentially hit the object issues much sooner.
Well, since you have to essentially pave your own world...
anyone got an idea how to fix this server issue... in reinstalled everything... i'm not that into this and it already took me a lot of time to get it to work but it broke itself ._.
it fills the 8gb memory in like 5 seconds after i try to load a world/ create a new one
Where are you connecting from? Where is the server located?
Yes. The fix: install more RAM.
Its a vserver at contabo
Im connecting from my pc
I see.
What does the server log say when you try to connect?
As far as I can see, the two ports I can reach (BCON, 15000, and GAME, 7777) reply just fine. So I'd really need to see the log.
When we play, about every 5 minutes our pionneers gets back to a previous location or all constructions freezes then everything is built. Every menus are also frozen when this freeze occurs. Am I the only one? Is this linked to the autosave feature?
Server is installed on a dual Xeon machine with 128GB ram, Linux Debian.
Yes. The default autosave interval is 5 minutes.
And it does it to me even if I'm in the local network.
Oh, then there must be a config file for that.
Gonna check fo it.
Yes, you can extend the time between autosaves. You may want to time it so that it falls just under 12 hours, to account for the auto-restart.
It also saves when a player disconnects so... Yes with auto-restart would be great or every 2 hours can be better too.
Since the server continues to accumulate ressources (or waste) when we are away, I still want it to save time by time.
It doesn't really. I mean, it does, but it's not that visible in usage.
It would be best if the autosave interval fell just before a full hour, because it seems the server does not save before a restart.
You can specify it to the second, so something like 7190 (instead of 7200 for 2 hours) would probably be best.
Thanks. It's easyer than I thought to change it.
its saying this:
and after that more than a hundred of these yellow messages
idk
Then please find out.
Yeah.
So once it stops spewing out the yellow lines and goes quiet,
try connecting then.
I bet you'll join no problem.
ok, ill try
If it works, come back and I'll explain it. If not, we'll troubleshoot more.
8gb of memory are sufficient - 8gb of memory are even enough with a big big savegame - there are a lot of warnings appearing in the log while the memory rises from 1gb to 8gb in like 3 seconds... if u don't know anything helpful then please don't answer, that's no solution.
If you look at the Wiki, you will see that the requirement for the server in Update 6 was bumped to 12 GB, and 16 recommended.
I know for a fact that the server requires a little over 8 GB to even start a new game, as measured by system profiling. That is on top of the underlying OS.
Please be less confrontational, thanks.
ouf, i haven't played in months... i'm so sorry.
No biggie. But yeah, it got upped.
I've seen people ragequit "until the server RAM requirement goes down". Yeah... that will happen.
now i cant start it anymore
We're about 20 years too late for HLDS. :D
What does the log say?
oh
ouf, i wonder why the ram use increased that much from this update... what did they change leading to those increase in ram?
how can i specify how much it can use?
No idea. You'll have to talk to Contabo.
Then check the system log. It's being killed by the operating system.
If it's not RAM, then I have no clue why. Ask Contabo.
Loads of things, but I can't actually tell you. If you asked me to guess, I would guess that they changed how memory is managed/arranged to make it easier to save - so, they probably traded space for time.
well :/ servers have been pretty expensive compared to other games before... and now it's even another level haha
Tell me about it... I'm used to services that use a fraction of that.
Before I ran my first ARK server, I expected it to need maybe 500 MB.
Boy was I wrong...
😅
hey, can i create an dedicated server with my server pc for epic games? me and my friend both bought it on epic games
The dedicated server is platform-agnostic.
so i can make a steam dedicated server and join with epic games acc?
yes
The server is only available through steam, but it will support players from both platforms,
It's not. You can get it on EPIC as well.
But since all communication is IP-based, the actual platform doesn't matter one whit.
ah, I did not know they added it
any good tutorial out there for set up?
You can find one in the topic's channel, on the SF Wiki.
I recently moved and am trying to get my dedicated server back online. The service shows running, and it shows online in the menu. However, when I go to connect, via my home network, it will start loading, and then timeout and crashes my entire server. Any thoughts?
It is hosted on linux
Log?
can i upload my current map to the server?
Save, yes.
and will the server use as much ram as it needs?
I don't understand the question?
î have 16gb of ram on my server pc. when i played minecraft it would only use like 4 at max and i had to change it in the settings
There are no such restrictions in general. Minecraft is a special case, because it runs inside a virtual machine.
you know a lot about servers, dont you?
After it times out, I run journalctl -xe and that's when it freezes the machine. After I restart the linux machine, this is what it says when I run sudo systemctl status satisfactory.
Get me an actual log, not journal output.
Mc is kind of special case if you run java version. You need to tell java if u want to use over 4gb of ram to run the server. Otherwise it limits it and server performs slow.
