#dedicated-servers
1 messages · Page 18 of 1
I remember reading that the tickrate is "like FPS, but for the server". At the time, I thought "what bullshit, there's a lot more that goes into it than that".
Today, I can say that it's a very good "simple" explanation for it. :D
Because at the end of the day, yeah kinda.
By the way -- docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/AGameNetworkManager/ - this is the specific doc you were thinking of, I believe.
Also, you can post URLs... as long as they're not links. Thankfully, we're intelligent beings and don't need them to be clickable. ;) The spam detection isn't very sophisticated, and I suppose it's meant to combat outright spam without necessarily being too limiting.
Ah, the bot deleted it and then the deleted message disappeared before I had a chance to fully read it
So, at the end of the day... "yes and no". Part of it is the CPU performance. Another part is the fact that the game is configured to be this way on purpose, because requirements scale with the build size, and you don't want the minimum to exhaust your hardware capabilities.
They don't outright say it, no. Spammers won't care to experiment and see what the limits are - they'll just move on. And so, its job is done. If you want to make money from clicks (which is the usual point), you don't have time to research and defeat anti-spam (which would likely give you no benefit, because that's what moderators are for... ;P).
you rang?
I just want to set it to "meltdown" settings on my CPU, gotta heat the house somehow
Thank you for being my visual aid! That's so cool! :D
I think literally setting yourself on fire might be the cheaper option this winter...
I played with OCing my dedicated machine but even going up to 5Ghz only dropped the save time by a second at most, I think my machine is memory bandwidth limited by the ddr4-2133 in there
Honestly? I think the game is simply unoptimised. And it's likely that, with the way they're doing things, it may never be optimised enough to be long-term viable.
Thankfully, it's still in Early Access.
But make no mistake: the focus is very clearly on the single-player aspect of gameplay.
I mean it's what you said before, the game loop is limited to a single core, no matter how much splintering off they do to other cores, at the end of the day, the one single core has to perform so many ticks in a second.
Unfortunately.
Which is why I thought that splitting the main loop into a number of separate loops - and then pushing them to other cores - might help a bit.
But it won't solve the save-time issue. If they're doing what I think they're doing - it can't be solved, because the process freezes the entire memory in order to take a snapshot.
I hope they're either already working with shadow copies, or they will.
The basic idea is: trade space in for time; keep a second copy of the state in RAM, and when time comes to save the game - decouple it from the main copy, and save that. That way, it kinda doesn't matter how long the save takes, at the cost of potentially losing some progress if the game crashes. But that is always true to some extent, so I don't see any downsides, apart from doubling memory use (worst-case).
yeah but then you either have to clone everything in real time in ram, or at save time clone all of your save state, which would still pause the game, albeit much shorter, and then save
Clone in real time.
what happens during the save time then? Save-copy is saving, can't mutate, but players are still playing for 90 seconds
It may introduce some small stutters, yes - but that would be outweighed by not having to drop connections because the game is too busy saving itself to bother replying to clients.
Yes. Meaning: whatever happens in those 90 seconds will be saved in the next autosave.
The problem is Windows doesnt really let you do that
You can do that in Linux however, maybe that could be an experimental feature they could enable in the future
Replicating the last-90-seconds should still be simpler/less consuming than making the whole thing.
But having a copy means the scheduler could just dispatch it, and wouldn't get stuck saving the game.
That could be done by a separate thread.
Right, but for those 90 seconds you'd have to stack up every change to the game state, or after the save you'd have to re-clone the ram, pausing the game again. It just gets hairy real fast, which is probably why they're at "Just pause the game during the save"
You'd have to rely on manually-managed copies, yes -- something platform-agnostic. It would mean extra work, but that work would accrue instead of needing to happen in one shot.
The kernel-level function that does that is called fork
It's much more complex, I agree. But you can essentially "mark" areas as "dirty" for this purpose, and then replicate them as you go along, syncing the two copies again.
Um, what?
PCNTL forking?
Oh god we're getting into my systems class lol, does forking preserve the RAM state though? I thought it literally just spun up a new process
I'm not talking about spawning children here.
well kind of, in a new proc or a new thread, either could be spun off to save
Besides, that is also a form of one-shot duplication, even if it can use COW.
No. The game would need to create a rudimentary memory manager.
Do indirect allocations, so that the manager can track the changes.
Yes - as it is right now, this would have pitiable performance.
But they keep improving the game's code.
So it may become a viable option down the road, especially if the devs are considering this approach already.
Also, keep in mind that they only need to save the changes from a core base state (the map as it exists). They already do that - that's what all of those "errors" about empty areas are about.
that is in talks I believe, a delta save, but again much more complex. Needs to know what changed from X to X1 so it can just save that portion
They could actually take a yet another approach, but it's risky. Incremental saving.
(each save would only retain the changes between the previous and next saves)
This is risky, because any corruption will cascade into gibberish, and rebuild performance must be taken into account (i.e. initial save state loading), since it would need to be "replayed" like a log.
Still, it's an option.
It helps that there're only a handful of "connections" that need to be retained (the game doesn't require you to have foundations to "prop things up"), and they're all position-based as well... so the entire thing can already be considered like a big array, or a bitmap.
(which works well with how RAM actually works... :D)
Hello, a friend and I are looking for a server to join something that will be up all the time and we can start a new game together. How can i set this up or join one? Thanks
If you have a spare PC with a remotely contemporary CPU inside it, you can set it up to run Linux and install the dedicated server on it (you will need basic networking knowlegde, and basic computer administration knowledge; the server can run on Windows, but Windows has a higher RAM overhead). If you don't have such a PC, don't have nor want the knowledge on how to run a server, or would rather not pay for the electricity - you can always purchase a turnkey server from one of the hosting companies out there (I can't tell you which company to choose, but I can recommend against Nitrado (because they're scum), and G-Portal (because they're idiots... or actively trying to lock you in - in which case they're probably scum too)).
Word of note: the modding community does not currently support the server. As such, running the server with mods is currently impossible. If a company claims they support it - they're lying.
😂
I am trying to set up a dedicated server on a separate linux machine again, but I cannot figure out what it means when it says “not in the sudoers file” when installing steamcmd. The first time that I set up a server, I did not have this issue, and I know very little about Linux on how to actually fix this. Does
*Does anyone know how to fix this issue?
Looks like Steamcmd is not allowed to run sudo commands .
I reset everything followed the install wiki that they provided to a tee and it still did not work
How are you installing steamcmd?
Linux terminal
apt ?
so you're logged in as the "steam" user?
Yes
sorry for the delay, I just connected my server PC to my main desktop
I will try that now
This does not seem to work
response: "steam is not in the sudoers file. This incident\ will be reported."
This is what I cannot get past
Also, after using usermod, you have to re-log to make it take effect. Or restart the session manager, but re-logging is the easiest.
Thank you for your efforts trying to help, but it turns out we just lost power
So I will have to come back to this later
Why are you installing stuff by a non-root user?
"not in the sudoers file" is a message that the user you're logged in as does not have permissions to run any command through sudo. Users in the sudo group should theoretically be able to bypass this, but I am not sure if that's still the case. sudoers is actually a more flexible way of doing this, because you can not only specify how the user must authenticate, but also what specific commands they can run (even without a password authentication, if you so wish - this is helpful for shutdown and reboot ;P).
