#dedicated-servers
1 messages ยท Page 19 of 1
Though, I suppose I might want to dial it back a bit... heheh.
I mean, on the one hand - there's no need to generate confusion on a troubleshooting channel.
Agreed
But on the other... it kinda goes against my - admittedly self-imposed - role of an "educator".
There's also the fact that people approach the issue with little to no understanding, or due gravity (we are talking about hosting services on the Internet, after all).
So... a little of column A, a little of column B...
did my changing to
FG.NetworkQuality 3 fix the belt's showing moving items?
As it's more of a game-logic/network logic issue at its core, I doubt it'll improve it. It never did for me, at any rate, and I've seen people try that before - to no effect.
But if you can pull FG.NetworkQuality 3 off (and if you're on something approaching gigabit, you should be able to no problem), by all means.
its a local server 10Gb LAN
Yes, it can fix itself for short bursts. It'll be broken again once you move away and come back, from experimentation.
Especially if there's start-stop production.
i'll hypertube somewhere else. but it does run smoother if my client is not doing the CPU work as well even on a 5950x
Not so sure that's the case - I'm running my server on a standalone AWS instance and I'm experiencing the same thing.
You're running it on AWS with no connectivity issues?
Nah not at all
U6 or U7?
My buddy and I ahve been playing for 6+ hours now, a few disconnects here and there, but stable for the most part.
Sure I'll DM you.
I ask because we've had people try to host on AWS, and they all had the same specific sort of issue. An issue I also had, and this is a chance for me to see if I still have it, or not.
Been running a server over multiple different saves / updates on AWS for quite a while now with no major issues.
I will say, the only major performance issues I've seen are from different instance types / lower resources.
Especially on larger saves. The one I'm on now is relatively new.
We been at 10mb for a minute, and have had nothing but problems ever since.
is anyone crashing on loading a save file for dedicated servers?
well i rolled back 3 saves and its working now ๐
Good!
Hopefully that wasn't too much game time lost ๐ค
Possibly like 2 hours
ah its like a day of just screwing around i think
Rip
no big deal its always faster the 2nd time around ๐
New update is really buggy I hear
It's still playable, so not too buggy.
Define payable lol
That's fair. I can play the game, so it's playable ๐
Good:)
Most issues I've seen so far are people having issues with Epic, or upset with the visuals on conveyors.
Epic ๐คฎ
Log plz.
Oh no kad became a cat..
lol
sorry i thought you were a bot lol
... really? xD
๐
๐ณ
lmao
So we should have a recommended hosting command that list good host
im all good now anyway thanks
Having a maintained list wouldn't be a bad idea.
Anyone know if you can change the animal behavior in dedicated servers?
I'm starting a Dedicated server, I need to see how many people it can handle before my computer crashes. Is there a mass of people who would like to try and break it?
yes bizangles you can change animal behaviors
in dedicated servers i just did it ๐
Do you just change it in the UI? Can any player do it?
that im not sure about im the admin so i can change it from the menu by hitting escape
Alright, I'll try that
It definitely changed the setting, but I think retaliate might not be working. I attacked a spider and it seemed interested for a second, but never actually attacked me
Has there been any official word on the epic DS app?
It "works" inasmuch as the setting "works". As for the mode itself... I have similar experiences. We'll likely see changes in this area, however.
Lol I'm desperate, so I'm trying a 3rd hosting option
Apparently THIS host doesn't respect public vs experimental
So far:
- local (my PC) dedicated server can't reach the outside world.
- LOW.MS kinda a mess from a UI/UX standpoint (think winamp circa 2006ish) and when my node died the migrated me and I started having NAT issues
- Indifferent Broccoli is really sleek and cheep but so minimalistic it's kinda hard to tell what's going on. Customer support is A tier
hi all, been away since update 4. So if there is obvious to everyone might not for me. Are there any site/link that have extensive list of what issue to expect if I try to play dedicated server?
New issue with u7?
- Host Havoc is telling me my 202470 public branch client doesn't match their <some higher number> server
Yeah it's gotta be. Theyve got a drop down to select public vs experimental but
It doesn't seem to actually respect what that drop-down is
Are you running the experimental branch locally?
Nope
Do you have access to the server client, or is it fully managed by the 3rd party?
Eyyyy ok good news
After flipping it from Public to Public to Experimental to Public
It finally was like "ohhhhhh you want the server to run on the public branch"
Nice ๐
Best place to start
https://satisfactory.fandom.com/wiki/Dedicated_servers
It's not a comprehensive list but finding a stable hosting site (if you're going 3rd party) has been rough for me. Not so much for others.
Otherwise, it basically runs great other than it's just kinda fucky sometimes
thanks
Lotsa little timing errors, had some weird world grid issues for a bit
It's like satisfactory, but wackier
yeah, I plan to go 3rd party. Don't have powerful server and network in my local
It can be run on AWS for pretty cheap if you don't mind fully managing / setting it up yourself.
AWS cost kind of confusing ๐
Haha yeah I was just looking at that and I don't mind fully managing it
Curious though, what do you guys pay for 3rd party services?
Uhhhh
service 1, 15usd /mo
Service 2, 12usd /mo
Service 3, 22usd /mo
Order respective to my list above
there is non of these that provide stable experience?
Is there a decent guide for getting set up on AWS?
So far best luck has been service 3
I guess the biggest benefit to AWS, besides being able to manage everything yourself, is that you can set it up where you're only paying when you want to play.
But frankly I'd rather go with AWS if possible
ouch
Downside is, if you play a lot, you pay more ๐
How much? I saw it was like plans starting at 125 active hours or something
Which seems low for 4ppl to play for a month
We'll see, I'm just salty. It's been two days of weird dogshit.
I'm hopeful that this Host Havoc service is good
It varies depending on how long the server is running. If you're running it 24/7 it's going to be way more than any 3rd party. I've been getting it as close to optimal as possible, paying about 17-25/month.
Ahh ok
If I need to bail off of this most recent host I'll look more into that as an option
But it's looking stable ๐ค
Good deal - I guess it also sort of depends on the quality of server you're getting. Hope your hosting service is good enough ๐
Haha yeah seriously
Just to give you an idea of my AWS costs for this month so far
I went with cheap first and this is what I get
multithreaded dedicated server when?
Basically 40 hours so far this month.
Nice ok
Me: I'll pay for 3 eve accounts
Also me: man, why I gotta pay 22 bucks for a server >:{
(I am not a smart man)
I can probably get my costs down a bit further if I manage it better
Right now my server idles for an hour if nobody connects, which I could save $0.34 on per idle hour if I crunch it more.
Ah so you say "I want to have computing power between the hours of X and Y"
And they charge you for that?
I could do that too, but It's only me and a few friends that use that server.
But yeah, you totally can
I just start my server up when someone wants to play, and then whenever someone leaves, it idles for an hour then stops
I could lower that to 10 mins probably, and get my costs lower. I also need to figure out a better way to let people connect whenever they want without having to launch the AWS console.