The ram requirement increases as your base grows. Theres no fixed amount. It runs well at first but towards endgame it could not be enough.
On Windows, %LocalAppData%\FactoryGame\Saved\SaveGames. On Linux, ~/.config/Epic/FactoryGame/Saved/SaveGames.
If you didn't mess with the port, the game helpfully fills it out for you.
Did you do any port-forwarding on your router? Do you actually have a public IP?
If it's asking for the session ID, you're in the wrong place.
Session ID is used in game-to-game P2P multiplayer hook-ups mediated by STEAM or EPIC.
The DS uses IP communication.
got it
> Capybara-lover69
Uhhh...
thx for help
lmfao
Let me put it this way: it's probably not what that handle brings to mind...
... but damn if it isn't suggestive. 😂
Scared people don't talk shit. Is by design.
Can also talk like dis, sound Russian, works.
People nicer.
;]
Speaking of Discord profiles, why "sad"?
I actually don't, but I can if I try.
The funny thing is - I'm from Poland, but I sound British.
@blazing halo I see what's going on. It is running out of memory. Didn't the sys reqs used to be 8GB of ram?
sigh. curse my old outdated laptop
It will (or would have?) probably caused other issues. The game isn't exactly designed to run on a speed-limited CPU.
(which a laptop CPU essentially is, due to thermal management issues)
One particular issue I would expect would be long save times, since they're pretty intense and rely heavily on single-thread CPU performance.
(long enough to cause disconnects due to timeout)
lmao multi langual
I'm not sure if "a few words" counts.
I'm bilingual.
(as you can imagine, English is not my first language)
for sure. It ran okay enough before update 6. It's a 9 year old laptop, and the keyboard falls out if you tilt it, so yeah, it's at it's limits
Though theoretically, if the CPU is removable, you could replace it with the most powerful upgrade for the machine. Same with RAM.
Since it no longer functions as a mobile computer, you could just bite the bullet, dismantle the case, put the motherboard on some stand-offs, and slap on a much bigger heat-sink - turn it into a hybrid, somewhere between a laptop and a desktop.
server crashed a few miinutes ago, unfortunately i do not know what caused the issue. attached the crash log
It'll never perform like a desktop, but it's a power-efficient server machine if nothing else.
save file is around 11mb now
But that's not the crash log - it's the regular log.
I'd want to see the XML context, yeah. That, at least, is guaranteed to have the call stack.
UE4Server_FactoryGame_Win64_Shipping!AFGBuildableHologram::ConfigureComponents()
You were building something when it crashed, right?
Yeah. That's an issue I've seen happen before. Not to me, but mentioned here.
I think there's a QA thread about it.
Look up AFGBuildableHologram on the QA site.
cant find anything
Then start a new one, but I'm pretty sure there should be a report.
ok thanks, lets hope it gets fixed soon
i need some help i just set up a dedicated server on my pc. I am able to log in and play but my buddy cannot. I gave him my Public IP, Is there something else that he needs to do?
How do you know your IP is actually public?
I am not sure. I just used a site to look up my IP. Ive used that before when setting up server for another game and it worked fine
Well, let's be sure, shall we? Please log into your router and find the page that has your WAN IP printed. It will usually be on a page with a name something like "Internet", or "General", or maybe "Setup", I've no clue.
Got it
Once you find it, note it down. Then visit a site like whatismyip.com and note that down.
And finally, compare the two.
If they match, your IP is public. If they don't, it's not.
Exactly the same ip
im about 70% sure i did. Port forwarding is not my favorite activity
Can you verify that?
Let's not be 70% sure, but sure. Unless you need your server 70% working... ;)
how can i verify?
Show me the port forward setup. It can be a screenshot.
This section does have a destination IP, Which i set to the only device connected to my modem which is my netgear router.
That looks fine. Does the LAN IP match the IP of the server machine you're using?
To clarify you are asking if the "Destination IP" matches my PC's IP?
The PC you intend to use as the server, yes.
My pc is what im running server on
It would also help if the DHCP lease it's receiving had a static assignment.
(so that it doesn't change between reboots)
(because the port forward will not update to match if it changes)
Okay. So the basics look fine.
Please show me the the server's log from around the time your friend tries to connect.
Yup, looks like the built-in packet router is being a shit. Again.
Please add -multihome=0.0.0.0 to your server's launch arguments.
Would you be able to explain this to me as though im 5. I made a start server. bat Do you mean that?
Yeah, pretty much.
Append it to your startup command line.
(add a space before the -)
Okay i have done that. He is getting "this server appears to be offline, Dedicated Server issue Server Name Pending Not Authenticated"
Those are in various text boxes but that is what it reads
Did you restart the server, so that it takes up the new parameter?
I closed the window and reran the command.
Next time, use Ctrl+C on it. Closing the window kills the server outright and doesn't let it shut down properly.