At any rate, doing anything via sudo with that user won't work until this is rectified. You can't do it via sudo, so you will need to fully authenticate as root using su -.
Notably: steamcmd does not require sudo privileges (in fact, I would recommend not running it as root/with elevated privileges). It does its work best when being ran under the user that's supposed to run the executables afterwards (as it will then create the appropriate privileges as it installs the software).
In general, the flow is:
$ su -
Password:
# apt update
# apt install steamcmd
# exit
$ steamcmd install...
If you happen to run as root by default (for example by sitting at the terminal, or via key-auth SSH), create a user steam and then su steam into it to run steamcmd and the various game servers.
^
Also, I find it hilarious that people propose sudo su - before apt install sudo... :D Good luck with that.
(sudo no longer comes installed by default; if you don't need it - and you usually don't - then don't install it)
The steamcmd install guide recommended that I create a steam user
This is the user that is considered a non-root user
I will try the install again on my main user
Yes - to install and run the game. Installing steamcmd itself requires root privileges.
It may also get installed to a weird location you don't have in your path (which steamcmd). You can either add it to your path, or just ln -s it to /usr/bin and call it a day.
Yeah, but run steamcmd from the Steam user. I did all this yesterday and I will do it again in a few minutes because I'm also installing CentOS on my home server. Yesterday I did it on an Azure server.
And indeed, you first need to add steam user as a sudoer. Which you need to do as 'user' root. Just like @marsh dawn already mentioned I see
Personally, I see little merit in adding steam to sudo users.
In fact, it's a potential security risk. Not a huge one (unless there's a 0-day in sudo and a vuln in whatever game the user is running, which combined would allow for privilege escalation), but it's there.
In practice, whatever you can do via sudo you can just as easily do via su -, without having to potentially compromise root privileges.
The idea is to separate areas of influence/concern, not combine them.
Hello, does anyone have any website recommendations for satisfactory dedicated servers I can rent?
i'm trying to set up a dedicated server on windows using steamcmd but as soon as I attempt to start the server it exits. Anyone around who might be able to help me figure this out?
Is anyone able to see of they can join my server?
Issue resolved. Couldn't get a server installed through steamcmd to work, but got it working installing directly from steam
Good point 🙂
The server doesn't actually exit, it continues running but the terminal window closes. :(
Any subsequent tries do exit, because there's already a copy running...........
how would blueprints work on dedicated server? would it save on the server
Not sure what you're asking about, there.
When update 7 releases and I make blueprints, would they be on the dedicated server or my pc
i think its too early too tell
i have the same question
Ok
best wait till the update drops on experimental
and provide them with the feedback
Oh, it's an upcoming feature?
No clue, and no point in trying to divine it.
We'll see what happens when it drops.
yeah see the social media channel, the video is posted there
Ah, that's one of the channels I don't really look at. Thanks.
Based on what has been shown to us so far - BPs are saved locally on your machine
Does not seem that they would be sharable on the dedicated natively in-game as they arent saved with the world
But as Kad said, just speculation.. we dont know what we dont know 😄
^
So, the dedicated server actually doesn't mitigate the save pause, it just teleports me back to where I was. Is it supposed to do that?
I doubt it's "supposed to", but it does that. What sort of mitigation were you looking for?
(it literally pauses the entire game while saving, and unfortunately that includes handling user input, or indeed replying that it's still alive back to the client)
Im trying to setup a satisfactory server, but I cannot get my server to show up for people outside of my LAN
I have a port forwarding software pointing my ip to a domain, as well as the port
but I get a server error
Is your WAN IP actually public?
should be
Can you please verify?
im at a college so it can get blocked
but
im using a port forwarding hosting service
yet it still is not working
im usisng localtonet
What sort of "port forwarding hosting service", that's a first for me...
Ah, it's a reverse proxy.
localtonet
Yeah, it likely won't work.
This game doesn't like proxies of any sort.
It runs UDP encryption, so I'm thinking it's related to that.
If your IP isn't public (which, in that case, it likely isn't)... not much.
You can ask your IT admin to forward some ports to you, but it's entirely possible that they frown upon running services in the network.
Shouldn't hurt to ask, though.
Tell them that they need to be 1:1, i.e. whatever input they set, it needs to match the forward.
(as far as I can tell, anyway... should re-test that with Update 6)
All three ports can be changed now, so you're no longer locked to port 15000.
unless for example
i run the game locally on the machine
and then make it have a steam account, and then join it as a steam friend
but in that case I actually have to run the game
You would need to make a second STEAM account, and purchase the game again.
And socat, no.
What you can do is: have someone outside your network host a VPN
to which you and your friends would connect.
Then it would all look like a LAN to all of you.
But then nobody else can,
ah right
because VPN too needs open ports.
gotcha
That's why I said "outside your network", on the public Internet.
hmm
Renting a server may be a better option.
Still, running a VPN server shouldn't be too resource-intensive, so if you do have a friend like that - ask them.
thing is
my buddies and I on my dorm floor
all got pc parts together to build the server
Wait.
we got minecraft setup with ngrok, we were gonna do wan but the school is a bitch
Is everyone you want to connect inside your dorm with you?
but i cant host without having my own personal router
In the same network?
DAMN.
yea
unlucky
they restrict 1 ip per ethernet jack
or rather
1 mac address
per port
Dumb question... is the server a separate machine?
so i have a router configured as a router so it spoofs as one
yes the server is a seperate machine
Wait, you have a router?
Can they ping your router?
ALL of them?
That's not an issue.
You don't need to have a public IP, because you don't need to expose it on the Internet.
As long as everyone you want to play with is within the same network,
that's doable.
Can they ALL ping your router?
yea
yea they can see it
they are wired in
holy shit
so if they are in the network (they are wired in) it is public to them
so technically
By default, UDP/7777, UDP/15000 and UDP/15777. All three can be changed.
so waht do I set to all of these
Actually, the first thing you want to do is assign a static DHCP assignment to your server.
(so that it doesn't change and invalidate these settings)
that is already done
And you went with a nondescript .1.146?
Yeah, add 2 more entries and set 7777 and 15000.
No clue, you may need to save between additions.
That's your router. I don't know all of them.
Read the manual if you have to.
In the end, you want to have three lines, each for one port.
Also, I would recommend you add -multihome=0.0.0.0 to your server's launch parameters. It will disable the internal router the server has, as it's oftentimes a source of trouble, and furthermore completely unnecessary if you have all 3 ports forwarded.
What are you using to launch the server?
comamnd line
Windows/Linux?
... and you don't understand launch parameters? o_O
Yeah.
but my quesiton is
... yeah?
Ah, I see you got it. Okay. :)
Sure. I may be gone for the next 10 hours, but ping me when you come back.
I may still be around.
k
Also, you using Linux opens up one more option for us - provided that the server machine has equipped - or can be equipped with - a second network card.
No, you're not thinking what I'm thinking.
hmm
And I'm thinking "turn your server into a router".
It's an option.