Worth comparing server performance between AWS and 3rd party as well
100
๐ค๐ค๐ค๐ค
I'm surprised that Azure hasn't done something similar
Fuck that feels right up Microsoft's alley
@frank finch which service within AWS are you using? The 3rd 3rd party hosting service didn't work out ๐ฆ
I'd say it was me at this point, but everyone I've talked to friends and someone from this server also have the same connection issues to the servers I'm spinning up
The main application for aws servers is EC2, which is just the cloud computing instances.
I can give more details tomorrow if you want to send me a DM
sounds good! sorry for late night ping
No worries glad I turned another to the dark side
Hello, how to switch to experimental on my local dedicated server? right now im using steamcmd to launch the server
Aside from the visual display issues on conveyers there appears to be a throughput issue on conveyers, vertical lifts, mergers and splitters.
At my turbofuel power plant there are 8 floors of 5 refineries making heavy oil residue.
A byproduct from that is polymer resin, 100 per floor per minute for a theoretical total of 800 per minute.
This goes through a system of vertical lifts and mergers down the building where it either goes to refineries making rubber and plastic or when backed up is diverted to awesome sinks.
Given the facility doesn't reach 100% efficiency (it rounds down to the nearest whole machine in the process per floor) the mk5 conveyer system should never get saturated.
It worked just fine under update 5 and 6.
Under update 7 polymer resin is backing up the refineries causing the upstream machines to switch off and knocking out a portion of power generation.
Floors 7 and 8 are affected.
In case it is a mathematical error, e.g. the throughput is actually 800 polymer resin I have diverted floor 8 completely to an awesome sink.
Floor 7 is still backing up and the theoretical throughput of polymer resin should be a maximum of 700/minute.
https://questions.satisfactorygame.com/post/6374bc2aca608e0803524e58
Is the QA site down for anyone else?
The crash reporting system has apparently crashed.
Add -beta experimental to your install arguments. More info on the wiki in the channel's topic.
I do recall them doing some rebalancing. I don't know what they rebalanced, exactly. Check your numbers?
Already have, it's in the post.
The process is not capable of generating more than 800 polymer resin per minute.
The outflow is mk5 all the way.
I've removed a theoretical 100 polymer resin from the equation already and still it is backing up.
I observed smart splitters behaving slightly strangely under update 6 (they were not alternating output when set to any/any) and have a feeling it is exacerbated under update 7.
However with the flow backed up and the smart splitters set to any/overflow 100% of the overflow should be diverted to a sink.
There is no way the polymer resin should be backing up to the refinery.
I should add that I have deleted and re-added lifts on affected machines and sections of the conveyer in case they were bugged.
Since only a portion of my question/statement was answered I'll ask again. So we changed our server over to U7 yesterday and have been getting an issue of a crash every time it autosaves, while also failing to save. Changing the auto save interval does help. We also have been seeing noticeably longer load times. That being said anyone have any ideas as to what's going on with it. Currently we have reverted it back to U6 for the time being.
I installed the DS via steamcmd :
steamcmd.exe +force_install_dir "C:\DS" +login anonymous +app_update 1690800 validate +quit
but when I try to connect to server from client app I see this message. How to update DS correctly? I try twice run code above..
Is there a known Issue that Up7 on servers arw bugged with the Machines?
And the conveiers are laggy
is it possible to use a Pterodactyl Gameserver tu run it there?
Add -beta experimental to your install arguments. More info on the wiki in the channel's topic.
Please share a U7 log - along with a crash log, if present (the most helpful file is the XML context one). It would be best if the log was leading up to the crash. ;P
As far as I'm aware: yes, people have used Pterodactyl (and LinuxGSM, too) to run Satisfactory DS before. There's an egg available, probably several. Please keep in mind that we can't provide support for such configurations, and you will need to seek support from their respective dev teams.
Where would one find this? I'm not even sure there's a crash log generated, because it basically just says connection timed out, but it does it for all players on the server.
Does the server continue to run through all this? Or does it crash and restart? This is a critical distinction.
Well to be honest it depends on the moment, sometimes it just kicks you and others it crashes and needs to reboot.
As for the where - the logs (and crash dumps) you should find in the server's installation directory, under FactoryGame/Saved/Logs and FactoryGame/Saved/Crashes respectively. Note: a log from one of your clients may also be helpful here; those are saved on %LOCALAPPDATA%\FactoryGame\Saved\Logs.
It's kinda like a box of chocolates, you never know what you're gonna get.
In that case, I would need a set of logs (as outlined above) for both scenarios - chances are, these are separate issues.
But while we're talking... how long does saving your game take?
(you will find detailed info on it in the server's log)
If it takes more than 30 seconds, that would explain your "everyone is booted out" issue, and we'd only be left with the crash scenario. I will explain if/when you confirm this.
Roughly 30 seconds to 1 minute, depending on location.
How would you like me to send the log, just upload here?
Well that's one issue out of the way so far, but the crash is a bit odd right, because I have log files, but no crash files other than the .ini files which only contain like 6 lines and are true or false variables.
In that case, look through log files and see if the crash data is included in them.
So, how long does the save take?
Yeah, that's close enough to start causing (perhaps random-looking) disconnects. The default timeout is 30 seconds, and the server goes "dark" when saving/loading, meaning - it doesn't respond to any communication during that time.
The game simply assumes it "died", packs up shop, and shows you the "Timed out" error.
It's technically not a "kick".
If you increase the timeouts to 60 seconds (on the server and all of the clients), that particular problem should cease.
If you're still sure it's something else, or that it doesn't actually save - show me the log.
Notably, if you have the server configured to pause when it's empty... that may be interfering with the mechanism, especially when it detects that it suddenly became empty (everyone timed out) at that time...
Okay, so the first thing I recommend you do, is add -multihome=0.0.0.0 to your server's launch parameters. I hope you're not using IPv6 with this thing, and that you have all 3 ports forwarded wherever you're hosting it. This will disable the internal packet router, which may be causing issues - let's remove it from the equation, as it's basically useless.
Okay, that's pretty much all about this particular log. I would still recommend you up your timeouts to 60s, or even longer if you expect the save file to grow significantly beyond what it currently is.
Hmmm, well first things first, I am using gportal, and I don't even see "Launch Parameters" in the server options as for port forwarding I also see nothing as far as that in the config files.
I did actually find an option. Is this what you are talking about?
It could be. You can go ahead and try it. Remember to shut the server down before you make any .ini changes, as they get written to on clean shutdown.
Good morning
Hi, i've got a dedicated server running on Nitrado but it hasn't automatically updated to update 7. I've looked around on the web interface but most settings have to be dealt with ingame which i obviously can't do at the moment due to version mismatch. Any ideas how to sort this?
Update 7 is only on the experimental branch at the moment. Your server needs to be running the experimental (beta) branch in order to play on update 7.
it is anyway, you only run dedicated on experimental
There are experimental and main branch dedicated servers
They're different applications
oooohhh, you're right
It's either that or they just haven't updated the server. If it's something to do with your hosting service I'd recommend getting in touch with their support.
