#dedicated-servers

1 messages Β· Page 20 of 1

rotund locust
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this is on dedicated server

naive raft
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oh, i only know how to set it up with steamcmd, sorry

blazing halo
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It is equivalent to adding -beta experimental to your steamcmd install command.

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The -beta switch is used to indicate which branch you want to install. Every game comes with a public branch by default.

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Everything else is up to the developers.

naive raft
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"C:\Program Files (x86)\steam\steamcmd.exe" +force_install_dir "G:\satisfactorydediserver" +login anonymous +app_update 1690800 -beta experimental validate +quit
"G:\server\nssm-2.24-101-g897c7ad\nssm-2.24-101-g897c7ad\win32\nssm.exe" start SatisfactoryServerService```
i made a .bat to update my server
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the second command is irrelivant unless your using nssm to auto-restart

blazing halo
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Just make sure you stop the service before updating it.

naive raft
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oh it's run when the computer starts

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i made sure the server service was on manual start

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though yes, i did learn that when i had to update to u7 patch

rotund locust
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i will do this later thank you

final gull
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Im trying to make a server and when i try to set the session to friends only it goes back to private,fix?

blazing halo
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No fix. Not an issue.

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Server doesn't use the session mediation of STEAM or EPIC.

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All communication is IP-based.

final gull
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so what do i do

blazing halo
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You find out if you have a public IP, forward the correct ports on your router, set up a static DHCP lease for the server machine, and then give your friends the IP and port to connect to.

scarlet crater
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is there a way to see the dedicated server tick rate in real time instead of at the server manager?

blazing halo
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Not really, no.

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Once someone gets more traction on the protocol, sure.

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Listening to the chatter is useless, as it's all TLS-encrypted. :/

novel yarrow
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Why DS is autorestarting each day ?

scarlet crater
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it shouldnt, are you hosting it or is another provider?

blazing halo
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It does autorestart, yes.

scarlet crater
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oh does it?

blazing halo
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(enabled by default)

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Yup, every 24 or so.

novel yarrow
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gimme console command to take it out πŸ˜„

blazing halo
blazing halo
odd crown
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Yea usually it's healthy to restart regularly anyway

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(Also reaching 7k hours in a save when it's not pausing is almost half cheating πŸ˜‰ )

novel yarrow
blazing halo
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Try reaching 7k without restarts, we'll talk. xD

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And yes, a crash counts as a "restart".

odd crown
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Well it's not 7k hours straight. It's 7k hours in a single save

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Once it starts back up it'll just start from the last save?!

blazing halo
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Well, yes.

novel yarrow
odd crown
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I'm not claiming it's not a long time, but it's obviously easier if you can just let it run while sleeping assuming nothing happens πŸ˜„

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(And working)

novel yarrow
odd crown
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Yea my power would get rekt cause apparantly I either misplaced or miscalculated how many machines I needed to recycle my uranium waste πŸ™ƒ

novel yarrow
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Nuclear was out way long time ago, storage space for waste run out πŸ˜„

odd crown
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Well for now we have no need for plutonium as a power source, so we sink it πŸ˜‰

blazing halo
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That's what you want to do regardless.

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It has quite a kick, but the plutonium waste can't be removed... under normal circumstances.

odd crown
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I'm sorry. Killing lizard doggos is not considered normal circumstances?

blazing halo
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I'm told it isn't.

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But mostly, that can't be automated, sadly.

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Hahah

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I can just imagine the conversation!

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"Killing lizard doggos can't be automated."

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"Why are you producing plutonium waste then?"

odd crown
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I'm looking for a surprised emoji but there isn't one and I'm in shambles

blazing halo
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"... what plutonium waste?"

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xD

blazing halo
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If you take some of the stuff I say out of context (and some of it in context, heh), I sound like a right bastard...

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... 🀣

odd crown
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Well no. We're nowhere near the time when we'd need the power. I assume it's a potential issue down the road, but there would be alternate solutions as well such as any oil not used and potentially coal to be used

scarlet crater
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new CPU on dedicated server, save time goes from 30s to 10s

blazing halo
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Damn nice. :D

novel yarrow
scarlet crater
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I had a 1230v5 (about a 6700k), to a 13600k

novel yarrow
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I was thinking of AMD Ryzen 7 7700X for a server due it's high clocks.

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About similar price is Intel Core i7-12700KF.

scarlet crater
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I got the 13600k for 279 after promos,

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reasonably good deal

novel yarrow
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But one thing holds me - current CPU has power draw πŸ™‚ about 1/2 of this 13600k.

scarlet crater
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power draw does all depends on usage though, tbh CPU power pull RN while hosting the server is ~50w

odd crown
novel yarrow
odd crown
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I need a new pc soon. I was planning on waiting for 7k series x3ds to see how they perform though

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Should also see DDR5 ram and boards drop a bit in the meantime

scarlet crater
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i was luck enough to get the 32GB kit at no cost, made the upgrade cheaper, DDR5 is expensive

odd crown
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When I compared it to the alternative that is 5800 x3d, it was only like €150 more or so, which isn't too bad for a longer term generation hold

scarlet crater
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yeah 13th gen is likely end of socket this generation

odd crown
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Well no

scarlet crater
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also the X3D chips for 7th gen 'should' be out early 2023

odd crown
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They just moved back the 15th gen for a 14th gen that essentially an updated 13th gen

scarlet crater
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rumor has it 14th gen will have no i9, maybe no i7

odd crown
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Yea they should be out in march/april is the latest rumour mill

novel yarrow
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I wonder how Intel Xeon W-22xx and W-32xx series handle this.

odd crown
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I can wait until mid-2023 relatively easily, especially given I'm spending money relatively unwisely on an apartment first thing in '23... πŸ™„

scarlet crater
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the server varient of the desktop SKU's will be interesting in regards to i7/i9

odd crown
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Probably just keep running the DS on my 4900HS laptop. That should hold that well up for a while

nimble sapphire
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So is this still taking more than 8 gigs of ram to start the server?

civic monolith
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anyone else getting rendering issues with the belts?

blazing halo
civic monolith
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ah

blazing halo
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But you should assume that RAM use will only continue to grow.

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People that decline to play until it runs on 8 gigs again might as well find themselves a new game, because it ain't happening.

civic monolith
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thank you for clarifying that, I was not sure what was going on.

blazing halo
civic monolith
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Interesting.

thorn yarrow
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So I'm afraid my Arm64 server makes Satisfactory a bit more challenging

blazing halo
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How so?

thorn yarrow
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Let me confirm one more time...

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Three times would be a depressing pattern

thorn yarrow
blazing halo
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... can you be more cryptic, please? :D

thorn yarrow
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Building

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Conveyor belts

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Crashes the server

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It runs a charm otherwise.

blazing halo
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Given what conditions?

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Because I've built a few kilometers and mine's still standing.

thorn yarrow
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On Arm64?

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Hm.

blazing halo
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Ahhhh.

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I forgot that little detail.

thorn yarrow
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Pretty big detail...

blazing halo
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What does the crash log/context say?

thorn yarrow
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A lot of SymLoadModuleExW Error 6

novel yarrow
thorn yarrow
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LogWindows: Warning: SymLoadModuleExW. Error: 6
026c:fixme:seh:K32EnumProcessModulesEx (FFFFFFFFFFFFFFFF, 00000000085BD470, 0, 00000000085BD440, 3) semi-stub

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And that like a couple hundred times.

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What do you mean exactly? I can't build my first conveyor belt so I didn't even think that far.

blazing halo
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Is that Wine? xD

thorn yarrow
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Yep.

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I'm basically

novel yarrow
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emulation layer... adds overhead

blazing halo
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And here I thought you were trying to run the linux executable... 🀣

thorn yarrow
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Couldn't get SteamCMD to run

blazing halo
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Copy files? πŸ˜‚

thorn yarrow
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Tried that.

blazing halo
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It doesn't need steamcmd to run, just install.

thorn yarrow
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Hmm...

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I think it did crash for me when it tried to use steamcmd

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it, the server

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For some reason

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Anyway, I'll give it another shot

blazing halo
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interesting...

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steamcmd-0.20180105-lp153.1.38.aarch64.rpm

thorn yarrow
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Hmm?