Your router is running Linux, most likely. :)
i setup the port forward and everything
It's not that difficult.
nono
im not talking about my router
the router isnt running linux
the server is running linux
It likely is. :)
I just wanted to say that, so that you'd understand that setting it up isn't all that different.
but im thinking, i might just have to change the ports satisfactory is binding to
In fact, my router is a Linux PC.
For one, the IP you're getting from your dorm will then be on the server
so no port forward necessary.
But like I said, it's an option.
Let's try getting your router cooperating before we go that route.
Right now you have DORM -> Router -> Server, and DORM -> Router -> Gaming PC, I assume.
After the change, it would be DORM -> Server -> Router -> Gaming PC.
correct
yea
i think the second one would work
however
it would probably fuck over the minecraft server too
it is on the server
It has one big disadvantage, however: the server would need to be working for you to have Internet access.
hmm
If you plan on shutting it down sometime, that plan becomes iffy.
Like I said, let's try making your router cooperate first before we go this route.
And... didn't you have to go somewhere?
yep
Ping me when you want to continue.
I can probably assist you 1-on-1 via Discord video chat (screen sharing), if it comes down to that.
would very much apprreciate that
thanks man
HI
im back
yup
Awrite, let me set up.
sounds good
Well, that was fast. They do say that a picture is worth a thousand words. :D
haha yea! thanks man
It helped that you clearly knew what you were doing, and just needed the right direction.
i have a theory: if you build a long strip of 1m tall foundations and drive and Explorer as fast as it can go across them, do you nope out of the server?
i've had it happen twice already
crashed again on restart, failed to save dump/log (i pulled the log manually)
Not sure what constitutes a long strip, but i often drive an explorer along 1m foundations because i build my roads with them. Have not had any crashes or disconnects yet from doing that.
huh, must be because of my low server tick rate then 😦
i started a new save in update 6 and have not built that much yet so my server is not stressed so far
If you are having tickrate issues, that would provide an explanation for the weird shit you've been seeing, yes.
average tickrate is 7~9 now
i dont think i have ever built enough to get that low. must be a massive save
haven't looked but yeah... got lots of stuff
Both of those logs look like they crashed right after a garbage collection pass
or maybe that is just the last thing that printed
it should restart but it fails to, it's like it crashes and then closes itself before it can trace
Your dmp files are 0 bytes so they must have failed to write
Any chance the hard drive is full?
ok then it is just crashing so hard it cant even write out a dmp file
my guess is the restart thread and trace thread are different so the trace doesn't stop the restart and when the process goes down, it takes the trace thread with it so it fails to complete
whatever causes the crash also prohibits it from restarting
without a callstack or dmp file i couldn't even guess what the issue might be. might have to get the save to the devs to see if they can investigate (not sure how to go about doing that)
they should add code to prohibit restart if a trace is started
any servers that i can join?
ah crap, i bumped a parked Truck and i think it made DS crash........
or not?
restarting client side fixed it
don't try to enter a glitched vehicle 👀
why? I did and..... flyyyyyyyyy babe
it sent me to the abyss, i died under the world, crate likely impossible to recover
ok seen this happends when You save over a hole for example driving on basement
it was over water and i have no idea if it was saving or not
okay, restarting the game and rejoining, the truck and crate are at the bottom of the sea where i should theoretically be able to get it
so all is not lost
got it 😄
but man, like an hour wasted because a truck decided to kill me 😦
I ended up getting the server to work, thanks @blazing halo
only thing now is finding a way to either reverse proxy the wan I have, or, to find 3 open ports on the universities network, and bind it to a domain
Here is a all about dedicated server discussion, can ask aswell here
no, #looking-for-group-old is where you ask, this is for help setting up servers etc.
Looking for group is a mess to look after some conditions you want, there is no filter mode to set your preferences and most of them are old
then provide that feedback to Baine, it doesn't change the fact that that is where you ask
So you're dead-set on having it open to the Internet?
I checked the rules on here and there is no rule saying you can't
So you asked. Your answer is: go to #looking-for-group-old .
Dedicated server discussion and asking here about dedication server to join in one, whats the biggie?
And that is the only answer you'll get here.
Fun fact, I got actually two invites in dms
great thing that I asked here
I had hella of a time
The fact that this channel is not a "let's play", and questions like that are kinda annoying?
But eh, I suppose it's not busy. So, no biggie.
annoying? then ignore the question.
or do everyone the courtesy of posting in the correct place?
Though to be fair, #looking-for-group-old is crap...
which is why feedback should be given so it can be changed 
Yes. My advice would be to provide some feedback to the moderators about it.
I still find that it shouldn't be a biggie asking in #dedicated-servers for a dedicated server when also there's no rules saying you cant do it, I saw the opportunity and took it
the point of #looking-for-group-old is to avoid unnecessary spam in other channels like this one that have different purposes, ignoring this and posting it here anyway is just annoying and not the right thing - yes there is no rule that says you cant but its just common sense.
Regardless, this discussion shouldn't be had here.
everyone's opinions, I'll still go with mine, end of discussion
Technically its not open yet. But yes. Im gonna find a way to bind it to a reverse proxy and then set it to a domain
You'll still need a PC that is outside your network, connecting to your PC. The only way any of this would work would be through a forward proxy, really... sorta kinda. Might be possible with SSH tunelling.
Since there's no possible way for you to accept connections without your network admin cooperating with you,
you would need an outside PC no matter which route you take.
At this point, you should seriously consider just renting a server. It'll likely cost you less, all things considered.
quick question, when my server restarts does it save right before?
That depends. If it's configured to run without players, it should. If not, it won't.
Though I suppose it should if the restart happens with players still logged on...
I haven't actually tested this. I'm curious as to what will happen if the server hasn't had a chance to auto-save, and the option to save on player quit is disabled.
Anyone with observations to add to this?
How can I get rid of these Icons
Not gone through logs yet. But server suddenly stopped and now just has circle of message of “server preparing new game” Anyone had this before?
My guess memory is out and swapping to disk due to object count. Which results in delay.
Makes sense because just built big expansion. So I guess increase mem or reduce objects. But if can’t get into game, increase mem.
Weird as checked not long ago and mem usage was 60%
Win or Lin srv ?
Can you describe "suddenly stopped" a bit more? Because it auto-restarts itself - should be once every 24h... but might be wonky on that timing.
Sorry yeah. It has not loaded back up since the auto server restart. Seemed ok before it rebooted
Not got around to giving extra memory yet to check that
What dos the log say on the aborted attempts?
What does it do? Does it load, then crash? Or what?
Seems i hit the hard limit of the dedicated server, Tick rating goes to 30 and a little bit plus, and saving is around 18 seconds, so server disconnects. (Server Log does not say anything though) CPU is a AMD EPYC 7282 six cores available. (is a VPS). Save is aroudn 8/9 MB
... what hard limit? The default timeout is 30; a save time of 18 seconds should be fine.
Well, my game/server says no :p
Can you start with saying what actually happens and when it happens?
Tell me a story.
That's the help UI - I don't know if it can be hidden, but I don't think so? Also, doesn't look like a server-related question.