Thanks man, gonna have to see if I can transfer my save to experimental now
Good luck!
I can no longer start my dedicated server after installing Update 7. I get an error:
A D3D11-compatible GPU (Feature level 11.0, Shader Model 5.0) is required.
I was able to run the server on Update 6.
The computer I am running the dedicated server on is pretty old, but hosts the server pretty good.
@hallow sierra nitrido sucks..
@frosty gale 24/7 without it being locally
Ya
Yes
Nitrado is usually pretty good for most games but because satisfactory is very new in terms of dedicated servers, there just isn't much of a web interface for it. Also this situation was my fault for having the wrong version installed
Have you checked for driver updates?
I was running Update 6, closed it. Updated to Update 7 and it no longer.
Windows 2019 Server Standard
Intel Xeon x5670 3.07GHz
16 core
32 gig ram
Standard integrated video (Matrox Graphics)
Its an older server machine.
Why windows?
Could be a windows issue idk unfortunately @blazing halo
He might be able to help
Like I said, Update 6 had been running for months. Only Update 7 is displaying an issue.
Strange
Now sure why a dedicated server which runs in a command prompt window required a DirectX 11 GPU.
It didn't require it in Update 6.
Just from some googling, this sees to be the general consensus. Some posts from a Microsoft forum
Update game and Windows
Update graphics card driver
install the DirectX End-User Runtime
Upgrade GPU hardware
Reinstall Microsoft Visual C++ Redistributables
Hi there,
This error occurs, if your GPU is currently incompatible with D3DX 11, which is sourced from DirectX 11, a more recent version of DirectX. In this case, to resolve the issue, you can download and install the DirectX latest version from Microsoft.
It could mostly also be due to missing of driver (Nvidia grid driver or AMD GPU driver). You can get this fixed by installing appropriate drivers and reboot.
If your GPU is older than 5 years or so, thereโs a good chance that it wonโt be able to handle D3DX 11, and thus wonโt be able to run the game throwing the error message on your gaming rig. In this case, to have the issue resolved, you simply need to upgrade your GPU hardware.
I hope this information helps. If you have any questions please let me know and I will be glad to help you out.
Dose this game have controller support
Also, how did you install the server application? Steamcmd or via the Steam application?
I closed the running Update 6 dedicated server. Which caused the Epic Game launcher to reappear. The game launcher indicated there was an update. It downloaded and installed it
I then clicked the launch button in the Epic Game launcher to restart the dedicated server.
Same way I installed and launched Update 6 Satisfactory Dedicated server.
Ah, there were issues yesterday of people getting the game client instead of the server client from Epic
How do you resolve the issue?
Trying to read back in chat to find out what people were doing. I believe it's just a matter of getting the correct executable in the server directory.
Kad|TheLogMonster โ Yesterday at 3:35 PM
In case you're having the same error (D3D device), download from steamcmd as EPIC is serving the client instead...
Kad|TheLogMonster โ Yesterday at 3:35 PM
Download via steamcmd, EPIC is serving the game client.
The wiki covers the process well if you need a reference for how to install via SteamCMD
Anyone know if there is a way to do a local save of a dedicated server?
Are you just wanting to do a backup/save of your map/world?
Pretty much yeh, nitrado unfortunately doesn't give a lot of access to save files and such, I can restore backups but i need an actual copy of the save file on my pc
Testing
Will I be able to install the dedicates server using steamCMD even though I only own the game on EPIC?
Yes
You don't need to pay for the dedicated server application, you can install it anonymously without logging into steam via steamcmd
My options are: Install via steamCMD or wait for a fix from either Satisfactory or EPIC.
It's an Epic issue. But yeah pretty much.
Oh I actually found a way to download the file through nitrado
Awesome!
I can probably find this by googling but does dedi server require configured ports and whatnot, or does it utilize the same epic games networking tunnel stuff that in-game hosting has?
There are ports by default that the satisfactory server uses, that need to be accessible for inbound connections to the server.
Info is on the wiki
https://satisfactory.fandom.com/wiki/Dedicated_servers
Ok, right, thats a bit of a pain i guess
Yeah, it can be depending on your setup. What are you trying to run the server on?
I havent set anything up yet. So far I've just been in-game hosting for friends and i tend to leave my pc and game on overnight. So i was thinking of setting up a server on a separate box. But im on university network so I wouldn't be able to port forward. Could use one of those tunneling tools like hamachi or something but thats just added annoyance
Ah yeah, that sounds like a nightmare to try to set up lol. I always recommend AWS if you want to self-host, but it's probably not the best setup by any means.
In terms of cost/management, depending on how involved you want to be.
Would probably be pretty pricey to get a vps with a cpu fast enough for the game eh?
Hey there. Would renting a server to play the game take some of the stress off of my laptop or nah? And how hard would it be to add mods?
I know you guys get into the nitty gritty of setting them up and maintainance and such, but I'm just simple ๐
Oof, sad day. Was gonna start a playthrough with a couple QoL. Guess I have to pick between the two
Yep
But a server would take some of the stress off my laptop, since the server would be handling alot of the calculations yeah? That's the defining factor that would actually make me pick between the two lol
Not really
Welp. QoL mods it is then.
Sorry ๐
It's all good, tis why I popped in to ask lol.
Okay, struggling here and could use another eyeball or two.
I'm not new to running game servers so scratching my head as to why this isn't working:
- I setup DNS w/ a CNAME for my server, returns the correct IP address
- Added exceptions to my firewall for a port group for 7777,15000,15777
- Added forwarding rules for the above ports to point to my server
- Added exceptions to my servers firewall for the above ports
- Started the server, logs look good
- localhost connections work, vanity URL does not ๐ข
Troubleshooting
triple checked all steps
validated vanity url via nc command for port 15777 and works
lots of swearing, threatening electrons, and general shenanigans
If you skip the URL and just do the WAN IP does it work?
not working, which is what made me think firewall/forwarding was wrong
Sounds like that is the case. Is this on a windows box? What if you try disabling the Windows firewall as a test
nc -uzvw10 <URL> 15777 does work thou
I know you made changes to the server FW, but when testing I would suggest disabling it completetly to rule out potentional problems
correct sadly, it is Windows. Testing failed again w/ both URL & WAN IP
Ok so we can elminate that being the issue. Your port fowarding rules. I assume they are point to the correct LAN IP, and are correct in TCP or UDP?
correct, i've tried both using a destination group (with my one host) and explicit IP to server. all rules are for UDP
None of the ports are being used by other port fowarding rules correct?
correct, only 1 other FW exception and 1 other forwarding rule
Without seeing the configuration, it sounds like you did everything correctly
im looking over it all again but yea... i don't get it. I'm going to delete the FW/forwarding rules and start over i guess. sadly my appliance doesn't have the best logging or i'd be neck deep in there figuring out what's routing where
appreciate your help thou!!!!