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That's new

blazing halo
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Mine uses .deb not .rpm so... but hell knows.

thorn yarrow
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same

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Still has a glibc dependency

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which I just can't get to work

nimble sapphire
thorn yarrow
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Tryna copy a server from my home server that runs linux x64 to my oracle server, see if that does the trick

blazing halo
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aarch64 is a bit different, but the emulation options may be better on that level

thorn yarrow
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Well, we'd be removing a layer of emulation basically

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Currently the stack is aarch64 -> Box64 -> Wine -> CrabServer

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We'd be cutting out the Wine step

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also does anyone know why the satisfactory server is listed as CrabDedicatedServer in the epic store

blazing halo
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IT'S LISTED AS WHAT

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xDDDDDDDDDDDDDDDDDDDDDDD

thorn yarrow
blazing halo
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CRAAAAAAAAAAAB

thorn yarrow
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i dedicate this server to crab

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ls

blazing halo
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That, as I believe, was supposed to be the crab boss.

thorn yarrow
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Dang

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Can't run unix commands in Discord

blazing halo
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(as the flying things are technically called "crabs")

blazing halo
thorn yarrow
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ok

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terrible discord bot idea

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Bot that just

blazing halo
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No.

thorn yarrow
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Pipes your commands through SSH to a server

blazing halo
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Just... no.

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NO.

thorn yarrow
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sacuyre

blazing halo
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The world is not yet ready.

thorn yarrow
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put your server in discord's capable hands

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actually this is a brilliant youtube video idea.

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anyway, moment of truth

blazing halo
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The "truth" will be a crash,

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I just want to know what it claims as the reason.

thorn yarrow
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it'd be boring if it wasn't

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Hmm.

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Hah

blazing halo
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?

thorn yarrow
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Our friend Signal 6 has returned

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I can get you the whole log but I dn't think there's much more interesting in here

blazing halo
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Ah, yes. That's what I saw before.

thorn yarrow
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Same error 6? LogWindows: Warning: SymLoadModuleExW. Error: 6
026c:fixme:seh:K32EnumProcessModulesEx (FFFFFFFFFFFFFFFF, 00000000085BD470, 0, 00000000085BD440, 3) semi-stub

blazing halo
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So, wine might actually be a better option... in a way, as it provides good isolation.

thorn yarrow
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That's what I was thinking too.

blazing halo
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But... wasn't there a sensible x86-64 emulator?

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I know there's a sensible aarch64 one...

thorn yarrow
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I've got that installed

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Box86

blazing halo
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(I used it when staging the root for my arm router)

thorn yarrow
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It should call that when it tries to run anythin 32 bit

blazing halo
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What about qemu?

thorn yarrow
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Full emulation?

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Hmm

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Worth a shot?

blazing halo
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Will likely need it.

thorn yarrow
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Can qemu do cross architecture?

blazing halo
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It's what I used to chroot into the (future) arm router and apt it up.

novel yarrow
blazing halo
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Hmm...

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Well, qemu-x86_64 exists, at least...

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ycombinator 2020: QEMU can (slowly) emulate any architecture on any other architecture. In this case, they're using QEMU to emulate x86-64 on ARM64. No nesting or Rosetta is needed.

thorn yarrow
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We'd need an x64 one though, so no props there

novel yarrow
blazing halo
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... very likely. :D

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But you can always say "I did it" later.

thorn yarrow
blazing halo
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Add your voice there, so that they're aware there's more interest.

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(and so that you can offer a test platform to try fixes on)

thorn yarrow
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Working on it.

frank stag
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EPIC just updated the experimental DS app and it's still the client and not the actual DS 😭

thorn yarrow
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Adding some repro steps.

blazing halo
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Just use steamcmd. 🀣

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Fired an e-mail to EPIC. Let'see if they respond, and what they have to say.

thorn yarrow
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Ask them why it's called Crabdedicatedserver

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This ain't rust πŸ¦€

balmy frigate
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Hey Everyone, I'm running into the issue on my dedicated server where the session is stuck on Private and won't switch over to Friends Only.

I tried the workaround of loading the save on m y local workstation, changing it there, saving the game, uploading the save to the server, then restarting it. In the server manager, I loaded the "fixed save" but then I got timeout errors when trying to connect. Once it finally connected, it was still set on Private.

I also tried uploading the save to the server manager, but that didn't work either.

Am I missing something, or am doing this in the wrong order?

blazing halo
blazing halo
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It uses IP communication.

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The "session privacy" option has no effect on dedicated servers.

balmy frigate
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ahhh ok. So as long as he has the right WAN IP and port number, plus my router is forwarding the ports properly, he should be able to connect?

blazing halo
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Should being the operative keyword, yes.

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For starters, if you're having trouble connecting (timing out), try adding -multihome=0.0.0.0 to force IPv4 and disable the silly built-in packet router.

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(alternatively -DisablePacketRouting should only disable the router, if you need the v6)

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The built-in router (which isn't documented anywhere, I don't think...) allows you to forward just one port (the Beacon port, I believe), and it "redistributes" the data stream by connecting from itself to itself.

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So, a lil' tin can of trouble.

balmy frigate
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this is the error he's getting. I see that the port is 7777 (router has 7777, 15000, and 15777 forwarded). Is that correct?

blazing halo
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The game uses three ports:

  • 7777, used for sending in-game player actions
  • 15000, used for the beacon protocol (server info, authentication, administration), and
  • 15777, used for the query protocol, when first looking for the server
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All three can be changed via command-line switches, and two can be altered by .ini file changes.

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I assume he can see the server in the Manager, and authenticate with it to see the game status?

balmy frigate
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Correct. He has the server added in the server manager, and can see the server name, game title, tier, milestone, etc

blazing halo
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I can connect to your port 15000, and port 15777 does not offer basic responses.

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Your port 7777 looks dead.

balmy frigate
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hmmmm

blazing halo
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Can you see which ports the server is currently using?

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It has this annoying mechanic where it will auto-increment ports when it finds one's already taken.

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So it might be on 7778 if 7777 was already taken.

balmy frigate
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how would i go about figuring that out? is that an ingame console command or pinging that port?

blazing halo
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What OS is hosting the server?

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||Please say Linux||

balmy frigate
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There's the fun bit. Its in a docker container in a kubernetes cluster. but otherwise it's running linux.

blazing halo
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Oh. Docker.

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Can you query Docker to run ss?

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ss -lnup | grep UE4 should do it

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It'll return something like

UNCONN 0      0            0.0.0.0:20020      0.0.0.0:*    users:(("UE4Server-Linux",pid=768093,fd=32))
UNCONN 0      0            0.0.0.0:20021      0.0.0.0:*    users:(("UE4Server-Linux",pid=768093,fd=42))
UNCONN 0      0            0.0.0.0:20022      0.0.0.0:*    users:(("UE4Server-Linux",pid=768093,fd=41))
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... and oh. I just figured out why the guys couldn't connect. xD

balmy frigate
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yea not sure if that's gonna work here

blazing halo
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Well damn.

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Try netstat -lnup | grep UE4

balmy frigate
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nope

blazing halo
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Or just install netstat or ss in that container, if you can.

balmy frigate
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i thought about that, but I get Unable to locate package netstat. do i need to add the repo or something?

blazing halo
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Linux flavour?

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(distro)

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Ubuntu?

balmy frigate
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honestly im not sure. I have debian running on the baremetal servers, but I'm not sure if the containers themselves are using something different

blazing halo
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Okay. So try either apt install net-tools for netstat, or apt install iproute2 for ss.

balmy frigate
blazing halo
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Okaaaaaay

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lsb_release -a?

balmy frigate
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command not found

blazing halo
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uname -a?

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xD

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tf are you...

balmy frigate
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THERE we go

blazing halo
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Bullshit, Debian knows lsb_release.

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Contemporary Debian, anyway.

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That egg looks fresh tho'.

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What d'ya have in APT sources?

balmy frigate
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is that 'nano /apt/sources'?

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nvm found it

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seems like it has the right repos in there

blazing halo
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Yes, you do. And iproute2 should be in there.

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apt update?

balmy frigate
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does apt communicate on a specific port?

blazing halo
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As you can see, it's set to http

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so 80.

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Outgoing - random.

balmy frigate
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yep apt update works

blazing halo
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Try to do apt update, if it's a container - it may have never happened.

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Try to install iproute2 now?

balmy frigate
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oh i see. 1 sec

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there it goes

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i learned something today

blazing halo
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As did I.

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So try ss now for me, as described before.

balmy frigate
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seems like it's not printing anything

blazing halo
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Interesting...

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Wait, did you install net-tools (netstat) or iproute2 (ss)?