Before connecting, will try to get the message after the connect and auto disconnect :p
Is your server set up to pause when empty?
Set to pause when empty and save when last person abandoned ship 🙂
Okay. Does this happen on the first connection after server start?
No after multiple times, also after restarting client, will try to get the next message hold on.
Windows Host and steamcmd btw
I am asking because the server, when configured to pause, does not load the save on start.
It loads it on first connection.
Which... tends to time out.
Once that happens, it also auto-saves, because even a timeout = "player disconnected" so - save time! ;P
Meaning: once you try connecting, and time out... give it 60 seconds before trying again.
Would be nice if he allows me to connect to the server manager settings though. :p
When the server is loading the game, or saving the game,
it does not reply at all to any communication.
It behaves as if it was dead, for all intents and purposes.
Give it 60 seconds.
If it still does not work, please show me the server log.
Yeah, it should be powerful enough though, last CPU was a Xeon from 2013...
That is the whole thing, i do not see any timeout or whatsoever in the server log... Or any indication that something is wrong. But then again i am hungry so going to find some food.
Also, I can't find a lot of info on the EPYC 7282, but what I can find is that its single-thread performance is about 20% better than my i7-3770.
The clocks are also lower, but the difference in technology likely makes up for it a lot.
According to AskGeek, the EPYC's PassMark score (single-thread) is actually lower than the i7.
Not much i can do about it though, i cannot find an i7 or i9 host :p
Yeah, from what I can "divine" from benchmark scores, it seems that the EPYC's single-thread performance is about on par with my i7-3770.
Some say better, some say worse. I'm going to err on the side of "newer is probably better" and assume the "better by about 20%" side.
Where is the server log file location?
%INSTALLDIR%/FactoryGame/Saved/Logs
I've increased host memory, but still wont load the saved games after the auto reoob t yesterday
It looks like it's crashing on vehicle logic.
Try loading that save into your single-player game and seeing if it works.
Where are the saves on the dedicated server? Guess that goes into steam saves then on local machine?
On the server, they're in the server user's home folder, in AppData.
Depending on the user (regular vs SYSTEM vs NETWORK), it'll be either %LOCALAPPDATA%\FactoryGame\Saved\SaveGames\server (per the user's location of AppData), %WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server or %WINDIR%\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\server
Got it.. Thanks. Was in .config
Ah, right. You never said it was a Linux setup, I don't think. Or I mixed you up with DrPrometheus. Either way. :D
Weird.. Loads on single player
Guess the server goes to load the latest time stamp file sav
It's possible (though unlikely...) that single-player either has some extra code to deal with stuff like that (that the server doesn't), or that your PC's better performance resolves the issue.
At any rate - save as a new save (we're hoping that whatever the issue was, it will be resolved in the new save file) and try to load the new one in the server.
If that doesn't work, you can try loading it into SCIM - the site may handle saves differently, which might also resolve the issue once you export it.
That did not work unfortunately
SCIM?
An online save-editing service, among other things. Google it.
Anyone here who can help diagnose why I cannot see the server from outside my network?
I checked in game and I can find the server if I add local IP address but not remote.
and I can create a game/play fine from local network
opened 15000, 15777 and 7777 in windows firewall and on the router
To clarify: are you testing WAN-side visibility by trying to access it from inside the LAN via your WAN IP?
I am testing with internal LAN ip. Someone else is testing with outside IP address
I have a public ip address if that is what you are asking?
sorry.. not that well versed in network lingo
Tried loading it in and exporting back out. Still the same. Only runs now on single player.
That sucks.
It was crashing on vehicle logic. Can you try removing all vehicles?
Seems like i've opened every possible port for the game now but still cant be accessed from outside
Wonder if worth re downloading the steam server files
You mean you haven't verified the server files yet?
Hi everyone!
Just tried to setup my game over a dedicated server, I tried 2 host (PebbleHost, Shockbyte). They both have the same issue and support told me that it might be a game related issue since a recent update. There's no way to connect to the server.
Does the server crash when you try to connect?
No, I just sent you the logs
That's when I try to connect
I tried multiple computers and ask friends to try to log in
All the same error
Thought I had it as part of service. I’ve updated the steam files. Will try it again soon. Fingers crossed
I don't think you've ever mentioned that this is a service?
If you're renting the server, you should really talk to the support staff at the company you're renting from.
there's no solution for stuck radiation other than dying is there?
If it's stuck to you, no. There is, however, a mitigation: don't sort your inventory while you have radioactive stuff in it.
sorting, that's it :C
i forgot the trigger
there's already a ticket for that yeah?
Hey any insight I to why I keep timing out connecting to my (rented) server?
Last thing I did was use SCIM to merge some belts? Save still works on single player
Any logs from the server?
I wiped it like a derp, but I did find some mention of conveyor length, which kinda jives with what I was poking
I've rolled back to a pre-edit save and everything is fine.
So, problem between keyboard and chair, I think.
Issue seems to be limit on the AWS server when server trying to load the save. Seen in logs some mention of GPU 4GB limit.
Weird as server runs OK when it was running. But on the server restart it must do some checks and now the extra buillds/objects are pushing it over the edge my guess
you're running dedicated server right? it doesn't use GPU
are there security risks when opening the ports to run a dedicated server?
not particularly, the security risk potential would be in vulnerabilities in Satisfactory Dedicated Server
risk of that is pretty low because Satisfactory uses encrypted packets
That doesn't actually matter.
A buffer overflow vulnerability would still be very possible, for example.
There are always security risks when exposing any service to the Internet. In order to determine how big a risk you're taking on, you have to consider a number of factors - how many existing CVEs the particular service has, how many have been resolved in a timely manner (i.e. was a patch released promptly vs did it linger), what sort of impact you might be looking at if there was a breach (either 0-day or otherwise), what's the "target size" of said service (meaning: how likely it is that yours will be targeted), whether it's open-source or not (open-source tends to have many eyes on it, and thus - the potential to spot security flaws is much, much higher) and so on.
You will also want to consider your own ability in this area - will you be able to spot a breach and act to mitigate it in a timely manner? Will your entire network be compromised? What sort of access would the attacker have to your network in the event of a breach? And so on...
could just run it in a VM
Doesn't actually mitigate any of this.
it contains risk
No, it doesn't, unless you prevent your VM from making outgoing connections to other computers.
which would entirely defeat the purpose of hosting a dedicated server
a VM doesn't have access to any user data other than the program itself and it doesn't have access to any lower level administrative functions
No, it wouldn't - the most typical packet filter rule is "allow packets already allowed by any other remembered rule". Also known as "related".
any vulnerability in software is limited to the virtual environment which has extremely limited capacity to do harm
Unless the VM software itself has a vulnerability.
thus why we have AMD-V and Intel VT-x
But it doesn't matter. As long as you have "execute" privileges, you retain the capacity to do harm - even if it's limited to being a zombie in a spam network.
Or, as one of our clients learned... coin mining. :D
just keep an eye out for weird processes on the VM periodically and kill the VM if one pops up
I discovered this infiltration by complete accident, and they've had a miner running as root for a year.
wow, unsecure OS that 😛
Why? Because there was nobody to keep anything up-to-date, or admin anything.