Maybe after re-adding the rules throw the FW for a reboot? I have seen some units behave weirdly until that was done
true but then the whole homelab and work connection goes dark... worth a shot at least for sure thou
what FW are you using
Ubiquity UDM pro
same as mine lol
yeah, it's hard to mess up these rules but idk... i do have the fowarding rule including all ports in one go... maybe i need to split it out?
do you have IDS/IPS turned on?
ya
try shutting it off temp?
is your forwarding rule like this too?
i wasn't 100% sure if that'd map correctly or if i needed 3 diff rules
I dont have access to my unit right now, I can check in a few hours
no dice
ubituiti logging is kinda crap you need a 3rd party logging server
I'm moving off the platform next upgrade. had to rma a doorbell and took them 10 months to get me a new one. then i read the subbreddit and yeah, they just suck
I love the APs thou... very nice
@topaz badger what's up
It shouldn't make a difference but really if you're mapping a DNS entry to an IP, you should be using an A record and not a cname. But besides technicalities, it is generally accepted that you should allow up to 72 hours for DNS entries to propagate worldwide. In today's world, DNS entries are nearly instant however depending on the DNS server your clients are using, those records might not be getting updated immediately. I would try having them use an IP instead of DNS just to rule out DNS issues.
they did try IP, no change
Sorry, I missed that part... DNS is just bogus sometimes.... The only other idea possibly is the port forwarding. I have a Ubiquiti USG and I had to create 3 different rules for each port. Not sure if the DM GUI is different.
Or, it's possible your ISP is flat out blocking ports too. Perhaps try some non-standard ports.
I'll post my rules when I get home they were working but I disabled them since I am doing SP
There's the not-so-fringe-nowadays case of using DDNS, in which case setting up for an IP helps little, and the record changes. :D
(btw. if your DNS cache is dead-set on lasting 48 hours, have fun with DDNS :D)
@blazing halo good afternoon
Hey there Big K.
Been working alot
That a question or a statement?
hi, dedicated server hosted at home dont work with update 7 , unable to join my server even reinstall with steamcmd
?
Symptoms?
mismatch version
Are you sure you are running the correct version? Are you sure you are installing to the right folder?
You need to use the experimental version
steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
That looks right. Are you sure you're running the correct executable?
beta experimental has been choosen when i launch my .bat file
yes, all is experimental
The Customizer Gun keeps crashing the Dedicated Server I'm playing on 
Are you sure there's no old server running still?
yes, no old server running
Are you connecting to the right IP?
Did you update your game client?
(and switch it to Experimental)
that why i'm here
If you have the correct game client, the correct server, launching the correct server, no other servers running,
and you still get version mismatch,
that is an impossible situation.
One of these must be false.
Check again, please.
The most common mistake is installing to the wrong directory.
i do it now
For example, if you originally installed to C:\GameServers\SatisfactoryDedicatedServer, and then installed the beta to C:\GameServers\SatisfactoryServer, you may be accidentally launching the old server.
i play only experimental , i never install the "regular" version
Please find your server's directory, go into Engine -> Binaries -> Win64, find the file UE4Server-Win64-Shipping.version and open it with a text editor. Inside, you will find "BuildId": NUMBER. What is your number?
208250
Okay. What does your game say it's build number is?
same
Then you cannot be getting a version mismatch.
Please screenshot the error and post it here.
that's working now, i've deleted server directory and reinstall it before you ask screenshoot
i think is windows file management , i remember windows have a "shadow" file , (i dont say it correctly in english)
I think you just launched the wrong version, and are now trying to save face. :-) But it doesn't really matter. It works? Good. Go play.
(If I had a penny for each time someone tried to blame Windows for problems originating between their keyboard and chair...)
saving face ? for why ? i dont know you, i dont care why do you think, windows have a "shadow" copy of file present on the hard drive, maybe the shadow copy is not updated when i launch the update, check on google for that's, and thanks for your time.
๐คฎ
Hahah. What bullshit. :D
bullshit ?
i 've made mistake, is not shadow, my server was in copy in roaming directory ( the old ) , that why i have the error
Odd
windows make a copy of all app in roamming directory
Since when is C:\GameServers\SatisfactoryServer in Roaming? :D
no, my launcher, not the server, i've automated all task in javascript on my side
node?
the client for me is inside roaming, yes node.js & custom program in c++
I see.
i can update my game with a custom bot with discord for example
Okay, that is more plausible, but then a) you should've told us, and b) we can't help resolve issues with stuff like that.
my first impression was the dedicated server was not updated for the last update, that's why i'm here
is a mistake from my side
thank you again
If using multi WAN make sure to select to right WAN interface
I'll try that now!
You don't have to hide LAN IPs. ;]
recreated both FW & forwarding rules but still no dice. trying both URL & IP... sigh
:/
this isn't hard... idk what the deal is at this point
if you want me to try connecting I can give it a shot as well
has anyone else had issues running a server on their localhost but can't connect via their WAN/URL?
Since you just asked I tried doing that using my public DNS record, no go
Not the same computer but a device on the same network
seems like a weird issue forsure. I mean it works for say minecraft servers
You're trying to connect via your WAN from inside your LAN?
That was indeed the issue, It should work (every other game I have done it with worked fine), however I also attempted to connect via my WAN DNS record, no good
Um... do you have NAT hairpin configured?
If you say that every other game worked, you probably do.
It's the exception, not the rule. Typical consumer routers don't have it set up.
In general: do not try to connect via WAN to your LAN server. If you don't have NAT hairpin (also known as "NAT reflection" and "NAT loopback") configured, it will not work - and you likely don't have it configured. Your router may have a setting for it; most don't. My personal experience with Satisfactory is that it might not work regardless, but that might just be me. I've seen it refuse to work with reverse proxies, forwarders, and - personally - NAT hairpin.
i wish dedicated server notified you of the auto save starting
Yeah. The QA posting asking for it has been up for a while.
I would get notified b4 i get force disconnected at least
Increase the timeouts.
You can't do anything about the hang, but at least you won't get "booted out" while waiting.
I'm curious, are blueprints just plain broken on dedicated servers? I've managed to crash my client several times, and the server, but haven't gotten them working quite right
It's entirely possible that they are.
I'm told there's a reason it's "experimentalยฒ" at this point... ๐
๐ฒ
Oh, I think the thing that kept breaking was trying to save them to a category/sub-category
Keep in mind that the blueprints are saved as real files with the names you give them,
so be aware that using any sort of special filesystem/filename characters like \, /, . or : may blow up spectacularly.
Hmm... I might have tried a comma in a sub-category at some point
In fact, anyone feeling up to being a lab rat and checking out what happens when you try to name it something like ../../../../../../../etc/passwd or something similarly potentially devastating?
Or the NTFS bitmap killer? xD
Ping me if you test it out, I'm very curious. :D
I won't, but I wouldn't put it past other people on my server
Which is why it'd be good to know if the devs attempted to protect the filesystem in any way, since they're potentially opening up direct filesystem access to any server/multiplayer user...