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Ah, net-tools.

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Okay.

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So, not even a newline?

balmy frigate
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both. running your commands with grep did the same thing

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yea no new line or anything

blazing halo
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That is bizarre.

balmy frigate
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i agree

blazing halo
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Do you have netcat on your machine?

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Not the docker, but the host.

balmy frigate
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i can install it on there

blazing halo
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If that's also Debian, the package you need is netcat-openbsd

balmy frigate
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done

blazing halo
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nc -u localhost 15000

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After that, any 4 letters and enter.

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should reply with BCON

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If the docker image has a different IP

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then substitute that IP please.

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To exit the program, Ctrl+C.

balmy frigate
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not sure if this makes a difference, but k3s has a reverse proxy that is translating the LAN IP into the cluster IP. That's currently set as a load balancer so that it has a static IP that I can port forward to.

Not sure if I'm doing this right, but it's just hanging there

blazing halo
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Hmmm... I've seen Satisfactory have trouble with reverse proxies and tunnels before.

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Are the ports 1:1?

balmy frigate
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As far as i understand, yes

blazing halo
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Meaning, is 15000 relayed to 15000, 7777 to 7777 and so on.

balmy frigate
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yea. cause i have to specify that when setting up the container

blazing halo
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So, you'd likely have to target the reverse proxy internal IP

balmy frigate
blazing halo
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or whatever it gets forwarded to.

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Probably 10.42.2.53.

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Try it.

balmy frigate
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well i can have it reserve an IP address for traffic to get forwarded to. I did this specifically so I could port forward traffic from the router for game servers

blazing halo
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Or 10.43.250.53? xD

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Fuck why do you have to make this so complicated my dude? xD

balmy frigate
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that 10.42 IP will change depending on what the cluster assigns the container.

hahaha I'm sorry

blazing halo
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Just try the fuck out of all of them. Port 15000 should respond, so keep trying that.

balmy frigate
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I really appreciate your help

blazing halo
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Let's just get somewhere sometime this decade. xD

balmy frigate
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and try what? that nc command with the internal cluster IP?

blazing halo
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Yeah, nc -u IP 15000

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with whatever IP you can get your hands on... at this point. xD

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The one you forward router ports to.

balmy frigate
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yea, thats that 164 address

blazing halo
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port 15000 works correctly

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so it's either your router (check forwards?), or the reverse proxy

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or whatever else you're hiding inbetween there, you fuck xD

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Sure there's no VPN over pigeons to Alaska in there too? xD

balmy frigate
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im dead hahaha

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wild migratory blue whales carrying packets

blazing halo
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Look up IPoAC.

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RFC 2549

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IP over Avian Carriers

balmy frigate
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what the shit is this haha

blazing halo
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Oh shit wait, that's IPoAC with QOS

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xDDD

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The core RFC is RFC1149

#

A Standard for the Transmission of IP Datagrams on Avian Carriers

#
   This memo describes an experimental method for the encapsulation of
   IP datagrams in avian carriers.  This specification is primarily
   useful in Metropolitan Area Networks.  This is an experimental, not
   recommended standard.  Distribution of this memo is unlimited.
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If you're confused, check the publication date.

balmy frigate
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ok so as it stands now, I have to figure out how to see what ports satisfactory is communicating on, right?

blazing halo
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If you want more, remember: HTTP has a report code 418

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"I'm a Teapot"

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   Any attempt to brew coffee with a teapot should result in the error
   code "418 I'm a teapot". The resulting entity body MAY be short and
   stout.
balmy frigate
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because we think that instead of 7777 it auto iterated up to something

blazing halo
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Yeah, that's the idea I'm going with.

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Either that, or the forward (or proxy) is borked.

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15000 works, after all, so something is working

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15777 (query) can't be tested via nc, and 7777 doesn't respond (it should)

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Hm... I should likely just write a small tester...

blazing halo
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@balmy frigate and?

balmy frigate
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i reached out to another discord chat with some guys that helped me set up the cluster but haven't heard anything yet. I'll call it here for tonight and pick it up later

blazing halo
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Awrite. Please get back to me with how it went.

balmy frigate
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will do. thanks so much again for your help

balmy frigate
blazing halo
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No.

balmy frigate
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i set an environment variable to set the server game port on 7777, hoping that it would lock it to that. So then maybe it's something with my reverse proxy

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which would be odd as the other ports work just fine

blazing halo
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How about you just move the ports to something that has little chance to overlap?

balmy frigate
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i wouldnt even know where to start with that

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just set that port to be different and then make sure the user clients have the same port listed?

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and forwarded of course

blazing halo
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Yeah, pretty much.

balmy frigate
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i'm surprised that it could be overlapping. seems odd to me

blazing halo
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7777 is actually a port that's frequently used, along with 27015 (this one's STEAM-specific).

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But we can test that, see if it fixes anything.

balmy frigate
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so kick it up to 7778?

blazing halo
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I would recommend something like -multihome=0.0.0.0 -ServerQueryPort=20000 -Port=20002 -BeaconPort=20001.

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(and then forward and configure 20000, 20001, 20002)

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Actually, if your Query works (clients can see the server and auth with it),

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you could leave that alone.

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It would leave it at its default 15777, so nobody would have to edit that when they add the server.

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The other two are fair game tho'.

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Beacon also works for you...

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... so how about -multihome=0.0.0.0 -Port=15333 ?

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Somewhere between 15000 and 15777.

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In fact, you can put it in the .ini file.

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(Engine.ini)

#
[URL]
Port=<portnum>
balmy frigate
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alright, i'll work on that tomorrow.

blazing halo
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In the same file,

[SystemSettings]
net.DisableIPv6=1

if you want to get rid of IPv6 (don't know how well that works)

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and I'm still looking for disabling the packet router...

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Ah, yes - ServerSettings.ini

[/Script/FactoryGame.FGServerSubsystem]
mUsePacketRouting=False
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I rely on the CLI for my stuff, but it should work for you.

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(I assume you know how to edit .ini files, yes?)

balmy frigate
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yea

blazing halo
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(like, if the heading is already there - add under it; otherwise add)

jolly pivot
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We have a dedicated server running on the latest experimental, update 7

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however we are finding it to be quite buggy compared to update 6

#

would it be possible to downgrade the server and keep the same save?

tiny idol
#

thats why you backup your saves before upgrading

#

they're not backwards compatible : >

#

on a semi-related note: have they fixed the epic dedicated experimental server yet?
it installed the game rather than the dedicated server

winter peak
#

Hey all!

I have setup a dedicated server and opened ports, but yet I can only connect to it from the internal IP address and not the external IP address. Me and my friends get "Server name pending" with "NotAuthenticated" when trying to connect to the external IP.

I've done a port torward of 15777/udp, 7777/udp and 15000/udp.

Any suggestions?

novel yarrow
winter peak
#

Specifically a UDP NAT issue, or just a NAT issue? Because I've opened plenty of ports before and they work, primarily TCP tho. This is what I got

novel yarrow
winter peak
#

Nope. Didn't see that channel. Will head over there.

novel yarrow
#

It has steps for pfSense

winter peak
#

Thanks man!

#

I did that, and it still don't work. I guess it's because I have a double NAT, whereas the first router does not have support to alter the outbound NAT rules. :/

novel yarrow
#

For double NAT You might add static outboound rules for all subnets behind.

#

Switch from automatic to manual

#

If pfSense is frontend ofc

winter peak
#

It's not. In front is a stupid modem that act as a NAT for various reasons (don't want to change that), but I guess in this case it will screw things up for me in terms of Satisfactory

novel yarrow
#

Then connect over VPN all gamers allowing them access to specific server IP.

winter peak
#

yeah, that might be the way to go.

novel yarrow
#

Front-end router should be doing pure 1:1 DMZ.

winter peak
#

I do forward all traffic to the pfSense behind it, but naturally still NAT.

foggy shoal
#

Anyone get an issue when placing belts? Most stay as the hologram for a while an then spawn in a minute or 2 after

novel yarrow
#

No, this is delay on Your server. Check the load.

foggy shoal
#

ah okay, we just switched to experimental an it started doing it, was fine on stable

novel yarrow
#

I've seen this on Early access DS, happend when CPU could not handle large amount of objects added shortly (eg. via zoop tool). Assuming similar situation on Exp happend. Will see other responses.

foggy shoal
#

Yeh i have had it happen on ea, but its considerably worse since we changed to experimental. Looking in to server settings now

#

turning up client rate, max tic rate etc seems to have fixed it

frosty gale
#

Anyone have the egg for the newest experimental version for pterodactyl ??

devout frost
#

Anyone having issues with their dedi loading in their factories really slow?

pure cloak
#

does anyone know a fix for items not moving on belts? (dedicated servers)

devout frost
blazing halo
#

As for your friends having trouble connecting - can you post a log of what the server has to say when they try?