Did it actually help?
No, Just thanking for your time.
Maybe lets take a step back, When he is attempting to join he goes to server manager -> add a server -> then enters my IP?
That is correct.
He may need to restart his game as well - it has a nasty habbit of deciding "yep, that server's dead, not gonna try any more" after trying it a few times.
He is attempting that now.
Unfortunately that did not work. The port is supposed to be 15777 correct?
Since the server restart it hasnt changed on his attempts
Have you allowed the server through the firewall? It's possible that its requirements have changed.
I thought i double checked earlier. I ran this to create a rule in the Firewall.
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
Hm, that should've done it.
But the fact that there's no output to the log when your friend tries to connect, indicates that he's not getting through at all.
So - networking issue, or firewall issue.
Disable your Windows firewall temporarily and have him try again.
Do i need to make a rule for the outbound?
I will try that in a few, He has gone afk unfortunately.
> Do i need to make a rule for the outbound?
No.
The firewall should already be configured to allow "related" traffic - once it sees a connection, it'll remember it and match it with further communication. You only need to allow the first (initial) connection, the rest should happen automagically. And the server doesn't make any outgoing connections itself.
Send me your public IP over a DM, I'll have a look more directly.
Yup, you're unreachable.
Did your WAN IP change?
Is the server currently running?
Server is running. My IPv4? has not changed.
That has not changed either.
Yep
Ill give it the ole turn it off and back on again. one moment
Okay i have restarted. the only things open are discord and my Browser
Sorry took me a sec to find the file path again. It is running now.
If it is, I'm not seeing it. It's completely incommunicado.
Please post the most current server log.
In its entirety.
Okay, so everything in that log looks OK.
So we're left with few options:
- port forwarding incorrect
- the router's being a shit (restart router)
- LAN IP incorrect (did it change?)
- ... something else blocking connections between here and there
(that last one is a catch-all)
Double checking Port forward. One moment
They looked OK... maybe the LAN IP changed, though I doubt it. :/
For the .bat this is what i have entered. May not be it but i just want to double check.
factoryserver.exe -log -unattended -multihome=0.0.0.0
Yeah, no, I already confirmed it with the server log (it logs the command line used to start it).
I honestly don't know, at this point. Something we think is OK is actually wrong, but I just don't have an idea right now.
Restart your router. Note, this may cause a WAN IP change.
Okay ill have to wait on that. I'd have a riot on my hands if i reset router right now.
Thanks again. Ill get it figured out eventually
@blazing haloi just realized now that i upgraded ram like 2 weeks ago i can run dedicated server without much issue :3
;]
where was dedicated server files located again?
In the home directory of the user running them.
(the path differs on Windows and Linux; it's easy to find via Google however)
does someone have a server that i can play on
Did something happen with the last patch? My game is treating me like I'm starting a new game and spawning me in my HUB.
The game sometimes gets confused about your player ID, so it may spawn you in a new body. It sometimes happens. It often reverts, but however long it will take... is up in the air.
Oops. Wrong channel. Sorry. Thought I was on satisfactory-experimental.
Ah. Where is this happening? Single-player?
Yes.
Good to know. :D
We thought it was a multiplayer thing, but apparently not.
Anyway, to answer further:
there's no concept of "property" or "ownership" in this game - everyone knows everything and owns everything - so you can just go to your "other" body,
whack it to death with a melee weapon (ranged won't do it),
just pick your stuff up, and carry on.
Believe me, this has much worse consequences when it happens in games like ARK, Conan: Exiles and so on, which do have a concept of ownership, and if it happens to, for example, your guildmaster/tribemaster...
But on the whole, it doesn't happen too often, in general.
Thanks much! And sorry for the confusion.
lol! Just loaded back up and the problem went away by itself.
Well, like I said, it often reverts.
Eventually.
I think that the game uses some sort of fingerpriting/ID which may not always respond (likely on-line?), and the developers decided that since the game doesn't have ownership, it doesn't much matter what body you wake up in.
An inconvenience, but that's about it.
Also, #satisfactory-experimental is currently locked out, so your best bets would be #satisfactory or #old-questions-and-help going forward.
That might be why I wound up asking here by mistake. Thanks again!
Good afternoon
Hey there Big K.
Relaxing
So nice that it's afternoon for you. It's the middle of the night here. :D
Lol 9 pm here
Same thing happenend to me in two different single player games. Thx for the workaround with killing my "other body". But it's still quite annoying... Btw I play sometimes on my computer and sometimes on my laptop with the same steam account. Maybe that's confusing the player ID? Well this was not a problem in update 5. I've just started playing Satisfactory again in the last couple of days. So it seems to be a bug of update 6?
Yes it was. :D
Had it happen to a friend of mine shortly after I started playing, which was before U6 EX was a thing.