Even if putting such a path in fails to write to that location (due to lack of permissions), it might still allow reading from it into the game's memory (if the game goes ahead and keeps the registration), which still counts as a potential security breach and sensitive data exflitration. And at that point, it'd be worse than Heartbleed, since it'd essentially classify as potentially "arbitrary filesystem read".
(even if someone would need to make a full crash dump in order to recover the contents from the memory dump file)
And YES, this would be something that would qualify as a CVE, theoretically, and something to be worried about when exposing your server to the Internet. ;P
The fact that the mechanism itself is fully intentional wouldn't make a lick'a difference.
I just remembered I was trying to save a blueprint with a slash in it before, so that might have been causing problems
I am honestly surprised they went with real filenames, instead of say generating a random 32-character string and saving the player-provided name as a property.
It would've avoided all of it.
(it would make the files less pretty to look at or tell what is what, though)
Since they mentioned being able to copy blueprints between saves, they probably wanted a human readable filename
Just sayin'.
There are ways to filter filenames properly. The simplest solution is to use _ in place of any non-allowed character.
Then, something like ../../../../../etc/passwd becomes _______________etc_passwd - still kinda readable, but now harmless.
You can stick a GUID on the end to avoid duplicates, too
Yeah, or just do the Windows thing and tack on a -1. :D
I mean, if you're saving a blueprint with a nearly-identical name to an existing one...
... well, they can't save you from yourself, right?
I can't save me from myself
At any rate, I'll have to try overwriting stuff on my own, sometime later. Once I actually unlock it.
We'll see. I'm very curious.
... add "-beta experimental" in params string. Update. Start. Try to connect... Game write: could not connect to server, but near server name I see "1 ms"
๐คฆโโ๏ธ
Windows Firewall turned off, Antivirus is not used. Before the update I had no problem, but now I don't know what to do with the DS
What message in the log should be considered a full-fledged server start?
do servers still have those visual glitches where items on the conveyor belt cosmetically disappear
for me they've never left - my conveyor visuals have gotten worse on U7 so far
I've been seeing a lot more of the item stacks coming out of the vertical conveyors so far
This is the only thing that is displayed when the level 3 conveyor belt is running
Usually 2-3 errors about EOSP2P/shop/microtransactions not being configured.
Note that whether the server loads a save on startup or not, depends on the server's configuration.
Yes, U7 is terrible in this regard.
I just hope it's one of those "it needs to get worse before it gets better" sort of situatons...
Still - if they're "more broken", it means the devs are messing with it. Meaning, they're working on it.
Now I kind of wanna know myself 
i have installed a dedicated server on my linux box - but now i am kind of stuck:
- how to i set/change the
session nameso that my save-file is also loaded?
i only have a commandline interface to that box
trying to see the server through lan, does not show the server either
what have i missed?
after 2 such errors , I can't to connect to the server. But when I try next morning - I can
Do you have it configured to pause when empty?
I can not find any files where i can configure anything
I don't quite understand what you're talking about
Which files are you looking for?
Is your server configured to pause when no players are connected?
i am looking for any of the configuration/initiation files.
where should i be able to find those files for a start - how do i get a current save to be loaded for my dedicated-server
Can you show logs of those failed after-start connection attempts?
into PM or here?
- .ini files are only saved on clean server shutdown; if you haven't shut it down yet, they probably don't exist yet
- the save info (which session/save is loaded) is kept in a binary file, you can't set it directly; you need to use the game's built-in Manager
Here, please.
ServerInstallDir/FactoryGame/Saved/Logs
thx
i only have a command-line interface to this box - session is started by using ./FactoryServer.sh ...
You may also provide the client log from those failed attempts.
... and?
Client Log
Server log at that time
@shadow meteor please add -multihome=0.0.0.0 to your server's launch arguments, restart the server, and try again.
(note: this will disable IPv6 support)
I love use any spy options! Moment..
excellent! Instant! I didn't even have to restart the game!
Do u need logs?
I think U need to write a configurator to create a shortcut to start the server or make edits to the configuration file.
well my first dedi server crash in a while happened on U7 ๐ฆ
So did it work?
Because that could have been sarcasm. :D
Yeah!
No sarcasm!! I am so happy!
Yay. :D
You can either make a shortcut to the server's executable and add it there, or make a .bat (.cmd) file and add it there.
But I have no full information about all options in the DS needed for start it
What info do you need?
all list of start options with descriptions
Have you looked at this channel's topic?
Yes. Client don't want to connect to my server with error from the screen
I don't see how those two are connected. We were talking about server launch parameters, not errors or connections.
I think it's time to log this one and the QA site.
The missing information on the map on dedicated server.
The same file loaded locally gives much more detail.
Hello
Any dedicated server owners online? Can you tell me how much ram average server consumes? I know that minimum specs is 12-16gb, but its quite hard to find server w that amount of ram anywhere near me. Looking for 2-3 players world, long play with lotsof stuff
Maybe someone can give some logs from existing servers, just to see ram peaks
Nevermind. Thx for all!
That's the spec, unfortunately. Your server will reach about 11 GiB with just 1 player and some buildings fairly quickly. If you want more than 1 player, you'll cross 12 GiB easily.
Please note that this is for Update 6 (Early Access). Since Update 7 (Experimental) just released, we still don't have good data on that.
From what I can tell, however, it looks like the U7/EX current requirement is closer to 14~15 GiB. It will likely go back down by about 2 GiB when it gets merged to EA.
guess it's time to give WSL more memory for docker then ๐ฆ
for some reason my server wont start. this is my log
What's up
@urban kettle ok os and server specs?
@obsidian rune it keeps going up with each ver release it seems...
Wasn't it 8 before
Intel(R) Core(TM) i5-7400 CPU and 32 gb ram
Not bad windows or Ubuntu?
windows
any idea why the server wont start?
Have you tried rebooting server
yea
๐ฆ I use Ubuntu so not used to hosting it on windows
It's been more than 48h and EPIC still doesn't have the right version of the DS available ๐ญ
Use steam CMD? You dont need to own satisfactory on a steam to use the dedicated server files from it
Yeah I know, I used the steam cmd prior to the DS coming to the epic store. I just couldn't imagine it taking them full days to realize they neglected to update their file and have been holding out because it's more convenient than steamcmd.
okay this is getting annoying: world is now so busy, it takes so long to save that players are disconnecting due to timeout
Is there is a known issue with belts not populating visually?
normal for DS/MP
Figured as much.. but wanted to verify. Thanks
generally only see the last little bit of each belt segment with stuff on it
Yeah... and the lifts are totally weird too... they animate like 60 meters in the sky.. it's hilarious. LOL
anwyay.. thanks for the verification.. didn't know if I had something screwball or what.
There's still a lot of needed optimization for sure, you're not alone
Doesn't make it unplayable.. at least for me.. just a lil goofy when making sure the belts are working properly.
That looks like a correct server start to me. What's the issue?