#

@devout frost @pure cloak the belts are bugged in general right now - belts, elevators, smart (likely programmable too?) splitters, bugged to hell :D

winter peak
blazing halo
#

You can however try adding -multihome=0.0.0.0 (or alternatively, -DisablePacketRouting if you need IPv6 to remain enabled). The problem might be coming from the built-in packet router, which "redistributes" traffic from the Beacon port (I think) and is generally useless (and an extra layer of potential trouble) if you have all three ports forwarded.

winter peak
blazing halo
#

Ah, I see.

#

So, quick question: did your log spam a lot of LogDTLSHandler: Warning: Ignoring handshake packet received after completion.?

winter peak
blazing halo
#

I would actually like to know, because if not - that means your issue is likely different from mine, and there's a chance it might work without shenanigans?

#

Mine only works reliably over LAN and VPN, at this point.

winter peak
blazing halo
#

That kinda looks like a normal handshake for Satisfactory. xD

winter peak
#

But ye, I have double NAT with the first router having 1:1 DMZ to the 2nd router (running pfSense) and I did not have any success with Outbound Rule.

#

Not so important for me to fix tho, but hopefully it will work better in future versions. πŸ™‚

#

What I wish for must is improvements with d-sync (belts, monorails), but I'm sure that will be better one way.

blazing halo
#

When it fucks up (on my server's end), it looks like this:

[2022.11.20-02.41.10:272][618]LogDTLSHandler: Warning: Empty certificate identifier
[2022.11.20-02.41.10:544][628]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2022.11.20-02.41.10:561][629]LogDTLSHandler: UpdateHandshake:  Handshaking completed
[2022.11.20-02.41.11:543][688]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.11:543][688]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.11:543][688]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.11:543][688]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.11:544][688]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.13:537][807]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.13:537][807]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.13:537][807]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.13:537][807]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.13:537][807]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.17:524][ 45]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.17:524][ 45]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.17:524][ 45]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.17:524][ 45]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.17:525][ 45]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.25:515][522]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.25:515][522]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.25:515][522]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.25:515][522]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.11.20-02.41.25:515][522]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
...

... followed by a timeout.

winter peak
#

Also, my server does not have a very high clock speed so that I think is my main bottleneck there

blazing halo
#

On the client side (while this is happening), you would see:

[2022.10.28-05.22.22:473][884]LogDTLSHandler: Warning: Empty certificate identifier
[2022.10.28-05.22.23:908][979]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.24:116][997]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.24:322][ 15]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.24:530][ 33]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.24:736][ 51]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.24:909][ 66]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.25:116][ 84]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.25:323][102]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.25:530][120]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.25:737][138]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.25:909][153]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.26:013][162]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2022.10.28-05.22.26:116][171]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.26:323][189]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
[2022.10.28-05.22.26:529][207]LogDTLSHandler: Attempted to send packet during handshaking, dropping.
...

... followed by a timeout.

#

So @winter peak if you could at some point check if you had that (even by a quick string search) and let me know, that'd be great.

#

Thanks in advance.

winter peak
blazing halo
#

Okay. So that means it's not this issue. Then you might want to try -multihome=0.0.0.0 and seeing if that resolves connectivity issues.

#

9 out of 10 times, it does.

#

Enough so, that it's my "go to" first debug step - eliminate the internal packet router, then move on to resolving the actual problem... assuming there still is one. ;P

narrow star
narrow star
#

i need a server to work without internet, on two laptops.
like coop play without internet, one laptop will run the game and host the game, the other will conect to the main laptop so i can play without needing internet at all

#

thats what im trying to figure out

thorn yarrow
#

When you say without internet

#

Do you mean like, no internet at all?

#

Or are you still connected to a network

narrow star
#

totaly no internet access, best i could do is a router not conected to the internet, just the power plug and ethernet cables to both laptops

#

even that would be iffy cause the solar bateries would get depleted faster if i had to have a router conected to the cabins power

#

(of grid cabin with solar panels and bateries no internet of any kind is where i would play the game with a friend on two laptops)

#

@thorn yarrow

thorn yarrow
#

I mean if you can make a local network you can make a server.

narrow star
thorn yarrow
#

I believe the SteamCMD version doesn't

narrow star
thorn yarrow
#

I believe the server itself doesn't care about Epic or Steam being online.

#

It's just usual DRM stuff

narrow star
#

at this point you are like albert einstein levels of smart compared to me dude

thorn yarrow
#

And there's not really anything special here to explain, just download the server, make a local network and set it up.

narrow star
#

ok so DL the server files

setup the server and turn it on.

make a local network and set it up

and bam lan works?

thorn yarrow
#

Yeah, basically. You do need that router of yours to manage your network

#

And then use the local IP to connect.

narrow star
#

i tried setting up a Minecraft server a week ago and nearly had a meltdown cause i wasnt able to make it work, my upc router either cant portforward or im just too stupid.

i rly dont want a repeat of the mc server incident

thorn yarrow
#

Nope, cause port forwarding in this case only applies to communication outside of your network to the internet

#

Which you don't have.

cobalt rivet
#

I mean, they "move", but not visually

wintry stone
blazing halo
#

They get moved, the visuals are not syncing up with the actual belt state.

eager gorge
#

@blazing halo [2022.11.20-21.00.55:218][ 20]LogGame: Error: Target time is negative on server you ever see this error before?

cobalt rivet
#

They are getting moved, but you don't see it - is this just me or anyone else having this issue?

#

(hoping for fix in the next patch!)

blazing halo
#

Nope - we're all seeing it, on both multiplayer and singleplayer.

#

It's also supposedly causing a Smart Splitter failure.

#

Elevators are also affected.

#

In short: U7 is a buggy mess as far as belts go. And we've already had one patch (mainly to address blueprint-related security concerns), so I doubt this is an easily-fixable issue.

cobalt rivet
eager gorge
#

Hey Im Crashing while trying to connect to a dedicated server can anyone help me?

blazing halo
eager gorge
#

yes

#

The most interesting line is Time is negative on server

blazing halo
#

Uhhh... where?

eager gorge
#

um its the 2nd file i uploaded FactoryGame.log

#

hmm it didnt seem to get everytthing i guess one sec

blazing halo
#

First of all, what do you mean by "time is negative"?

eager gorge
#

2022.11.20-22.16.44:599][950]LogCircuit: Warning: Tick, circuit '9' has 8 reachable components but only 2 listed. Re-adding reached components.
[2022.11.20-22.16.44:600][950]LogCircuit: Warning: Tick, circuit '3' has 6 reachable components but only 2 listed. Re-adding reached components.
[2022.11.20-22.16.46:380][953]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147471734.InstancedStaticMeshComponent_2147436033 NOT Supported.
[2022.11.20-22.16.46:380][953]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147471734.InstancedStaticMeshComponent_2147436033 NOT Supported.
[2022.11.20-22.17.07:387][393]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: FGInventoryComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_SpaceElevator_C_2147466091.InputInventory NOT Supported.
[2022.11.20-22.17.11:373][469]LogGame: Error: Target time is negative on server
[2022.11.20-22.17.38:038][931]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connecti

#

i just grabbed this from the command line in the dedicated server terminal?

blazing halo
#

Huh.

#

Probably a result of some clock drift. Resync time on both machines with a common source and retest.

echo wave
#

Server time and client time off by much? Sounds like server time might be ahead.

eager gorge
#

they both say 2:28 pm currently

#

how do i go about resync the time?