For the first time yesterday the map on my dedicated server displayed storage boxes.
I can't remember the exact terminology as after a subsequent relog they disappeared.
I had no idea that was even a thing.
Also radar towers were shown in their own category as was the hub and space elevator under category other.
The trigger may have been the placement of a new radar tower.
On the same note, wasn't weather e.g. rain introduced in update 6?
I've not seen it rain at all in my server.
Another behaviour I witnessed for the first time yesterday was radiation persistence.
I'm working on a new dedicated uranium waste processing facility on the edge of the rocky desert.
(The two factory footprints from an earlier screenshot)
To test the build I set up drone ports and diverted uranium waste into the sending port.
In that area is a storage container with 20 plutonium waste.
A failed idea from when I first built Nuclear facility A.
It gives a full bar of radiation so I decided to move it.
I put down a hazard personal storage container some way away and moved the plutonium waste by hand.
The waste in its new location gives off no radiation.
But the container at the old location was still highly radioactive.
I deconstructed that container and the radiation disappeared.
The new box still gives off no radiation.
I thought perhaps it was lead lined :0)
Part 2
Later last night whilst working on the new uranium waste processing facility I decided to move some non-fissile uranium by hand.
This was a big mistake.
Even though my inventory was free of the radioactive material after the move, the radiation persisted and was draining my iodine filters very quickly.
I relogged but that made no difference.
So I took off my hazmat suit and let the radiation kill me.
On respawn the radiation effect was gone.
I replicated the same behaviour again later on so it was reproducible.
Here are the screenshots from the plutonium waste move.
No radiation.
And the screenshot from me taking massive radiation damage with no radioactive material in my inventory.
When this started I had 90 iodine filters on me.
Radiation has some issues, in general. For instance - pick up something radioactive and sort your inventory; congratulations, you're permanently radioactive (until death, anyway).
Same. I saw it in someone else's save in SP, but not on a server yet.
Ah, yes. I just mentioned that. Don't sort your inventory when you're carrying radioactive stuff. It seems that when you do, the effect loses its association with the cause (somehow) and sticks around when the cause is removed.
My suspicion is that, in order to simplify stuff, your inventory isn't polled for "radioactive stuff", but rather - it works on events (add to inventory, remove from inventory etc.), so losing a reference to the effect when sorting would mean that the "on item removed" trigger never removes the rad effect (the inventory either loses the reference to the "on remove" action so it never fires, or it does fire but the reference to the effect itself was lost and so nothing happens).
And yes, containers sometimes "need a minute" to catch on that they're actually supposed to start (or stop) emitting radiation. But in the grand scheme of things, that's cosmetics in my book.
It should also be noted that none of this is server-specific (well, maybe the container thing, but I never tested). Happens in single-player just fine. ;]
Sounds like a UI bug tbh.
had a DS crash during restart...looks like it failed to write the dump...not sure what to do with it
Good tip Kad, it is quite possible that I sorted my inventory as that is just something I do when opening it to close up all the gaps.
I will test that tonight.
As I've not played single player since 300 hours in it's all dedicated server to me.
There are some things I've worked around by moving the save file from the server to local, rectifying and then moving the save back to the server.
One was a continuous crash riding a train on game load.
I managed to get the game to load in single player, exited the train, saved and moved it back to the server.
Another was after the 6.1 update a rail junction broke.
All trains backed up and manually driving the train across the junction caused it to derail.
I was not able to delete the faulty section of rail.
Again moved the save to single player, rectified there and moved it back.
The map bug... the map was broken under update 5.
Is a lot better under update 6.
But as I discovered yesterday, still not fully functional compared to the single player experience.
That is most definitely a dedicated server issue.
If weather is a thing in update 6 single player.
The fact I've not seen it at all is again a dedicated server issue.
One thing I can confirm is fixed in update 6 is the train setting "wait until fully loaded/unloaded".
My entire train network depends on it as trains are my logistics network and I have around 150 of them.
No idea on an exact number to be honest.
If anyone would like to jump on the server to have a mooch about or perhaps collaborate I'm open to that.
Be advised it is above the uobject limit so you will need to edit your ini files.
The save file reached 16.6mb yesterday so is back to the size where it started crashing.
I can supply my edited ini files if needed.
Sadly, there's no call stack included in that crash, so I've no clue what happened.
Both aren't issues I've seen before.
Can you expand on the differences?
Potentially, yes.
I might check it out later, why not. :D
I get this error on any server i attempt to create and join to
What does the log say? Where is the server located? How much RAM is available to the server?