We set it up for them (they provided the machine & original software), but it was understood that they would continue to admin it.
👀 Windows Server will literally force update if you don't volunteer it
They believed we would be the admin... and so nobody logged into it for 2 years.
wow, gotta respect the uptime at least 👀
Fun fact: whenever their website started having problems,
they'd just... get this...
... hit the RESET button on the machine.
And all would be well for a week.
.......................
sub-optimal way to handle it, for sure
Someone casually mentioned this in a phone conversation with my boss, I caught whiff of this,
and we had the situation resolved within 4 hours.
But man...
squeaky wheel gets the lube 😉
It's a very sad example of what could happen when someone with literally no clue about running network services... runs network services.
At least they didn't get anyone going after their internal network, which is always a dodged bullet...
Knowing their appreciation and knowledge, they'd keep rebooting PCs for another year before someone finally scratched their heads and went hunting.
(at which point most of their client data would likely be posted on the 'net somewhere...)
Wondering if anyone can help, I have a satisfactory server which I setup as a service so I could run two separate servers on the same system. All was going so well until I wanted to move one to it’s own hardware. Seems running as a service has no save location yet it’s saving somehow? Any ideas?
assuming OS is Linux, save should be there: <Your_user_home_dir>/.config/Epic/FactoryGame/Saved/SaveGames
In theory, you should give each their own separate install directory, as they will otherwise share the .ini files and logs.
Please see https://satisfactory.fandom.com/wiki/Dedicated_servers#Loading_a_save_file for the typical save file locations.
Just been looking through the pages on dedicated servers. So it does not matter the memory on the server in regards to GPU? 16GB RAM AWS server should be fine?
16 GiB should be fine, yes. I'm not sure about AWS - we've had reports that there are trouble connecting to servers hosted on AWS; I personally tried helping out once, but the symptoms were indicative of Satisfactory disagreeing with the NAT over there.
(lots of spammed "Disregarding handshake packet after successful handshake" and then timeouts)
It kinda looks like AWS' network entry is set up in such a way as to (most likely unintentionally) mess with SF's UDP, likely the DTLS encryption.
(the same issue I personally have with my gateway)
Finally fixed the map not loading on dedicated server issue.. Links in to what you mentioned about "Vehicle Logic"
Found a tractor at the bottom of a lake 😂 - Dismantled that, loads fine again now. Weird it must of been running for weeks like that, then boom. Decided it did not like it.
@calm jacinth was having lots of vehicle-related issues as well... seems we have a new issue.
amazing that was what I have been looking for! its running on WIndows which I intend to move to Linux. TO be honest I didn't set it up correctly by the looks thanks for your help!
Aiiieee, clients.
I work in a very different field (embedded software) but some pains we all feel.
I honestly still don't fully grasp how they managed to survive this way for a year...
vehicles on foundations just seems...an iffy proposition
one thing is for sure: if a vehicle is glitching (like two places at once) DO NOT TOUCH IT
run far enough away from it that it unloads, then run back so the client is forced to get fresh data from the server, it should stop glitching and be safe to use
Hey everyone! Glad I found the discord server as I have a question regarding server performance.
Me and my buddy are building a factory with the goal of building all phase 4 items in under 2 hours once turned on. We are about half way there and the server is beginning to feel it. Autosaves take 15 seconds now and the tick rate is definitely not 30 anymore. Commonly dipping into the teens or lower. I have Autosaves at 30 minutes now because of that.
It's currently running in a VM on an AMD 3600x. I have a computer with a 9th gen i7 I could dedicate to it but will that help at all? Does the server prefer one architecture over another?
The server doesn't have an architecture preference, but as long as you have 6 cores or greater it prefers single-threaded performance over multi
That 9th gen chip might perform slightly better, it'd definitely be worth a shot
umm, how many turbofuel generators on 250% can be run with 75 turbofuel/m? (okay i calculated 9 but im not sure :/)
Not much worse that in local in my experience
On my largest savefile (270h, 2 players)
Autosaves used to take about 5 sec on local multiplayer (11th gen i7 @ 4.0GHz)
Autosaves now take 5.4 sec on dedicated (Xeon E3-1230v6 @ 3.5GHz)
Not to say autosaves are fast, but they don't seems that slower on dedicated
I don't think an architecture is preferred, but clockspeed definitely plays a role, so if your i7 can run faster than the 3600x it's definitely worth a shot
Does dedicated server require GUI/gpu at all?
Sorry if it's been asked, but does anyone know if Dedicated Server will be updated for Update 7?
No. It's running smooth in VMs, containers, or whatever. Just don't try running it on the Pi 🙂
Right its x86 only from what i read
But need a somewhat beefy cpu so i dont think a pi would even be up for the task
RN I host for my friends on my pc which has a 12600k. But then i gotta leave the game open. Would be nice to get something running 24/7
Hey all, I'm having a helluva time with my dedicated servers and I was wondering if anyone had run into something similar
For the most part, I see "Game Ongoing - Server name pending - NotAuthenticated - Ping: 78ms" though, every now and then it drops to offline in game for a few seconds and it comes back. A few times when reconnecting I'll an error message about time outs (though i seemed to have resolved that), and after i noticed that pin, I made the recommended changes and that seems to have stopped the error message, though the "cannot connect to server - retry" dialogue box still pops up like 90% of the time.
A couple of times now, I've been able to get logged in and walk around with nothing more than brute force refreshing, but it is happening across mulitple hosting services as wells as players. I'd had my low.ms server running for the last ~3 days without issue, then I woke up this morning to find this issue. Found Indifferent Broccoli thinking it was a hosting service issue but I'm still running into the same problem, is this something on my end? anything others have encountered & resolved? or is it just that satisfactory multiplayer is what it is?
Is it local or remote? The same happend to me recently when NAT rules were not correctly processed by the router. Because over VPN it worked, directly not. So I've just re-added the rules and changed their order and it worked. 3 players connecting without problems.
The other thing You might add is -multihome 0.0.0.0 to commandline while starting up the server.
remote
i feel like NAT may be the issue since in the console when things were booting up I THOUGHT i saw something about NAT not being correct
but wouldn't hte NAT settings be set up by the server host? (the websites, low.ms & indifferent broccoli, I'm using)
Try -DisablePacketRouting or -multihome 0.0.0.0 as additional startup parameters. Forwarding needs to be done by Your provider (or IP exposed).
ok, sounds good tyty
this did not work 😦
Then we need analyse output of the console or logs. Since question remains is it even connecting over UDP..
I think this is the log file that is most recent, but it's local not server side
if that's helpful
this one is from earlier today and is a little longer
[2022.11.14-23.47.35:572][733]LogDTLSHandler: Error: SSL_read error: 2
[2022.11.14-23.47.35:572][733]LogSecurity: Warning: 51.79.83.22:28025: Malformed_Packet: Packet failed PacketHandler processing.