#

server is on a windows machine btw

blazing halo
#

If on Windows, go to Time & Date, find Internet sync, and sync.

eager gorge
#

okay ill do it for both the server and client and see if it works

blazing halo
#

In other news... NVidia GPU cables melting/burning seems to be primarily due to improper inserting causing bad connections (ones that do connect, but have high electrical resistance). Who knew. GN did testing, and once they saw the symptoms/trace left over on failed cables, they were able to spot similiar damage on photographs of melted cables floating on the 'net...

fallow sun
#

Is there a fix/work around for server crashing while saving a blueprint?

eager gorge
#

okay thats strange lol so i can load the save i still get that time is negative tho on the terminal

blazing halo
blazing halo
eager gorge
#

yeah they are exactly the same

#

as far as i can tell anway

fallow sun
#

I'm not flaming the devs, but I thought there might be a work around for this. I know it takes some time to work on this πŸ˜‰

blazing halo
blazing halo
velvet bough
blazing halo
cobalt rivet
#

Where are blueprints saved on dedicated servers installed with SteamCMD?

blazing halo
cobalt rivet
#

For some reason, there is no SavedGames folder inside of Saved though

blazing halo
#

Which Saved are you looking at? There are two.

#

(also, it's SaveGames and not SavedGames)

cobalt rivet
#

~/SatisfactoryDedicatedServer/FactoryGame/Saved

blazing halo
#

That's not the correct location.

#

This is where the .ini files, the log, and the crash reports are saved.

cobalt rivet
#

Where is the correct location then? πŸ™ƒ

blazing halo
#

The save data, server passwords/save/port configuration, and savegames are located in ~/.config/Epic/FactoryGame/Saved.

eager gorge
#

im still crashing is there a file i should be looking at for more hints?

blazing halo
eager gorge
#

ive done that on both client and server side

#

[2022.11.20-23.09.15:369][364]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.05, Good: 30.05, DriverTime: 166.81, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:64330, Name: IpConnection_2147409741, Driver: GameNetDriver EOSNetDriver_2147482041, IsServer: YES, PC: BP_PlayerController_C_2147408784, Owner: BP_PlayerController_C_2147408784, UniqueId: STEAM:(STEAM)076561197977918906, Driver = GameNetDriver EOSNetDriver_2147482041
[2022.11.20-23.09.15:369][364]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.05, Good: 30.05, DriverTime: 166.81, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:64330, Name: IpConnection_2147409741, Driver: GameNetDriver EOSNetDriver_2147482041, IsServer: YES, PC: BP_PlayerController_C_2147408784, Owner: BP_PlayerController_C_2147408784, UniqueId: STEAM:(STEAM)076561197977918906
[2022.11.20-23.09.15:370][364]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.05, Good: 30.05, DriverTime: 166.81, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:64330, Name: IpConnection_2147409741, Driver: GameNetDriver EOSNetDriver_2147482041, IsServer: YES, PC: BP_PlayerController_C_2147408784, Owner: BP_PlayerController_C_2147408784, UniqueId: STEAM:(STEAM)076561197977918906'
[2022.11.20-23.09.15:370][364]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:64330, Name: IpConnection_2147409741, Driver: GameNetDriver EOSNetDriver_2147482041, IsServer: YES, PC: BP_PlayerController_C_2147408784, Owner: BP_PlayerController_C_2147408784, UniqueId: STEAM:(STEAM)076561197977918906, Channels: 4691, Time: 2022.11.20-23.09.15

#

is the time out something i can adjust?

blazing halo
#

It is, but if you're crashing - it won't help any.

#

You can try using -multihome=0.0.0.0 server-side and seeing if it improves the behaviour. I doubt it, but I don't know - worth a try.

cobalt rivet
blazing halo
#

Try adding -multihome=0.0.0.0 (or, if you're in love with IPv6 on Satisfactory, -DisablePacketRouting) server-side.

#

See if that helps matters.

#

Both switches will disable the built-in packet router, and make the game use all 3 ports instead of just one.

#

(the first one will also disable IPv6)

eager gorge
#

so i just tried to load my save via single player and i get this message :Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR'

velvet bough
blazing halo
blazing halo
velvet bough
#

is there a way to have evenmore vebose logging?

blazing halo
#

Not as far as I'm aware. And by the way, while this log may be verbose, it's verbose for the wrong things (from the server debugging perspective).

blazing halo
eager gorge
#

well im am going to try and roll back my graphics driver and see if it helps any

frank stag
#

There's another update to the DS on EPIC, did they finally realize their mistake?

blazing halo
#

They haven't responded to my e-mail... but maybe?

frank stag
#

downloading now, fingers crossed

blazing halo
#

Here's hoping. :D

cobalt rivet
#

Is there any benefit to GPU for dedicated servers? Can they benefit from a GPU or do they only use CPU

frank stag
#

Fail. They've reverted to the previous update6 version of the DS, so version mismatch errors. At least it's actually the DS app, I guess.

blazing halo
#

On the usefulness axis, they've definitely gone forward.

cobalt rivet
#

Are there any good configuration settings to tweak for Satisfactory DS?

#

Having some minor rubber banding issues (16gb server. i7 8th gen)

frank stag
#

Settings the server's network quality to ultra seems to improve things for many people

manic condor
#

hi i'm completely newb, anybody use dedicated server with steamcmd docker? how do you start docker with network sharing?

blazing halo
blazing halo
blazing halo
#

(by default, the autosave interval is 5 minutes)

tawny jackal
#

This is pretty frustrating. There should be (are) 2 more refineries, and you can see that some junctions are invisible and some stuff on the other side of the building. These were part of a blueprint and disappeared after I dis/reconnected

blazing halo
#

Anyone?

tawny jackal
#

It's happened a couple times on our server. Some things have come back eventually, but this one seems stubborn

tawny jackal
#

I can't even select some of the parts for demolition

#

But I know the server at least thinks they're there because I can't walk through them

#

Ohhh, I got the refineries to appear by opening the editor on them

#

Gone next time I logged in though

formal compass
# tawny jackal Gone next time I logged in though

i had the same bug whit a friend. when you place a blueprint and rejoin you dont see the stuff but it is there. save and reload the save helps to show it again. dont know if this is yet on the site.

vivid swift
#

Hey guys, ive been trying to get a dedicated server to run satisfactory experimental (update 7 ) but i cant figure our how to update it. it only runs update 6

vivid swift
#

epic

blazing halo
#

Use steamcmd. While EPIC (or CSS?) may have finally fixed the DS distribution there (it was serving the game before...), it's now serving Update 6 on both branches.

vivid swift
#

thank youuu'

blazing halo
#

Suure thiiing.

vivid swift
#

when i try to join it says "Your connection to the host has been lost."

blazing halo
tawny jackal
blazing halo
#

They'll likely fix it. Look for a QA posting about it and upvote it.

formal compass
vivid swift
#

nvm i had mods on

#

the conveyer belts acting a bit funny

blazing halo
#

Yes, the belts (and the elevators, and the splitters) are behaving a bit funny.

#

If by "a bit funny" you mean broken. ;]

blazing halo
#

It seems Update 7 is just full of surprises.

#

Would've included the blueprint system in that list, but at this point the only thing that's surprising to me about it is how well it's actually working...

#

Though maybe it shouldn't be... CSS actually have a fairly OK-ish track record with that - when they introduce new features, they tend to be a little better than "half-baked", but they then fairly quickly bring them up to snuff.

#

That's actually pretty good, as Early Access goes.

#

And having played DRG, I know they can polish it off eventually.

#

So... carefully optimistic? I suppose.

brazen plaza
#

Does anyone know the build number for the experimental Dedicated server. i downloaded it from EGS and it has come up with server version 202470. my game version is 208572. Prior to this when i downloaded the server from epic it would come up with the actual game so i think something might be going wrong with the epic game store download.

blazing halo
brazen plaza
blazing halo
#

Yeah. It's not you, it's EPIC. 🀣

#

I don't know who's to blame - Epic Games or CSS.

#

Whoever it is, I've half a mind to decide they're trying to gaslight us. xDD

blazing halo
#

Did his IP change?

#

I wouldn't have expected the port to change, no.

#

Is the server actually running?

#

Did you check if his IP changed, or are you just saying "no"?

#

The list of reasons for it not working today when it was working yesterday is pretty short.

#

It includes:

- wrong address / address changed when y'all weren't looking
- WAN IP no longer public (check by comparing WAN IP on the router with a site like whatismyip.com - the ISP may change this on y'all without warning)

  • port forwarding no longer working (did the router reset without keeping the changes / was reset to defaults?)
    - server not actually running / wrong server running
    - LAN IP of the server changed since yesterday (did they assign a static DHCP lease? port forwards don't "follow" these changes)
  • the server machine no longer accepting connections (can he connect through his LAN?)
#

If he's hosting the server with a hosting company - that list gets even shorter, since most of it deals with hosting on your own LAN.