6GB, Running in a Docker Container, log just complains about foliage before it crashes
26.10 18:07:49 [Server] INFO [2022.10.26-16.07.49:867][211]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y1_GrassFields_7_01.Cave_X3_Y1_GrassFields_7_01:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_69)
26.10 18:07:49 [Server] INFO [2022.10.26-16.07.49:867][211]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y1_GrassFields_7_01.Cave_X3_Y1_GrassFields_7_01:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_7)
26.10 18:07:49 [Server] INFO [2022.10.26-16.07.49:867][211]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y1_GrassFields_7_01.Cave_X3_Y1_GrassFields_7_01:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_70)
26.10 18:07:49 [Server] INFO [2022.10.26-16.07.49:872][211]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y1_GrassFields_7_01.Cave_X3_Y1_GrassFields_7_01:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_75)
26.10 18:07:49 [Server] INFO [2022.10.26-16.07.49:872][211]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y1_GrassFields_7_01.Cave_X3_Y1_GrassFields_7_01:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_76)
6 GiB is half of what you need to run it correctly.
Upped to 8GB RAM and it threw the same error, however it stayed alive and then allowed me to connect the second time
Were the minimum requirements changed?
Yes. For Update 5 it was about 7 GiB, now it's more around 12.
Why has it shot up so dramatically?
We run a good amount of Satisfactory Servers that were using under 6GB when we had that much assigned, and some are acting normal still with 6GB but some are acting out like this
quite the dramatic increase to 12GB as a minimum recommended
They should absolutely not launch with any less than 8 GiB.
I know from measurements on real systems that the minimum for a fresh save is 8.01 GiB.
💀
Such is life.
Please don't throw a tantrum and say something like "Well I guess I'm done with the game until the RAM comes back down" or something. :D
That'd be hilarious. :D
Please remember: this game is in Early Access. You had to OK this when you purchased the game. :-) Games in Early Access may change in many ways, including hardware requirements, at any moment, without prior notice or guarantees.
And to be fair, you did have forewarning in the form of Update 6 Experimental, which had massively higher RAM usage (it required 10.5 GiB to even start properly).
maybe thats my issue to. server owner has it set to save every hour. and it kicks me i get same reports
What reports?
Does it kick you every time it saves?
every single time it saves.
Can you get the server log to see what it says at the end of the save?
It should report how long it took.
i get the same network error trhat he gets.
Yeah, everyone gets the same generic error, because there're like two - the timeout, and the buffer overflow. xD
The message says nothing about why the problem happened - it only says that it happened.
where can i find client files?
I need server log info on save time length.
how do you decipher the time lol [2022.10.26-16.57.25:261]
Y.M.D-H:i:s
where Y is 4-digit year, M is 2-digit month, D is 2-digit day,
H is 24-hour format hour, i is minutes, s is seconds
Times are all in UTC.
(the log opens with the local date/time, so you can calculate the offset)
(local to the server, mind)
[2022.10.26-16.57.20:773][308]LogGame: Generate Objects Total Num: 284950
[2022.10.26-16.57.20:775][308]LogGame: Generate Save Objects Inner: Took 29.557 seconds
[2022.10.26-16.57.20:917][308]LogGame: Generate Dependencies Complete: took 0.142 seconds
[2022.10.26-16.57.23:412][308]LogSave: Warning: New/Old Root size mismatch!
[2022.10.26-16.57.23:492][308]LogGame: World Serialization (save): 32.473 seconds
[2022.10.26-16.57.25:210][308]LogGame: Compression: 1.714 seconds
[2022.10.26-16.57.25:210][308]LogGame: Write To Disk: 0.003 seconds
[2022.10.26-16.57.25:212][308]LogGame: Write Backup to Disk and Cleanup time: 0.005 seconds
[2022.10.26-16.57.25:215][308]LogGame: Total Save Time took 34.197 seconds
There you go.
this is right before alot of notifyacceptingconnection and then goes to offline
Total Save Time took 34.197 seconds
The default connection drop timeout is 30 seconds.
Both server and all of the connecting clients must have their timeouts increased,
or the server's hardware (the CPU) needs to be upgraded.
its hosted by g portal
How big is the save?
12k kb
oh wait
hold on thats how big the log is lol
its the same
really a little less 11277 kb
So about 11 MiB?
Okay, that's a fairly big save.
Yup, you need to increase the timeouts at this point.
This will need to go into Game.ini on both the server and all clients
[/Script/Engine.GameSession]
InitialConnectionTimeout=120
ConnectionTimeout=120
Note: if your Game.ini file already has the /Script/Engine.GameSession section, you don't need to declare it again - just add the values in the same section.
The timeouts are in seconds (120 = 2 minutes).
wouldnt happen to know about which line that is on do you ?
sent you a msg
INI file editing 101
INI files are split into sections
Like so:
[Section 1]
SettingA=blah
SettingB=foo
SomeOtherSetting=bar
[Section 2 and 1/2]
BlahBlah=Foobar
lol i was looking at the wrong file lol
yea mine looks like this
[/Script/Engine.GameSession]
MaxPlayers=10
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
So as you can see, you already have the requisite section.