[2022.11.14-23.47.35:572][733]LogSecurity: Warning: 51.79.83.22:28025: Closed: Connection closed
[2022.11.14-23.47.35:572][733]LogNet: DestroyNamedNetDriver IpNetDriver_2147481234 [IpNetDriver_2147481234]
[2022.11.14-23.47.35:572][733]LogExit: IpNetDriver_2147481234 IpNetDriver_2147481234 shut down
[2022.11.14-23.47.35:573][733]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
Indeed some SSL handshake errors
are you aware of anything on my end to resolve it? or am I up a creek/file a bug report on the QA site?
Oh look, you have the same issue I do.
On the server's side, the "Attempted to send packet during handshaking, dropping." will have a friend,
which will say something like "Ignoring handshake packet after handshake completion."
UE DTLS doesn't like your router.
Pls note, "you" is the router, not you 😅
At any rate, the only difference I've been able to spot so far with this particular issue, is that each time a router on (at least) one end is a Linux box.
As in, not a "router" like a device you'd go out and buy, but a fully-functional PC of some description.
coal generators seem not be able to put in blueprints, sad
means refinerys probably won't fit either
Yeah, it's a what - 4x4? 2x2? Or something.
4x4 yea
32m x 32m
coal plant is like 10m x 26m x 36m
hoped they'd adjust the coal plant tho
Refs have a listed height of 31 on the wiki iirc meaning I thought they might be able to fit
I mean the size of the coal plant throws me off anyway like, what are those kind of measurements? it 's like 1 1/4 Foundation wide, 3 1/4 long and 9 foundations tall? that's bs measuring asf
why not make them gridable
also for some reason it still tells me it's update 6 in experimental while the blueprint machine is available...what?
The dedicated server update on epic isn't out yet?
EPIC is lagging a little.
But if you don't mind, STEAM already has it, so steamcmd.
epic works fine for me
With the new experimental update?
Also i get 'ghost conveyors' all the time since i updated
It's actually REALLY annoying
I'm just trying to make a steel factory and all my belts just become invisisble
ye
the experimental shows it still as "update 6" in the library as well as games main menu
but the rest with the blueprint cube works just fine
So you are running on a server that's also installed via epic?
only have it for epic
Hm, my client did update however my server did not.
And since i updated i get all these ghost conveyors which make the game basically unplayable
I got my server running on the new update too now, though i can't install the new experimental on epic
Uh you just deleted your comment?
I didn't deleted anyhting
I though this was the wrong channel is it not?
Not you, the other person
I mean it's better to do it in multuplayer-troubleshooting
But i can try to help you
What does it say?
(no subscription)
so i logged into my personal account that owns the game and its still there
hm
1 sec
Try to make a install.bat file with this in it: steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
ok
Change the location to whatever you want your location to be
it didnt work
if i install through steam normally can I just boot it through file manager so it wont be opened in steam?
I cant have it open through steam as I switch to my laptop and it closes every steam game/tool open on my pc whenever i open a game
Anyone know if epic updated their DS yet?
Any Follow up on this 👆🏼
the blueprints can't be transferred between servers or single player to server and vice versa
idk if that's ment to be but just wanted to mention
Blueprints should be persistent and stored locally on pc-
Logging into any game with your personal library of blueprints-
That's what I was really excited about
Very disappointing if your blueprint library resets like your hotbars
loading a blueprint into the designer crashes my game 🤔
but the server is not crashing. only client and it didnt load it in xD
Better get all the new bugs on the site
Remember to search and make sure there isn't already a post for it!
it doesn't reset you just can't use them on other servers
made a bug post about it on the question.satisfactory site you could upvote
so far i know they are stored to the session
there are saved under %LOCALAPPDATA%/FactoryGame/Saved/SaveGames/blueprints
so you could probly copy them to the right place
made a post. for it 😄
Note: steamcmd can download the server via the Anonymous logon, no purchase necessary. If you would rather use steamcmd to manage your server, you can go ahead and do so.
when saving a blueprint it will randomly cause everyone's game to crash but not the server depending on the blueprint
I can't even get into my save under update 7 on dedicated server.
Made a post on the QA site;
CLIENT CRASH ON LOADING INTO DEDICATED SERVER - Experimental: 208250
https://questions.satisfactorygame.com/post/6373b93aca608e080352480e
there a way to confirm which version of dedicated server is installed on linux?
How to toggle out to use D3D 11\12 by the DS? I'm have ESXi 6.5u2 virtual server with Win2019 Std. After game update I can't start the DS any more
is it possible to run the server on 8gb ram
my server crashes whenever i want to create a world
i dont know if its a ram issue
10GB+ sadly
ty works fine with 16gb
32Gb and don't work without videocard...
The DS doesn't render anything?
That's client only
I have the updated version, on my dedicated server, that should have blueprints but no tab for it?
anyone having conveyor belts not loading items on it but the belts are transporting stuff fully so its a visual desync.
you need to unlock it in milestone 4
belt was for me in up6 desync to. but yes i have xD but the belt still works.
I admit I have set this up fresh today as I havent played since update 5 where I was playing with people, decided we should setup a server instead of passing around saves if we carry on solo.
So its an existing issue from U6 as well then thats a shame, it is jarring I remember having it in the old releases in solo but it was fixed.
I cant see the option for alternative converybelt rendering anymore so maybe that is the reason as that was buggy for me previously so I turned it off
it only a visual bug. i got used to it. ^^
yep will have to get used to it again haha
Hello!
I have a Satisfactory server on a Pterodactyl panel. And I wonder how I update the server now when the Game did update?
If Somebody know.
for me i just restart the server
I have tried that
are you using the experimental or public branch from satisfactory. for up7 you would need experimental
I use the egg from here: https://github.com/parkervcp/eggs/blob/master/game_eggs/steamcmd_servers/satisfactory/README.md
And I have always played on Experimental but to this point Experimental and normal was the same
Branch name need to be set to experimental and you would needed Autoamtic Updates enabled
i use the same egg
Have you done this on your server? If You can lead me
i am on the server whit up7 yes 😄
i have [ADVANCED] BRANCH NAME set to experimental
under startup
and you would need AUTOMATIC UPDATES to have enabled
Where in the files would that be?
in the panel
you should have server,files,database and so
i have a tab called startup there
and in that tab you should see all the variables
i have more than 4 on there
Hm
What da..
You have more than me on the startup command also
Do you have your egg in a JSON file I could try?
the json file from there i have. maybe you have a older one or so
I downloaded it 4 days ago
The DS can't start absolutely
Anyone else noticing an issue with blueprints on dedicated servers? Seems like there may be some file / naming issues with dedicated servers & blueprints. Seems like maybe files / names aren't updated when blueprints are changed...?
I'm at the point where I have about 8 blueprints and trying to load any of them into the designer crash the game instantly.
hmm.
You have an older version than that?
no.
But you have the new files now?
i have up7 yes
No I mean that it doesn't use dx at all
Could I borrow the files until I find out whats wrong? Not the save files.
Virtual server has no videocard
It worked for the normal version so yeah. I need to find out what to do to fix it. So it follow the Experimental
I have no client application installed with server
with U6 server working some correct
does anyone know how to get dedicated servers to work when i try to do it i get a list of errors in console and not able to start the world
I might be able to help if you want to DM me what you're seeing. @fickle delta
i cant take screen shots or my pc dies
Oof, what are you running the server on?