#

Can y'all check the list, with greater attention on the bold items?

#

@frosty gale

#

Ping me, then.

#

(and if you manage to resolve it yourselves, let me know what helped)

lilac ledge
#

Has this workaround changed in the last 5 days? We can check both these boxes again now so long as we wait 3min when we restart the DS? (I want it to pause when no one is playing and save when players disconnect.)

sudden lake
#

any1 knows whats causing server shutdowns when saving blueprint?

odd crown
#

Should probably post the log you're getting before we can guess on anything πŸ™‚

#

I hear Kad is a beast at looking through logs πŸ˜‰

tiny idol
stuck drum
#

does exp7 run on a dedicated server and if so, how stable atm?

odd crown
#

It runs.
Mine runs pretty stable I'd say, but I see others having issues... But then you're running experimental (branch) on an experimental feature (Dedicated servers)

stuck drum
#

so, expect issues then

#

and given that exp 7 is a recent thing, it's not likely to go live before christmas is it

odd crown
#

Same as just experimental, but sprinkle a bit on top

#

Well they do aim for U7 in early to mid december, but we'll see

#

On EA that is

stuck drum
#

lol, an experimental version of an early access game on an experimental server setup

#

what could possibly go wrong?

odd crown
#

πŸ˜•

#

By that time, U7 will not be experimental πŸ˜‰ Just dedicated servers

blazing halo
blazing halo
late coral
#

They should be full of glee they broke something! Which in this stadium means one less bug in 1.0

blazing halo
#

I wouldn't go that far. ;]

#

They'll have plenty new bugs for us for 1.0.

#

The reality of it is: the only time new bugs stop being introduced, is when development stops.

#

Even patching - being a form of development - has a chance to introduce bugs.

sudden lake
#

as soon as there is more than 1 person on the server u cant save blueprints without crashing

#

thats what i learned so far

devout frost
wintry stone
obtuse idol
#

hello there I wanted to see if someone here would have any idea whats causing our issues. we currently have a server setup on a linux ovh server and are experiencing some issues with contacting the server. We can ping the actual machine reliably but the server is intermittent for everyone but one person and the others don't have the ability to retry connection

novel yarrow
#

As usual - analyse logs:
/home/<user>/SatisfactoryDedicatedServer/Engine/Saved/Logs/UE4.log
/home/<user>/SatisfactoryDedicatedServer/FactoryGame/Saved/Logs/FactoryGame.log
for clues regarding disconnects of other players.

Test Your UDP throughput/stability:
Server:
iperf3 -V -s
Client:
iperf3 -V -b 30M -u -c OVH_SERVER
default port is 5201
where 30M is 30Mbps UDP download stream.
You should get stable value on both ends if everything works correctly.
You'll get something like this -->

obtuse idol
#

alright I've been checking the logs and I always receive this line of code

LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
is this a normal thing to receive or would this be after the issue

novel yarrow
#

netstat -n, check if client connection appears as FIN_WAIT_2 (not closing correctly) since You're unable to connect again, looks like connection is waiting

obtuse idol
#

we do not have iperf installed on the server and the person who can is currently unavailable

novel yarrow
#

netstat -n on Your client end

obtuse idol
#

it does not show up on the list

tiny idol
# blazing halo

cause my mate, who only has the game on epic, is too lazy to troubleshoot, and i wanted the server back up and running xD

pine wave
# novel yarrow As usual - analyse logs: /home/<user>/SatisfactoryDedicatedServer/Engine/Saved/L...

Hello, I'm actually the server owner mentioned. I decided to check this chat as I heard about my player coming here for help while at work so I figured I'd attempt to clarify a bit.

The issue isn't that other players are disconnecting, it's that their game doesn't show any signs of connecting at all, either on the server console or their game client. The issue persists with both U6 and U7 latest installations, and the only way anyone was able to get better results was to be given access to the game server management panel on the server.

novel yarrow
#

o hell yeah, KSM is working, 2 instances running on the same system (and couple more systems in the background)

pine wave
blazing halo
blazing halo
pine wave
dry blade
#

Hi!

Any reason I can't see any save from my dedicated server on Linux:

blazing halo
dry blade
#

with a Steam dedicated?

blazing halo
blazing halo
dry blade
#

wow thanks!

pine wave
#

And even then it's extremely unstable, and takes multiple attempts which often results in timeouts.

blazing halo
obtuse idol
#

the other option is that the connection never goes through

blazing halo
#

I see you have edited the log to remove the IP.

#

I would therefore like to know if that was your buddy's IP (that you're sure of), or if you removed anything that looked like an IP on principle.

obtuse idol
#

it was my ip

blazing halo
#

Okay.

#

That looks weird, to be honest. It looks like an incoming connection to the BCON port (15000), which then times out some time later.

#

Did you remove anything else from this log?

obtuse idol
#

only other thing that was removed was duplicate notify accepting connection at the top

blazing halo
#

(me asking this should give you a clue: I'm not seeing an issue here; there clearly is one, but what you've given me doesn't shed light on the cause)

blazing halo
#

You don't know what could be an indicator.

#

If you need to cut out IPs, that's usually fine. But don't cut anything else.

#

Okay.

#

Please post the full log (replacing IPs - and only IPs that are public, please - with a very visible ####IP#### or something).

#

(you're also welcome to replace STEAM and EOS identifiers - because yes, those - as opposed to IPs - are unique)

#

Or you could trust me, and send it unaltered via DM to me.

obtuse idol
blazing halo
#

Okay, I may not have been clear. Please post the full log. Not just an excerpt. I need to see more.

#

At this point in time, since I don't see anything jumping out at me from the excerpt, I basically don't know what I'm looking for.

#

I need to expand the scope.

obtuse idol
#

this is the point of connection to the disconnect nothing different happens when I connect

blazing halo
#

Can you please post what I'm asking for?

obtuse idol
#

alright give me a moment

blazing halo
#

Thank you.

obtuse idol
blazing halo
# obtuse idol

Okay. There is literally nothing jumping out at me. As far as the server is concerned - it accepts the incoming connection, the handshake goes fine, and then the connection just times out afterwards.

#

What does the client log say?

#

(the only thing that I do find odd is that "Driver time" is high, but without further info, I can't tell if it has any relevance)

obtuse idol
#

do you want the client log FactoryGame or FactoryGame_2

blazing halo
#

The one where the timeouts happen, please.

obtuse idol
#

both of them contained errors so I sent the more recent one

blazing halo
#

And there we go.

#

LogDTLSHandler: Attempted to send packet during handshaking, dropping.

#

So, the situation is as follows:

#

a) you connect to the server

#

b) the server sends a challenge-response sort of challenge

#

c) your game replies with a response

#

d) your server accepts the challenge, replies

#

e) this reply is either never received or outright ignored by your game

#

f) your game retries the challenge

#

g) the server ignores the retry (or never receives it)

#

i) go to F

#

Or, rather - the game doesn't retry the challenge, but keeps waiting on the return. Which never comes, because it already came.

#

Ah, here we go: LogSecurity: Warning: #Server IP#:15000: Malformed_Packet: Packet failed PacketHandler processing.

#

Okay.

#

Can you check if the date/time is correct on both ends?

#

That's the only thing I've got vis-a-vis DTLS failures. If the time matches, there's little further I can recommend.

#

Unfortunately, without having access to the codebase, I can't tell you what SSL_read error: 2 actually means.

#

But at the very least, SSL errors are resolvable, and provide a point of focus.

#

@obtuse idol

obtuse idol
#

yea I've been reading along checking times now

blazing halo
#

Otherwise, the Linux the server is running on comes back as "unidentified" (which I suppose makes sense). Checking the SSL libs there might be worth the hassle.

#

But the versions look correct...

#

Would have to see the dependencies, I guess.

#

Unless static build, which might actually be the case...

obtuse idol
#

Client: [2022.11.21-21.58.06:695][572]LogDTLSHandler: DTLSCertVerifyCallback: Verified
Server: [2022.11.21-21.58.07:048][547]LogDTLSHandler: DTLSCertVerifyCallback: Verified
don't know if this helps but I located the same rough moment in the logs

blazing halo
#

Yeah, that looks correct.

#

Still, I sort of attached myself to that SSL error,

#

because otherwise?

#

That error (the repeating handshake that doesn't happen properly)? Is something I have,

#

and it's unresolved.