When I've been looking at my DS it's mostly 10-11 through startup and a bit after then drops down to 3-4. Probably varies fairly much in between those two tho
ugh, DS crashed itself again with 0 byte dmp
and really getting tired of it kicking players during saving
and getting tired of having to attempt to connect 2-3 times after it restarts (like it's pausing mid load so people have to try to join to wake it up to load a little more, and a little more, and a little more, then it's finally all loaded so you can actually join)
Do you have it set up to pause when empty?
yes
Then it doesn't load the save on start, but on first connection.
It probably takes long enough to make you time out during this.
Do you have it set up to save when a player exits?
i'm saying the two are related: it saves, players drop due to time out, it finishes saving, and then players try to rejoin but have to try like 3 times to actually connect and stay in
> Do you have it set up to save when a player exits?
there's only like 7 settings and i doubt that's one of them
Can you check?
This setting, yeah?
yup, exactly like that
Yup.
So what happens is:
- connect
- server: LOAD GAME
- timeout
- server: ... LOAD GAME.....
- server: ... DONE
- server: OH SHIT PLAYER DISCONNECTED (timeout),
- server: SAVE GAME
- connect ...
- server: ... SAVE GAME...
- disconnect
- server: ... DONE
-server: OH SHIT, ANOTHER PLAYER LEFT
SAVE GAME
...
;)
Sooo....
... the solution:
connect first time
timeout
WAIT 3 MINUTES.
Let it finish loading.
If you don't keep trying to connect,
it won't keep saving the game
and creating further delays.
Connect once to "wake it up", and then let it wake up.
or just uncheck the box?
... so, you need a technical solution to solve the problem of "we're all so out of control we can't wait 3 minutes"? xD
ADHD much? ๐
i need a technical solution where players are waiting
it better because this is ridiculous
jargon ๐คช
and people think it died when it's running
is ridiculous.
xD
The fact that, until U6, you couldn't change the beacon port - was also ridiculous. xD
"sloppy" ๐
The fact that you still can't change the save directory, or the config directory, is insane. xD
The fact that the internal router is utter shite, but it's still on by default boggles the mind. ๐
Literally nobody: ...
CSS devs: Hey, let's help these poor people forward ports by building in a router!
๐
has anyone had issues with blueprints going invisible for people that didnt create it?
quick question
can satisfactory use TCP instead of UDP?
basically, according to the documentation, it should be possible to forward to TCP and not UDP,
same on the support page it states
so id imagine I can change the local host port, and then use ngrok to forward it
@blazing halo would that be possible?
It can't, no.
TCP and UDP are not interchangeable.
It's kind of like asking if you can connect the output of your stomach to your balls. ;]
ah
gotcha
forgive my ignorance
Nothing to forgive. Not knowing isn't a shame.
Not knowing when you should know - can be. But I doubt you've ever touched networking before dealing with this stuff here.
thing is, I know what I need to do, problem is, I cant cuz of my network admin
as of now, ive got ngrok going, and a discord bot that notifies me when the ip changes
To put forward a simple explanation: TCP, or Transmission Control Protocol, uses a number of techniques (acknowledgements, control messages, retransmissions, sequence numbers etc.) to keep the packets ordered; TCP is the reason HTTP, FTP, e-mail, whatever - works; it ensures your message is delivered in whole, and ordered just as it left.
UDP, or User Datagram Protocol, has none of that.
TCP is meant to be used when you need to transmit data in a way that ensures no loss, but where time isn't critical. UDP is meant for use when time is critical, and the overlaying code can handle losses.
An e-mail message is a perfect example of something that needs to arrive in whole and ordered; thus, TCP.
Player position every second is a great example for UDP - the server will be able to extrapolate if it needs to, and the packets (datagrams) become stale quickly. So, no great loss if you lose one or two.
@rapid hemlock still... if you have the ability to either accept incoming connections or set up a relay on the Internet,
you can set up a VPN and bypass the issue.
Yeah? And? ;D
im not sure what im supposed to do because I changed absolutely nothing
i cant get into the server
is what my problem is
Your server is updated to Experimental.
The server itself - yes. The saves? No idea.
Did you keep your server switched to EX all this time?
I have no idea
(instead of switching back to EA when it was merged back from Update 6 EX)
This is the point where I say "And what have we learned?" :D
is there a way to opt out of experimental on the server side
so it only does public releases
Of course: don't include "-beta experimental" in the installation/update command.
(if you installed it via STEAM or EPIC,
i did via command line
If it refuses to switch back anyway, you may want to add -beta public.
Though personally?
I just keep the EA and EX servers in their own folders.
(and on their own ports)
im very confused
my point is
what file in what folder has to be modified
to change the launch argument
Which launch argument?
We're talking about launching the server now?
(instead of updating)
Well, there ya go. ;P
And what have we learned here? :D
And that it pays to read commands you copy & paste, before using them.
Which is something you really should do.
I could go on the Wiki and replace the install command with something that'll seriously break your system.
Before anyone notices and cares enough to correct it, a number of people may brick their systems.
Don't blindly trust stuff on the Internet.
wait
i did not input beta experimental
i just checked the systemctl command
Hmm... it's possible that it's detecting a higher build ID, so it's skipping updating (which, from its own point of view, would be a downgrade).
Add -beta public to the update command.
got it
thanks man
i didnt read the guide I was using to check if that argument was being used
thanks again for the help!
Sure.
This is the only game I've lost connection to localhost lmao
Hopefully a quick one to answer: is there a dedicated server for update 7 out?
I'm unable to get it through Epic as it looks to be installing the base game instead https://discord.com/channels/370472939054956546/1042118107847737354
Never played ARK, I see... xD
Yes, there is. Yes, EPIC dun goof'd again (last time it was serving the save server version on both channels). Use steamcmd.
disconnecting every time it saves now but unchecking that box means we can pop back in
You need to push out your timeout configs if its over 30s, you will no longer disconnect
If I change the install directory of the satisfactory dedi server does that create a problem (the +force_install_dir switch)
I am thinking for example, one install directory for EA and one for Expirmental
There were two server crashes during the construction of roads painted in the color of asphalt.
Guess I'll just throw it out there cause I'm curious if anyone else has done it before
Has anyone tried to use Box64 to run the satisfactory dedicated server on an Arm64 processor?
(At the risk of destroying my dreams)
Someone did and it didn't went well...
Oof, well
I'll temper my expectations then.
Ah yeah, I see.
People are having issues with SteamCMD. So... Let's try the Epic version (even though that means I'll also have to run it in Wine.
I see no issues with steamcmd, either U6 or U7, been running several such servers.
The issue is that SteamCMD is x86
Which means I either need box86 as well (I've been struggling with that)
Just add i386 repo for dependencies.
to run steamcmd on arm64
Pi 4 or better?
far better
don't worry, I made sure the specs track
I know the dedicated server is a pretty big resource hog.
I'm working on offloading solution.
:nod:
Why does the dedicated server call SteamCMD anyway?