You need to add the respective settings (parameters) to that section.
Remember to edit .ini files with the server shut off.
(it updates the files on successful shutdown, so your changes may get overwritten)
Remember that both client and server need to have these new timeouts set, as both decide on timeouts.
Hey Joker, I just joined the server and I am breifly reading your stuff here, i am having what I think is a similar or same problem as you, and I am also using G-Portal
yea im hoping this fixes it just looking where to change it on myside
Honestly I am at a point I just want to get my save file OFF of G-portal and start playing peer to peer, since it's just my wife and I anyways
Do you happen to know how to save the files to my PC?
I can't seem to figure that out
Ini files are located at this path on the client.
%LOCALAPPDATA%\FactoryGame\Saved\Config\WindowsNoEditor\
Somewhere in local AppData
i found it thanks
I don't know if G-Portal has the user's home directory mapped into whatever access you have.
simrien was right it was there
buddy says his says engine.gamenetworkmanager not gamesession
is that a problem?
This is all a bit over my head technically speaking, thanks for baring with me. The users home directory, is that like where the files are stored on theserver I am renting?
You'll probably need edits to engine.ini, game.ini and scalability.ini
The same files can be used on the server and client.
I've done all 3 myself recently.
I'll upload mine when I get home
awesome thanks
Yes. He will need to add the appropriate section before the params.
add what you posted is what we added it just changed the names on the client ini
To put simply: the settings must go under the appropriate heading. If the heading already exists, add settings into that group. If the heading is NOT present, add the heading before adding the settings.
What do you mean "changed"?
he said in his client side game ini it said engine.gamenetworkmanager not engine.sessionmanager
Yeah, and?
What did he do?
...?
........................ ?
Let me put it this way: if he changed the existing heading instead of adding a new section... then this is a great analogy:
I gave him a belt to put into his pants. But he didn't have any pants on, so he cut holes into his shirt and threaded the belt through the shirt. Not only is the belt in the wrong place (so it won't do what it was meant to), but now the shirt too is ruined and won't do what it previously did.
sorry yea he replaced it with what you sent. and then loaded game after waiting for me to see if it would load or not. he is good and in game guess heading doesnt matter
I don't think that G-Portal like says how much ram they provide my server. IDK man I am getting sick of all this it sucks trying to troubleshoot
I have so little free time and I just wanna play. It sucks to be suddenly plunged into this world of tech support.
My wife got like 130 hours into this save and I am considering just scrapping the whole server and starting over Peer to Peer
Unless someone here knows how I can just like download the save from G-Portal
Their tech support is not very helpful
Hence why I came here see if anyone can actually help
It does matter. Whatever settings were under the heading are defunct now, and when he quits the game - they will be removed from the .ini file. Good game.
"hence" already means "why" man
It's a trigger for me.
Demand they map the home directory to your FTP access. They can't hold your savegame hostage.
I am not really sure what all that means, but I will just paste that into my ticket lol
I wonder how many fucking months need to pass before they finally get a clue that this particular server does not keep saved games in the server's directory... for fuck's sake.
There are so many ways to get around this. So fucking many. Under Linux, you can bend the filesystem into fucking pretzels.
I have to assume they either don't know (so they're incompetent), or can't be bothered (so they're indifferent). Either way, abandon fucking ship.
You know, if I received the same ticket again, and again, and again, and again... I would at some point think "Geeeee, maybe we should do something about the fucking defaults for this service or someshit."
I don't understand how do you fuck this shit up and keep fucking it up when
a) the game's been out for fucking years now (so the info on where it keeps its saves is easily reachable by google), and
b) this is literally the one thing you're supposed to be fucking good at
That's it. GPortal is officially on my shit list.
It already had Nitrado on it, so they're in excellent fucking company.
/rant
If I get a new DServer, who should I use
I can't tell you that. What I can tell you is: not Nitrado, and not GPortal.
I hear IndifferentBroccoli is pretty good
These are my edited ini files @steep bluff
There's at least one save timeout I haven't covered yet.
A manual save from the server console on the client times out with a 45 second error.
Did you have the extended timeouts in place?
Engine.ini
[/Script/OnlineSubsystemUtils.IpNetDriver]
ConnectionTimeout=180.0
Game.ini
[/Script/Engine.GameSession]
InitialConnectTimeout=180.0
ConnectionTimeout=180.0
It looks like the ini files are read at start up, so recommend to restart the server and client after making the changes.
i didnt do the engine.ini ill do that when he gets back
Remember to make the changes when the game (or server) is shut down, yeah?
The game (and server) write to the .ini files on normal shutdown, so changes you've made while they're running may be overwritten when they close.