#

So unless you find an issue that could be affecting DTLS, I'm out of answers, and so - likely - is everyone else, at this time.

pine wave
#

But would the SSL read error be a consistent issue, or only affect certain clients? because like I said, I've been able to consistently connect to the same server remotely without issue, and from what I can see in their logs, other clients cannot seem to start a connection at all.

blazing halo
#

It seems that it's an issue on the client side, yes.

#

And, as far as I can tell, it's somehow related to the router.

#

For instance, the same thing happens to my server, which I host locally (on top of me being mostly unable to connect to Internet servers).

#

People over NAT have extreme difficulties connecting to it.

#

You're welcome to try, if you wish - but be aware that some connections go through without issue.

pine wave
#

Strangest thing, there was a server I hosted on a near identical server just a few months ago where the same group was able to connect no issue, but it seems like now both U6 and U7 both share the same issues seen here.

blazing halo
#

So far, I've - potentially erroneously - tracked it down to "using a Linux box as a router", which is most likely true for VPS hosts.

#

We've seen the same issues show up with instances hosted on AWS.

#

As to why using a Linux box - as opposed to a router running Linux - could be the trouble here... I have no clue.

#

All I know is: if I connect to the Internet using LTE tethering from my PC, I have no issues repeatably connecting to remote servers.

#

And as far as I know, this only affects Satisfactory, out of all the UE games I host. Most likely because Satisfactory is the only UE game I know that uses TLS encryption over UDP.

pine wave
#

Huh. But that then begs the question... What am I doing differently that causes my connection to work? And why did pufferpanel access change anything?

#

Those are the 2 questions eating at my soul right now

blazing halo
#

The only common thread I see, is if Puffpanel does something to the firewall on that machine.

#

Or the networking.

#

It's possible Puffpanel does something to the networking as a whole, which fixes (or otherwise mitigates) this issue.

obtuse idol
#

all I can think of with the pufferpanel is that the port that is connected to it gives my pc a direction to point in

pine wave
#

Looks like I'm just dealing with both network spaghetti and spaghetti code. Oh joy

blazing halo
#

As in, networking doesn't work like that.

blazing halo
#

But... keep an eye on that one. While networking doesn't work like that, if it keeps working... there might be some clue there.

pine wave
#

I had them disconnect from pufferpanel and wait for the connection to disappear in netstat, then tried to connect to the server through Satisfactory, and it showed the issue the other players have of not even receiving any information at all (i.e, as if the server was offline, no data sent or received from client or server according to logs). When pufferpanel connection was reestablished, previous inconsistent timeout behavior as shown in the logs above was observed

#

there is definitely something to this

blazing halo
#

Question is: what.

odd crown
#

Has anyone else noticed that deleting blueprints on a dedicated doesn't really delete the blueprint on file, so is comes back again.
I did this while in multiplayer so that could also be part of the reason

pine wave
# blazing halo Question is: *what.*

Just did a check on my own end, it's definitely something to do with PufferPanel allowing users to connect. While my connection is stable after using PufferPanel, I am wholly unable to connect or even see the server without it, and neither log shows activity. I have my old server files from my working installation back from August, so I may attempt a bit of sleuthing on this. It's definitely one of the strangest issues I've ever seen regarding networks. Thanks for your help so far.

blazing halo
frosty parcel
#

About to set up a dedicated server, anyone want to share their opinions on the state it's in on experimental? Any super game breaking things I should worry about or is it fairly stable with like minor annoyances here and there?

blazing halo
#

It's about as broken as singleplayer U7 currently is.

#

Which isn't surprising, since it's all in game logic.

#

Otherwise, about as stable as the U6 server (EA), excepting blueprints which can crash the server in specific circumstances.

frosty parcel
#

cool about how I expected it to be then

#

Logs just gave me quite the laugh... lots of ture and flase

blazing halo
#

Yeah, apparently it's on purpose.

#

Even if that purpose is to make someone laugh. :D

lilac juniper
#

When can we expect some love for dedicated servers?
Performance, Performance, Performance, blueprints, admin commands, server administration, etc.

blazing halo
#

What sort of admin commands?

lilac juniper
#

Kick, ban, whitelist, overall server performance specs, player name over body, etc.
We have been seeing users getting kicked if the save time has been changed and save starts.

#

Message to players or even specific players, restart?

rotund lotus
#

has anyone had issues getting the game to download the proper binaries? I'm using steamcmd to set up a container for my own use and seemingly the UE4 linux server fails to download

#

Install command:
steamcmd +force_install_dir /home/steam/Satisfactory +login anonymous +app_update 1690800 -beta public validate +quit
and the error:

Starting satisfactory ... done
Attaching to satisfactory
satisfactory    | /home/steam/Satisfactory/FactoryServer.sh: line 5: /home/steam/Satisfactory/Engine/Binaries/Linux/UE4Server-Linux-Shipping: not found
satisfactory exited with code 127```
thorn yarrow
#

If you're mounting folders, are you sure your docker user has the rights to access them?

#

I remember struggling with that for a while.

#

Ok so try this

#

make a docker group

#

then add the steam user to that group

#

switch to the steam user

#

then without sudo, run docker compose up

rotund lotus
#

its all internal to the container, i haven't mounted any storage yet

thorn yarrow
#

Can i see your compose file?

rotund lotus
#

heres the full dockerfile


#DL and build server bin and file structure
RUN addgroup -S steam
RUN adduser -S steam -G steam
RUN steamcmd +force_install_dir /home/steam/Satisfactory +login anonymous +app_update 1690800 -beta public validate +quit
RUN ln -s /home/steam/Satisfactory/.config/Epic/FactoryGame/Saved/SaveGames/server /Saves
COPY ./otterden_autosave_2.sav /Saves/otterden_autosave_2.sav

#Clean up permissions
RUN chmod -Rcv u=rwx,go=rx /home/steam
RUN chown -Rcv steam:steam /home/steam

#Expose nessisary ports
EXPOSE 15777
EXPOSE 15000
EXPOSE 7777

#Debug
# ENTRYPOINT ["tail", "-f", "/dev/null"] #forces container to remain up for debug

#Server Exec
USER steam
ENTRYPOINT ["/home/steam/Satisfactory/FactoryServer.sh", "-log", "-unattended"]```
#

and compose


services:
  satisfactory:
    build: ./
    image: steamcmd-satisfactory:alpine-3
    container_name: satisfactory
    ports:
      - "15777"
      - "15000"
      - "7777"```
thorn yarrow
#

what a funky way to list your ports

rotund lotus
#

literally the first container i've ever built cut me some slack :P

thorn yarrow
#

ey no worries

#

Couple of things

#

if you list build you don't have to list your image

#

Cause it'll use that. anyway

rotund lotus
#

using image to enforce the name

#

otherwise it defaults to something wacky

thorn yarrow
#

Oh i think I usually set that in the dockerfile myself

rotund lotus
#

I read you can't set it in the dockerfile but i could be wrong

thorn yarrow
#

Ah

#

Wait I think i've dealt with this kinda stuff before.

#

I'd personally, if I were you not bother with making another user in

#

your container

#

Since it's isolated anyway

#

Basically what you're dealing with is that the folders made by the root user you run steamcmd with aren't readable by the steam user.

rotund lotus
#

shouldn't chmod/chown fix that though?

thorn yarrow
#

You'd think so, but I've struggled with this kinda stuff before too...

rotund lotus
#

fair. i'll try switching to the steam user and running steamcmd from that

thorn yarrow
#

Actually, there's this weird construction layer between your container and your linux users

#

Here's what I'd do: Just get rid of the steam user in that container

#

Create a dockeruser user with the docker group in your os.

#

Not in the container

#

oh also

#

btw

rotund lotus
#

wanted a project that forced me to finally build a container mainly

thorn yarrow
#

Ah fair

#

Containers are a bit more of a headache on linux.

#

But yeah, don't create a steam user in the container, instead use a 'dockeruser' user with the 'docker' group, on your os layer.

rotund lotus
#

ehhh its what i want to do professionally at some point, so gotta start taking the ibuprofin at some point

thorn yarrow
#

hahaha yeah

#

Oh also, you probably wanna mount your save folder.

#

And your config.

#

So you don't lose those on shutdown.

rotund lotus
#

will, just testing for now

#

left it out of the compose cause its all commented out for the moment

thorn yarrow
#

anyway, since you're using the steamcmd container I assume they already have a user for you to use.

rotund lotus
#

either they don't or it defaults to root

thorn yarrow
#

then use root.