Sorry for the ping, accidental.
You download DS engine via steamcmd, it also takes care on updates and verification of the files.
Ok, then this might actually work...
It kinda sucks that the epic game store doesn't have the linux server
but it makes it so I can avoid steamcmd by using legendary
Is Epic even working on Linux ? O_o
Nope
but legendary does
Actually that's probably why
They don't have the linux server. Makes sense
Even though it makes me sad.
You might be out of luck, since binary file is type: Engine/Binaries/Linux/UE4Server-Linux-Shipping: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 3.10.93 and You'll end up in emulation anyway.
I'm fully aware.
Here's a new one.
The game crashed me out whilst I was riding a train back to the hub.
I can't load back in.
If I do I get a client UE4 crash with a 130 address error.
This... https://questions.satisfactorygame.com/post/6373b93aca608e080352480e
I am trying to resave the game for my usual fix of moving the save over to the local pc.
Log in move to some remote location which is not built up, e.g. the swamp, resave and move the file back to the server.
I am unable to create a new save whatever I do... nice.
@thorn yarrow IIRC the issue is SSE4, which ARM doesn't cover.
There are translation layers, but they'd need to be baked into the executable. Otherwise, full-scale emulation.
hey anyone got an normal server i could join on
No promises on the performance yet though
Can you make a detailed explanation on how you got it working? I would be very interested in that.
I'm gonna need a break first
CPU utilization 60%
"A break", as in?
This is the usage on a fresh server
1 person logged in
this was hell to set up XD
i'm so happy
and I only needed 4 compatibility layers 
Hey all,
so I'm trying to set up a dedicated server on a reserve Win10 VM, I installed the server via SteamCMD, but when I start it up it automatically closes again. Based on the log it seems like it might miss some files, but I'm fairly new to setting up dedicated game servers ๐
I've tried the usual start PowerShell as admin, double check that it is allowed through FireWall, add multihome to command line
Any of you have any ideas?
Latest log:
Unable to load module 'D3D11RHI' --> You're starting game client, not the server
I'm working on totally different approach....
So you're spreading out your threads over multiple hosts?
If you're installing from EPIC - it's serving the game, not the server.
That's.. interesting
I'm starting the FactoryServer.exe I got when I ran the install command from the Wiki steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit (yes, experimental is correct)
Hmm... interesting.
The log is from a server launch.
So... this is something else.
[2022.11.18-18.38.00:462][ 0]LogInit: Selected Device Profile: [WindowsServer] is proof enough
Ah, how about this?
-MultiHome=192 .168.10.72
See that extra space?
Also, it's "multihome" not "MultiHome". Windows doesn't care, Linux might.
This is single system spanned over multiple hosts ๐ Yeah, but that requires some serious low-latency network bandwidth... like 100Gb+ since data is accessed between nodes.
Huh, that would explain why the command suddenly turned white while typing, though there is no space in the command..
It's also Windows so shouldn't matter but I'll try in all lowercase
Zero-width whitespace 
Apparently box64 does have partial support for SSE4
Maybe that's why?
#RustIsMyLowestCodeLevel
I mean, I can't find any to delete there, deletes straight from the . to the 2 with backspace..
Strange
Alright, seems to work with the IP surrounded by ' (has been up for a while now), though it appears the game version is wrong yay
game just updated half an hour ago, gotta make sure the server does as well
Ahh, nice timing 
Yeah, I just ran into that myself. :D
I update both via steamcmd, so I don't care... but this time I was making a lil' write up and went through the process on the client end. :D
what file is it in and what line?
i glanced through half a dozen of them and couldn't find anything related
Everything works awesomely now btw, thanks everyone โค๏ธ
Well, it looks like the latest update fixed the naming thing. You can't put in characters such as /, \, ? or * any more.
It also looks like the categories themselves aren't saved as a disk path...
And yes, this does have the side-effect of having to have unique names across all categories.
โข Fixed being able to save Blueprints with invalid characters in the filename
They seem to have indeed fixed it, yes...
And here I was, hoping to test out some OS-breaking shenanigans this evening... xD
When I load my server which is setup on a local linux machine, I get this error [2022.11.18-19.58.35:971][ 22]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured). Which, upon a google, tells me that I need to allow ports through the firewall which i have done (for 15777, 15000, and 7777)... however the server still wont load through this point
Likewise, I shouldn't need to port forward on router since I'm using this on LAN
hmm so how I fix
Which module is reporting the error? Hint - it's right in the name.
EOS?
what is EOS
Epic Online Services Software Development Kit - Log EOS E-Commerce
aka microtransactions
aka it can't connect to the online store to process payments.
But this game DOES NOT have microtransactions! - you say.
And you are right. It doesn't.
And so, the reason for the error is given too: EOS_NotConfigured
Epic just doing epic shit
No.
The reason is "NotConfigured".
I.e. it was never set up to begin with.
Because the game doesn't use it.
You don't.
That message means nothing.
In fact, it's often the last thing that the server prints after completing startup, so we use it to check if the server has finished loading.
The reason you see no further lines
is because the server has nothing more to say right now.
It's running.
Just needed to reconnecty
for some reason, even though it was fully loaded, it was telling me that the server was offline. Just need a kick in the ass i suspect
thanks, i appreciate it
Wow the upload save feature is nice
It is. I wish they added a download save feature. Because it needs a friend.
I concur
So if i change creature hostility from the client does it get saved on the server? since im admin auth?
Be aware: most "warnings" the game spits out (and even a lot of "errors") should've really been INFO level. There are two kinds of messages the server emits: a server message (those you need to pay attention to), and a game logic message (which is what the overwhelming majority are).
tf is wrong with epic
Since you're admin, it will.
okay thanks. was wondering whether i needed to change that in some config
Do you want the list alphabetically or by weight?
๐
They originally replaced their DS app with the game app, and they just updated the mistaken upload to match today's patch
still not replacing it w/ the actual DS app
As far as I can tell there's no way to alert them to their error through the epic games app OR website
Well, they clearly don't want to talk to you...
But STEAM is pretty much the same. Whenever I need to raise an issue that falls under a category they don't want to talk about,
I just go into finances and claim that I can't find my funds, or that some other wallet-related issue exists.
They have to reply to those. xD
"Now that I have your attention..."
๐
is anyone having any issues since todays update?
the automated trucks in my playthrough are completely busted
they return to the same pathing node and just forward/reverse on repeat, I'll try re-recording the route
Same behavior after a re-record, rip
Meanwhile, if you put an empty file named whatever.sbp in your blueprints, it'll reliably crash the server on client load. Me 0.5, game 2 - because I have been unable to either a) traverse the filesystem (they fixed it in this update) so far, and b) crash the game reliably by using an illegal name anyway via memory editing.