I've loaded Your save on a test bench just fine. Experimental build, client requirements 2,5GB for the game, server needs 15.1GB RAM. Disconnect on initial connection, then runs fine.
Question, on dedicated servers. I ran one of a box I have alying around, is it normal for belts to not show correctly items moving on them?
Definitely seems to be a more common issue on the new experimental build.
I noticed it on the EA build I was using for u6. That belt issue is annoying as its an easy way to tell if things are working properly
wasn't sure if it was a CPU limitation of my server or just how the dedicated server was
Yeah, best way right now seems to be looking at the lights on the buildings.
not sure how new it is, but the light will be blue if it's at 100% efficiency.
What the fuck?
Ah, right... I can see what happened there.
FactoryGame-Win64-Shpping.exe is the game client, not the server. You either installed to the same directory as your game, or the damn EPIC fucked up again and put the client in the server slot...
The correct executable name would be something like UE4Server-{platform}-Shipping.
is anyone else having trouble getting the dedicated server to come up?
Updated mine to u7 without any issues
Instead of asking generic questions, explain your specific issue please.
It will let us skip meaningless "works correctly here" answers, and get to troubleshooting your issue faster. :)
I updated my EPIC Dedicated server and now it just launches the game and not the server. Any idea how to fix this?
Do you have a UE4Server-Win64-Shipping.exe in your folder?
Or only FactoryGame-Win64-Shipping.exe?
Is anyone having a issue with saving a blueprint an the game crashing/boots all players from the game but the server doesn’t crash?
That was mentioned here at least once, yes.
Ok thanks
Happened to us like 30 seconds ago 🙂
Have an answer for me?
Can you go into Engine/Binaries/Win64?
Ah. FactoryGame-Win64-Shipping
...
So, long story short: download via steamcmd. EPIC is serving the GAME, not the server.
In case you're having the same error (D3D device), download from steamcmd as EPIC is serving the client instead...
Download via steamcmd, EPIC is serving the game client.
Just a fresh world
Or if where is steam
Okay. So... what does the log say? How can you tell you're not loading anything?
One of them is can't find serial or something
RIP i'll try this again...
Steam on my pc
Are you running the server off your windows PC from steam/epic?
What does the log say?
/\
Really need output of logs if you can copy/paste.
Post the entire file.
Problem is that I'm at school now-
When I posted that message was when I was about to go to school
I'm going off my memory rn
Oh and another error was that it couldn't load and couldn't detect it
We're going to need the log file, sorry.
K
This will go better with you at the PC anyway.
Yea true
Yeah I'd also just make sure you have the resources to run the server too, if you're just trying to run it for the first time.
My save is much further on than the copy you have.
Unless you have the copy which I linked in the QA site?
I couldn't get it to load at all.
The server would host it but my client crashed on connect every time.
I have 32gb ram
A Ryzen 5900x
A rtx 3060ti
Is that enough?
Hm, does Windows put the main thread on a core that isn't used? Setting core affinity may be an idea.
Otherwise, should be fine for running both the server and game client (at the same time).
The CPU and GPU have overclock
Loaded up this one from the QA case, so I assume it's recent. I got some disconnections when IPv6 was enabled. Disabled this on a server. Also seeing in the logs "Route not used by 300 secs, disabling it" and then disconnect occurs. Again internal routing issue occuring.
I'm just saying that it might be prudent to tell the server to run on cores 0-3, and the game to run on cores 4+. It's not very multithreaded, and this would make sure each uses cores not used by the other. But I have no idea if this helps any. Something to test, I suppose. Completely unrelated to your problem, however.
That's promising then, maybe I'll reinstall update 7 and make sure I give both the server and client a reboot before attempting to connect.
Yeah, the internal router being shite is not news, unfortunately. :D
Oh, also, guys: I opened a ticket with moderation and asked whether we should be supporting in #1038092680493801533 or asking people to come here.
The word from on-high is: "we didn't include a [dedicated server] tag on purpose - all support for dedicated servers should still happen in #dedicated-servers".
@mint junco @calm jacinth @novel yarrow @mental locust ^^ heads-up specifically for you guys, as I see you actively helping out here - so if you were wondering, that's the answer
(if I missed someone or simply forgot, my deepest apologies)
Don't you love when this happens on a dedicated server?
Running out of memory? yup 🙂
It's so annoying, every conveyor i place is like this for 20 sec. after that they just vanish (ghost vanish, theyre still there, but i cant see them)
I don't think my server is out of memory
Lemme check
It's a known bug that sometimes happens.
Restart the server, it should go away.
As to the why... no clue.
Yeah it fixed itself last time i restarted
It doesn't generate a crash, or even a proper log error, so I can't tell. :D
Idk for sure, but mine usually starts doing that when I'm on high memory utilization and the server tries auto saving.
But i don't have the time to restart right now so i'll just do it tommorow
Lol
I just found 8 of them with a friend
We both got killed lmao (i wasnt really paying attention)
Good thing I switched to "Retaliation" mode, or I'd be very d e a d.
(I'm doing some Photoshop work, actually, so I'm playing like once every 15-20 minutes)
I just watch some youtube
Sometimes when i have work left to do i'll just go on developing whatever im working on and play some satisfactory in the background
It's a good grinding game
But since my server is up 24/7 i just put down a lot of storage containers before i go to sleep
FG.AutosaveInterval 7200 in the game console - on large saves fixes 45-sec timeout on every game autosave (default interval is 300). The game is pretty stable now on Experimental.
It is... I also sometimes just play videos I've been meaning to watch, like the latest KnowingBetter about how Native Indians got reamed in the ass over and over and over again.
But right now, I'm doing Photoshop work... for work. :D
More likely swapping mem to disk... so out of memory.
It doesn't actually happen on OOM. It's just a bug with buildables.
Also, it seems the game wants to alloc in RAM specifically (there's probably a flag in malloc() for that), because it crashes OOM even with swap enabled.
I mean vm.swappiness parameter in Linux. If Windows... good luck 
Yeah, but the default is 60, which is somewhat "balanced", right?
Unless most people either don't set up swap at all, or alter this value often... the game server shouldn't crash OOM when it reaches RAM, right? Does Linux come with swap as default? Because I don't remember...
No. For memory-consuming applications (like Satisfactory DS) or virtualization hosts You want this value as high as possible. 60 means "start swapping memory to disk at 60% memory usage". So You want something like this in /etc/sysctl.conf:
vm.swappiness = 90
Actually, from what I found on linuxhint.com, it represents "start swapping at this % free memory left", so you probably want it at 10.
As You can see there 25,5 of 32GB used, still no swap. They're wrong.
The default value of vm.swappiness is 60 and represents the percentage of the free memory before activating swap. The lower the value, the less swapping is used and the more memory pages are kept in physical memory.
But regardless, it doesn't actually matter for my question. I was asking about OOM crashes when the game reaches physical RAM, not available virtual memory.
This should theoretically run into swap, but causes a crash instead. Which leaves me puzzled. Unless those systems I've seen crashes on don't actually have swap, which would correspond to the behaviour I'm seeing.
Erm...