This is my typical map
And this is what I got for the first time yesterday
I have a server that my buddy and I play on. We've been coming across issues that the server will just be off even though we don't turn it off and it's not set to pause when we are both logged out. I went to grab a copy of the save for the server itself to give to him(kinda like what you can do in Ark and other servers) and I do not see a folder for the progress for the server. Is this just saved to our PC's instead of the server or what?
Okay, that's a bug.
This map looks correct.
No, it's saved in the user's home directory (AppData in Windows, ~/.config/Epic on Linux).
is there a server that i could play on
Yup it was fleeting and brief. Not seen it like that since.
so no
sad 😦
but there is no one with a 24/7 server
Sounds like power saving is putting the box to sleep.
Is it physical or virtual?
Windows or Linux?
Last I checked, there are DS entries there as well. Did you actually check that channel?
And that would be for all users of that server or just the "admin"?
If it's server-side saves, it's for the server machine.
This is on a VM from a dedicated host.
Can you tell me more about the parameters? RAM amount? Anything in the log?
Fun fact... I can't find anything about the correct placement of those parameters. I am now more confused than ever if it goes under IpNetDriver or GameSubsystem, and whether it goes into Engine.ini or Game.ini or WTF.ini... What bullshit.
Yup I used multiple references from the wiki and put it everywhere the articles said to.
It would be nice if we could make modifications that make actual sense instead of having to cargo-cult it...
Ok so, a virtual machine...
Is it the VM which is shut down or the Satisfactory server process?
Is it running interactively or as a service?
Is it windows or linux?
(I only know windows btw)
If the provider supplied the server with Satisfactory installed I would be speaking with them.
VM has Windows Server 2019, 8 cores, 16Gb RAM and runs on a NVME drive. I installed the server through the steamcmd and just run it that way. I setup the server through the game and it's set to autosave when we leave and also not to pause when the server is empty. But now the last couple days it has been offline when we go to join it in the morning. The machine itself is in a facility where they have redundant power/internet. I have other programs on this VM and they haven't gone down. So no loss in power or internet.
Sorry, got busy at work.
How much RAM is actually available to the server?
That I don't know cause all I have access to is this VM's allocation. I could probably find out. My buddy works for an ISP in the UK and this server is located at a facility in Germany I believe he said. Do you think the RAM is filling up and crashing the server?
I'm not sure... Do you have access to the server's logs?
for the VM or for the Satisfactory server itself? I have access to the VM right now.
ServerInstallDir\FactoryGame\Saved\Logs I believe
in the FactoryGame>Saved>Crashes folder there are 2 folders.
one for 10/25 and one for 10/26
Okay, you're not running out of memory.
You're crashing on an invalid pointer during inventory interaction.
Which means, you're having a rare - "5 votes from a year ago" rare - issue.
oh joy
even better....
Heh, more independent reports.
Maybe not so rare after all... though they all go back to a year ago, give or take.
uncommon
"You know you're in trouble when..."
pretty much a wait and see when/if they are able to fix it?
> 5 results
lol
site:questions.satisfactorygame.com FWeakObjectPtr::IsValid() is what I asked Google; find those threads and attach yourself to them
okay
I feel for you, man. I'm in the same boat, with a different issue (mine has to do with connectivity and NAT).
16GB seems low, my server uses 14GB for Satisfactory alone and I have 32GB ram in the box.
Windows? Are you checking the entire VM? Remember that Windows will consume something like 2 GiB just because it's running. (which is why, as far as servers are concerned, I skip Windows as much as I can)
My SF DS doesn't consume more than 12 GiB at present.
16 is the current "soft official" recommendation.
Mine is a physical machine, my old desktop in fact.
What's a "normal" average tick rate?
My server is running around 11/12 currently.
The tick rate should be a solid 30.
It may dip from time to time when the server's doing something intensive (might outright drop to 0 when it's saving the game, because the server goes incommunicado when that happens), but for most of the time it should stick to 30. If it's sagging heavily (for example, 12-15 most of the time), it's a sign that your machine is not keeping up with the server.
Mine's using just over 9Gb
Excellent
The typical RAM consumption (with at least 1 player on and some game progress) is a little under 12 GiB, but it will rise with map coverage and build complexity.
In fact, since I've seen a save that easily consumes 30 GiB in SP (heh... been a while since I've last had to shut down literally everything else to play a game :D), the actual RAM is technically unlimited and wholly depends on how much you build.
A "sane" value for the RAM requirement is "12 GiB minimum, 16 GiB recommended".
(and that's what is currently reflected on the Wiki)
where do you even download a dedicated server and or is it on steam perhaps?
It's on STEAM, it's on EPIC, and you can download it with steamcmd as well.