And 0.5, because you need to place that file there first. But if someone hands you a blueprint, check it's not 0 bytes. ;]
The wiki (https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files) lists the timeout settings under "Client disconnected for Timeout", I set this on both the server and client engine.ini and stopped getting disconnected during long autosaves
Yes, both sides need to have this set, though the client side is actually more important, as that is the party that's deciding it's been "too long".
the one i mainly want to address is dropping during server save taking >30 seconds
just changing server side would fix that?
Game is still broken for dedicated servers
You need adjust connectiontimeout time on both ends, since client is waiting for server, and server is dropping player ๐
The server actually isn't dropping the player... that's the thing. :D
The client assumes that's what happened.
That drop actually happens client-side, because the server isn't available to comment. ;P
when u build a blueprint an then relog into server the blueprint is invisible but when u try an dismantle invisible building u can see the orange outline of the buildings
(when saving/loading the game, the server does not reply at all)
Which flavour of "broken" would that be? Because I'm having fun on mine right now.
so u can build a blueprint then relog into server an u can see the blueprint u built?
@blazing halo can leggo and I join the server you're in and test performance- if it's working for you then that's a miracle
Not working for us at all
Oh. I'm not using blueprints at all. That might explain it. :D
I see
And hm... I suppose you can? If you can manage it. I'm probably far away, and my NAT might not like you. xD
Does anyone know how to up the timeout timer for long saves?
See the link in the channel's topic. It's there somewhere.
Okay thanks
any fix in sight for belts?
they seem to look fine when clogged, but every moving belt is broken
Anyone else not able to place blueprints? The player whose PC the dedicated server is hosted on can, but I click and nothing happens
It's just visual, isn't it?
yes and no. it prevents you from being able to pull things off of belts because the client doesnt actually render the items
Epic DS Experimental updated...but it's still the game version
CL#208572 for the game version
Hmm 19.85GB and Version 208572.102
guess we'll have to wait a bit longer for them to fix the epic dedi install :l
Or you could use steamcmd
would it be worth setting up a dedicated server for single player? just so the world could run while you aren't on?
eg on a home server
if anyone has/is doing this lmk id be interested to know your experience with it
probably not
but for some reason that makes it sound more fun to try
This is how I got the End Game solo. Just producing goods at slow rate...
yeah that was my thought too, dont have to build giant megafactories that way
suppose it depends on the resources the ds chews, server still has to run other stuff too
I had only 16GB available for 2 game servers installed on one container; it was enough.
Ahh, ram should be ok then, looking at the wiki I think ill need a cpu uprade... "favours high single core", ive only got 2ghz xeons in my server, crap
Depends, for solo game and small (+/-50k objects) map Xeon this type may be enough. Have L-series and loaded my map just fine .. but main server runs on high clocked i7.
only one way to find out i guess! too late at night to be bothered doing that now, but ill have to have a play with it tomorrow
Setup another server on Linux container or bare-metal host is pretty simple; once deployed systemd takes care on autostart and shutdown correctly.
perfect thanks, hopefully it all works well, else i might look to run on bare metal on another server (have way too many old dell optiplex's, bit of a ram upgrade and they should work well)
It does, actually! Sort of. ;D
A clue is given when you take a look at elevators.
It's what I do. Mainly because I hate the idea of the world not existing just because I'm not there. ;P
Yes, I'm touched in the head. ;D
I notice you didn't say what game servers, and when this was... 1999? ๐
7d2d + SF DS in single container
Yes, that explains it - 7D2D has much lower RAM requirements. :D
The way you said it, it sounded like you managed to run two Satisfactory server instances at the same time with a 16 GiB allocation. Which... also could've made sense, if they were U5.
But U5 was two major EPIC distribution FUBARs ago. :D
Google: kernel same-page merging (KSM)
are blueprints working on any other dedicated servers?
They're working on mine.
Ah, yes - been meaning to do that. I actually kinda expected the OS to do this for the game regardless, since it'd be in the purview of the memory manager.
I copied mine from a single player game to my dedicated earlier to check, and it appears that works now as well
where do i put them i am having trouble replicating that
savegames > Blueprints > Session name
i did that and they dont show up weird
On the DS that is
You need them where the server saves savegames in case you were in doubt. I've for now not tried having them only on the server, not on the client and seeing if that works
So I have them both on client and server for my trials
i did that aswell
Sounds it must be in the wrong place then somehow... I assume you unlocked them
I've not actually tried editing them. Let me change the server save and do some testing in that regard. The patch before yesterday I loaded them up in the builder and builded some and they were just empty so this was already a big leap in comparison
It seems that saving (some?) blueprints crashes people's games at the moment.
Since it doesn't happen to everyone and not all are affected... it's possible it has to do with what is in the blueprint.
Have you tried saving a blueprint with one foundation in it, and nothing else?
(as a debug)
i did it with only a beam
Try a foundation. I tried a conveyor pole, and it saved without issue. Same with constructors, belts, and spliters/mergers.
i will in a second the other person on my server just died
Yea saving seems fine for some of my BPs
If it works for some, but not others - it's a bug.
Wait for a patch.
Alternatively, find QA postings, see which ones match your particular issue, and upvote them.
Yes yes. I was just giving feedback to the question i was asked ๐
Cool.
turnes out he nuked himself a decent jog away ill need a few
... ah, yes. Having other people in your game certainly makes life interesting.
Honestly other people need to just stop dying ๐
The person that has never died doing something incredibly stupid is allowed to throw the first rock, yes? ;]
For instance, I set up my base right near a uranium rock, this time around. Took me five lives to clear it up.
hmmm
Oh, you've found the new gas-operated suspension!
It's new in U7.
They're still trying to figure out how to make the player move with the chassis.
Oh I have died and saved myself from incredibly stupid things. ||Let's ignore the beacon that was in a game with a friend that literally just said "HELP ME"||
i got out then back in and went through the floor and had to reload save
I once got stuck in the underworld, with no way to get out, and all my damn coupons.
Let the record show that my crate is still there.
TAUNTING ME.
single foundation didnt work
no crash just didnt save
Hmm...
Dumb question, but...
... does your server have permission to create directories in the save location?
(and write to them)
Depends on the host OS.
windows
Remember, server-side blueprints are saved on the server.
does it make a difference that i boot it from the file instead of from steam?
Not really, no.
If you installed via steamcmd, it doesn't care about STEAM. If you installed it via STEAM, it will invoke STEAM regardless.
I think. I haven't actually tried.
I installed it on both
Uhhh, what?
i couldn't update steamcmd to beta so i installed it on normal steam
Why couldn't you?
Also, it's generally not a great idea to have a mess like that... but in theory, it shouldn't be breaking anything...
error subscription not available or something
but they are both on completely different drives
As far as saves go, that doesn't matter.
The saves are always kept in the user's home directory, in AppData.
If all of them run under the same user, they will see the same saves/blueprints.
should i uninstall one of them?
You should, and manage your shit better,
but in terms of what your current issue is?
I don't think it's making a difference. :)
this is the first dedicated server ive ever hosted sorry
did you set it up while looking at the wiki guide? i found it very helpful
yes
and by beta do you mean experimental?
yes sorry