Maybe it remembrs the value it had last, and the connection was taken down?
haven't pay a bill 
No idea, it was built before upgrading again to update 7. I'm in the swamp and just setting up some trains so I can get back and forth to civilisation.
Middle click copy isn't working either.
Anyone noticed that?
Is that a personal keybind of yours? I don't use it for that.
default keybind is middle click
it's normal that items are disappearing from belts and mk5 are lagging?
dedicated server?
yes
Yes you get a rendering error, that's been there since update 5 when I started playing.
ok that's true the lower the better
The hover pack is not retaining a charge.
thanks. its a bit frustrating. that the belt bug where belts go randomly in other direction gets not fixed. the autosave lag. But this requires a proper save system
im always confused if I did a mistake or this dedicated thing is just not good
I'm getting 80fps where I am presently.
That's an improvement.
We'll see what happens when I get to Blue Crater.
I have to say it feels much improved.
This is some general weirdness in the area though.
https://questions.satisfactorygame.com/post/6374a226ca608e0803524dd7
It's not technically a rendering error.
Also, it seems that it's gotten worse in Update 7.
Now I get no items and just a clump at the start of the belt, even on Mk 1s.
yes. same.
im a bit worried. they changed their update policy to push hardly to 1.0. But Dedicated servers get not much love :/. That 1.0 will not be with singeplayer 1.0
I see what you mean, yup that's got worse
is that a dedicated server?
WAY worse.
yes. same here
This is a Mk1 belt. :/
on mk1
Yes I only play on a dedicated server.
Just Satisfactory things 👌
... it's a feature - this way you can grab 'em even if the elevator is too high to reach! ||nvm that you can't grab shit off of an elevator 😂||
so is this now a visual bug or game breaking bug?
It's all visual. As far as I can tell, items manage to get to the end of the belt just fine.
Maybe a restart will fix it. We'll see, haven't tried yet.
shit. when it would be item magement maybe we would get a fix after 2 updates 😂
Such is life on the Dedicated Server.
🤷
Did the epic version of the dedicated server update too? My game is on v208250.87 but the server is at v
202470.1491 and says its up to date.
The EPIC version of the Dedicated Server...
.... is currently serving the game instead of the server...
... 🤣🤣🤣🤣🤣
another example of DS working as expected
Did you change the light bulb? It's a new U7 feature.
Check the #patch-notes if you don't believe me.
...but this is U6...
i think I will switch back to singeplayer. these bugs are really annoying
Nah, I'm pullin' your leg. 😂
I'm not sure what you mean
If you try to download the Experimental U7 server from EPIC,
you will get the game client instead of the game server.
Because on each release, EPIC somehow manages to pull a perfect faceplant into mud. 😂
Last time, it was serving EX versions on both EX and EA.
Or was it EA versions? 😂
Just download the server form STEAM using steamcmd, save yourself the headache. :D
But I have the dedicated server, its just not up to date...
Ok
Maybe they fixed it? And now it's just out of date... I don't know. Abort EPIC. :D
okay came here to ask what's up w/ the DS on Epic and it's looking like it's just busted ya?
guess I open steam and get that one installed 🤮
Just use steamcmd. It's the simplest.
I assume there's no workaround for the belts not showing items?
forsure, was kinda odd the guide really only explained the steam version
would help to have a banner or warning there about the epic version at least but 🤷
i felt like a jackass launching the epic one and it opened the game over and over, haha
it's been a long day :/
there a way to set passive creatures on a dedi?
I don't know... I do know that if you're logged in as an admin and go into Advanced Game Settings > Creatures and configure the setting, it'll work.
I don't know if it's per-player or if you can configure it only as an admin.
gotta be a variable for it somewhere...
the belt visual bug is pretty annoying. haven't played in a while and this one's going to make me not want to heh
cant grab things off belts
so in a MP game i would share a session ID, but how do I get players on a server? just share IP:port?
The port shouldn't change, so you'd just need to share the IP and make sure the port is being allowed in on your firewall/router.
Windows firewall typically blocks normal game ports by default, and you'd likely need to allow it on your router as well.
Not sure what you mean by "the port shouldn't change". It's configurable.
By default, the Query port is 15777, and that's what the game fills out. If you don't mind it being all over the place (7777, 15000, 15777) - by all means, leave it alone... ;P
Right, the game does fill it out automatically, and is configured by default. I don't know why you'd want to change it, but yeah I guess you could.
So about dedi servers and experimental, we got it on the server, but have noticed some oddities, for one it takes longer to load. You can no longer connect a wire to a building and then place a wall mount to a beam using the auto place feature, you can't copy items unless you press F first, and worst of all it crashes every time it auto saves, and without saving mind you.
Experimental patch day 1: ✅
For one, I have all of my stuff configured, and the 15xxx range is already spoken for. :D The range I have free is 20xxx. :D
Report bugs here: https://questions.satisfactorygame.com
The copy items and more are already reported, but feel free to check if the other bugs you found are 😊
There's a workaround for everything :). I have a habit of assuming that most people are running their server in the cloud or on an otherwise standalone box.
I don't see how that relates, to be honest. Can you elaborate?
Which part? Running on a standalone server?
If I'm not mistaken, the port you use for a service is only locally significant to the server/processes. If you have a separate standalone server running the satisfactory service it shouldn't matter what other ports you're using on your network because it's bound to IP/Port not just port.
Hey, I figured it out! :D Whatever mechanism works to move the items, it removes the 1 in front, and adds 1 in the back... but it never moves them forward. They just keep climbing into space. :D
A GIF version
Yes, expected. Predictive algorithms + incoming corrections.
Unfortunately, even further broken in U7.
^
Ah, I see where you're coming from. That's all well and good on IPv6, where every machine on your network has an Internet-reachable IP address. Unfortunately, in IPv4-land NAT exists, and to the rest of the world, you appear as a single computer. Port sharing is a thing of necessity. :)
I host multiple servers for a total of 10 games.
Pretty sure there should be a solution, even behind NAT
Use the same port behind your single public IP
Satisfactory is single-thread intensive, from what i've read.
As in, offer the game on ports 7777, 15000 and 15777? Sure, I can forward them that way. But why? The 15xxx range I have reserved for CryoFall.
That is correct.
game starts auto save, I get booted...
If your save time takes longer than 30 seconds, your game will assume the server died and close up shop. This happens because, during saving, the server simply goes mute.
You can specify different ports
[2022.11.16-01.57.42:687][542]LogGame: Total Save Time took 33.137 seconds
... that's what I said I was doing. To which you replied with a "there's a workaround for everything". So... what did you mean, exactly?
If you didn't mean that this was a problem, what did you mean? Did I misunderstand?
That was not my reply
Not saying you should, the way you're doing it is probably the easiest solution. But most people probably aren't in a scenario they need to deviate from the default port. Especially if this is where they're asking their questions.
Apologies, you are correct. :)
If the ports overlap just change the ports satisfactory is using.
Right, you're coming in a bit late to all this 😛
So what you're basically saying is "don't tell people to change the default ports, it generates confusion". Did I understand correctly?
I'm not attacking, here. I'm genuinely trying to understand if that's what you wanted to imply.