(and that last one is my personal recommendation, since it doesn't enforce updates, can be used from the command line, is platform-agnostic, and can be easily scripted)
oh ok thanks a lot I'm new so this helps a lot
If you look to this channel's topic, you will find a step-by-step guide.
(though if you're very new to hosting services in general, expect to have to navigate hurdles that aren't limited to installing and running the server)
Any issues with trains on servers?
They exist if that's what you want to know.
Do you have a specific question/issue, or did you just want to know if they happen at all?
I want to know if they have any issues that are known
I asked if there are ISSUES not just trains lol
Do they always tell you the other station isnt reachable?
Well, trains and trains-adjacent, meaning stations and such.
Or not load the stuff on belts until you restart the server?
Overwhelmingly, that's typically a pathing error (so, user-side) and not an actual bug. Running tracks (especially close to one another) can be finicky.
That I have heard of, yes. I have not experienced it yet myself, however.
I would agree, but I can drive the train all the way down and back no issues
Its a single track with a train on either end that goes back and fortyh
Did you do loops? The train has a "front" and a "back".
They don't do shuttle traffic, as far as I'm aware.
Always have since they added trains for me
... then I don't know.
Signals?
Does it behave like you'd expect in single-player?
I havent tried that next, I am replacing all of the track now, then I will try that if this doesnt do it.
Loading the save into SP is the easiest debugging thing you can do, and often the fastest.
If it behaves correctly in SP, it usually means it's a server-related issue.
If it's still borked in SP, it's either a general issue, or a user error case.
Well we can mark user error off of that list 😄
Okay.
Not trying to say im the best, but I have laid out a track around the whole world with path and blocking signals and it works flawlessly.
Just check if it's still broken in SP.
There's always a possibility that the devs have changed something, and it's now either broken, or behaves differently. The game is still in Early Access, after all - expect anything and everything to change and/or break without warning.
Give me a few, I had already removed almost half the track when you mentioned that, so I am rebuilding it now.
A few what? Hours? 😂
(and of course it's going to work right when he's done rebuilding 🤣 because that's how it usually goes...)
wth, i was just sitting there thinking a nap would be nice and bam!
[2022.10.27-06.42.04:166][942]LogActorComponent: UnregisterComponent: (/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.BP_Train_C_2146220757.TrainSoundComponent) Not registered. Aborting.
[2022.10.27-06.42.06:415][ 72]LogStreaming: Display: FlushAsyncLoading: 1 QueuedPackages, 0 AsyncPackages
[2022.10.27-06.42.18:868][801]LogGame: Player Presence String: Tier 8: Nighttime base building in Crater Lakes.
oooooo i built a train car with no engine
it only took down me, the client, DS is still running
Nullptr and no stacktrace o.O those are rare.
It looks related to EoS sdk.
Wonder if it's related to refreshing connection/ keeping it alive somehow or due to EoS glitching out... endless possibilities 😐
I very much doubt it, seeing as EOS is not configured. It could be... but I think it's likely a coincidence, and those modules just happened to be loaded.
I suppose a client log would be helpful here (assuming that's from the server's log).
If its only a line with two stations on either end, you can have only one train, with two locomotives. No signals are needed. Also, if you have signals, notice they are directional. If you have to put them and the trains must go either direction on that rail section, you have to put two signal on each spot, one for each direction of the train that is passing trough.
that was from the client log
Okay, now I know there's a bug somewhere.
I just had a yet fucking another instance where I come in, and the goddamn tanks are empty.
Not even a 0.something. All are perfectly 0.
Fuck it. Fine. Tanks are a "fuck you", so I guess I'll store it all as solid fuel.
Motherfucker.
Recently killing my "alter ego" helped. Well after that I've saved my game on my laptop and started it on my PC. 🙀 There was no "alter ego". All my recently researched and crafted rebar gun and blade runners were gone.... I quit the game before it could save anything, restarted it on my laptop and..... 🥹 my "alter ego" is alive and my blade runners and rebar gun are existing. Conclusion: The issue is because of playing the same account on different computers!!!
Actually, research is shared between all players,
so it's much more likely that you simply grabbed the wrong save. :)
Remember that it cycles through the auto-saves (0, 1, 2, .. n, 0, 1...), so the safest bet is to do a manual save and name it something sane, like "2022-10-27---19-59 transfer TO desktop PC".
i found my alter ego, killed her, and took her stuff 😄
when the game finally decided to put me back, rinse and repeat
and no, nothing changed for me between playing as a number and playing as myself, it just happened
No, there's no change. The only difference is the handle.
when i leave my server running will it still aouto save? or do i need to do it manualy because no one is online?
What's the current status of mods on dedicated servers? I can't seem to find authoritative information on the current status, only years-old posts.
If it's set to continue to run, it will continue auto-saving. If not, it obviously won't (since there will be no differences).
Mods currently do not support the dedicated server.
Damn, thank you