#

Steamcmd tells you not to for safety

#

but you're already containerized so...

#

safe enough

rotund lotus
#

giving it a shot with myself added to the docker group first, if not i'll use root

thorn yarrow
#

I mean, that's more for restart purposes when you mount stuff

#

for later

minor oasis
#

Anyone else having issues on dedicated servers with blueprints? Most times when I log on the blueprints that I've previously placed in the world are invisible (but functional). Sometimes clearing blueprints from the blueprint designer will crash the server completely. Additionally, if a friend is on the server while I'm placing some blueprints, his client crashes.

#

Correction, after additional testing, it's saving the blueprint that crashes the dedicated server. Not clearing the blueprint table.

#

Every time. 5 times in a row now.

thorn yarrow
#

Experimental server just like, kinda be like that man.

minor oasis
#

Yep I understand that, thanks. Is anyone else having the same issues?

rotund lotus
#

container seems to default to root

thorn yarrow
rotund lotus
#

switched to /opt

#

i can try ~

#

ok so build defaults to root, but the entrypoint exec's as the current user

rotund lotus
#

....

#

what

#

execing the server as root in the container and it still can't find the UE4 server binary thats RIGHT THERE

#
Recreating satisfactory ... done
Attaching to satisfactory
satisfactory    | /root/Satisfactory/FactoryServer.sh: line 5: /root/Satisfactory/Engine/Binaries/Linux/UE4Server-Linux-Shipping: not found
satisfactory exited with code 127```
```❯ docker exec -ti satisfactory /bin/bash
bash-5.1# ^C
bash-5.1# cd /root/Satisfactory/Engine/Binaries/Linux
bash-5.1# ls -la
total 2002380
drwxr-xr-x    2 root     root         36864 Nov 22 17:54 .
drwxr-xr-x    4 root     root          4096 Nov 22 17:54 ..
-rwxr-xr-x    1 root     root      25830136 Nov 22 17:52 CrashReportClient
-rwxr-xr-x    1 root     root     247294136 Nov 22 17:51 CrashReportClient.debug
-rwxr-xr-x    1 root     root      10127405 Nov 22 17:51 CrashReportClient.sym
-rwxr-xr-x    1 root     root        159544 Nov 22 17:52 UE4Server-Linux-Shipping```
#

I do not get it

novel yarrow
rotund lotus
#

bash-5.1# sestatus
bash: sestatus: command not found

novel yarrow
#

Is it Your docker host ?

rotund lotus
#

?

novel yarrow
#

File has correct permission (execute), it's in valid path (/root/Satisfactory/Engine/Binaries/Linux/UE4Server-Linux-Shipping) so my guess host has policies preventing access to files via Selinux policies.

rotund lotus
#

host doesn't have SElinux either, and in any case there aren't any volumes attached currently

novel yarrow
#

Are You sure this docker container is spawned as root not docker user ?

rotund lotus
#

USER root
ENTRYPOINT ["/root/Satisfactory/FactoryServer.sh", "-log", "-unattended"]

#

at the bottom of the build file

#

whoami even without the user command enforcing it is also root

novel yarrow
#

version: '3'
services:
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '15000:15000/udp'
- '15777:15777/udp'
volumes:
- '/app/:/config'
environment:
- MAXPLAYERS=4
- PGID=777
- PUID=777
- STEAMBETA=false
restart: unless-stopped

#

I'm using something like this

rotund lotus
#

I'm using a custom build not the linked git repo

old charm
#

any one else getting the bug whare the server keeps changing to pause when no one is on?

rotund lotus
#

sounds like something you'd want to happen

steady robin
old charm
#

yea iv changed it in the admin menu and the server config after every restart it turns back on

steady robin
#

ah ok I haven't ran into that, though maybe I had an easy fix for ya 😦

calm jacinth
#

so what's the best way to improve server tick rate? it's down to 5~6 😦

old charm
#

@calm jacinth home server or rented?

calm jacinth
#

home server

#

like...what causes it to fall? conveyors/pipes in use?

#

or do even idle factories drag it down?

old charm
#

its all the comupting/ number crunching by the cpu. if it not on a gaming rig and you have an extra gpu laying around some have a compute function that could help just speculation rn i dont have a home server to try this on. my gpu dose have that function just dont have a 2nd built pc to try this on. also faster single core clock most server grade cpu's wont hit 4 ghz. they have the power just not the speed @calm jacinth

novel yarrow
calm jacinth
#

server hardware upgrade not an option at the moment which is why i'm wondering if there's something i can do in game to reduce the load

scarlet crater
#

reduce belts/items etc

calm jacinth
#

do idle belts/items lower tick rate?

old charm
#

yep still have items that need to be accounted for

scarlet crater
#

Would combining say 2.5 assemblers into 1 assembler help at all (overclocking)? less belts tho not by much

calm jacinth
#

you'd think so but i don't know 😦

scarlet crater
#

If you have very long runs for items try using trains instead of massive belts

old charm
#

reduce long run belts for other forms of transport

calm jacinth
#

worth a shot maybe, i do have some of those

old charm
#

i love drones but the battery up keep can kinda push you out of using them

#

in large scale

scarlet crater
#

estimating battery usage is a pain tbh, tho drones are so convient

old charm
#

you estimate battery usage 🀯 i just run the batterys in to a drone port and let it fly to every drone port i allways over produce makes me feel safe knowing i that my nuke plants will never go with out

scarlet crater
#

I am makin 200 batteries a minute RN, 48 into super computers, the rest to drone ports but not using nearly 200

calm jacinth
#

😐 my entire nuke plant uses conveyors almost exclusively

#

there's only 7 trains bringing stuff in

blazing halo
#

Actually, it turns out that belts may not be the issue, or not as much of an issue. As it turns out, they don't track the belt items outright - it's actually more complex. The local game is tasked with dealing with that.

rotund lotus
blazing halo
#

Where'd you get that idea?

rotund lotus
#

I'm just trying to understand what he said?

novel yarrow
# rotund lotus so server isn't ready for linux yet?

Sadly, but I can't seem corelation between pull access denied errors and the container itself.
There is also something regarding networking, but I could already mess up my docker env since this cookbook changed entire permission tree in /home/steam.

blazing halo
rotund lotus
blazing halo
#

Well, it's not. Run it without Docker, and it runs fine.

novel yarrow
# blazing halo Well, it's not. Run it without Docker, and it runs fine.

Just deploy a service like this: /etc/systemd/system/satisfactory.service
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target

[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +login anonymous +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -multihome INSERT_IP_THERE
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer

[Install]
WantedBy=multi-user.target

rotund lotus
#

oh god right the Ip is going to be weird on docker

blazing halo
#

Also, -multihome= IIRC.

#

And 0.0.0.0 works just as well.

empty sapphire
#

how to playing in dedicated server ?

calm jacinth
frank stag
#

they've done it, they've finally patched the DS on EPIC

devout frost
#

So did they fix smart splitters and such in this patch?

ancient sable
#

i'm crashing every time I try to connect to my dedicated server after updating 😦

blazing halo
#

Log?

devout frost
blazing halo
#

Sooo, I'm not updating then? xD

lost plover
visual oracle
#

I have that same on-join crash

devout frost
#

See that's why I was wondering about the splitters lol

#

If it's giving you a timeout then it's just taking to long

#

If it's an actual crash you need a log

ancient sable
blazing halo
#

Definitely not updating, then.

ancient sable
#

it's an actual client crash, right after the loading screen

#

save file is fine, I pulled it down and was able to load it locally

blazing halo
#

No, it very much looks like they tried fixing the belt issue. The keyword here being "tried".

devout frost
#

lmao

#

It's fine, I've updated the last two times, but will give it some time

blazing halo
#

Thankfully, I installed both via steamcmd so I can play the previous build through all this. :D

#

Right. So, prominent warning: DO NOT UPDATE TO 209020. MP broken to fuck, plz fix.

kind jungle
#

So my friend updated the experimental server and we both keep crashing whenever we try to join the server

#

And we used the pterodactyl egg to set it up, not steam cmd

blazing halo
#

7.0.2 MP broken across the board, don't update

#

Also, Pterodactyl (and every other Linux-based image system) uses steamcmd.

kind jungle
#

we are just restoring from a backup that we took for the server before updating so that is fine

lost plover
#

I can downgrade the server but is there a way to downgrade the client?

blazing halo
#

No.

lost plover
#

Welp time to wait for a hotfix hopefully tomorrow

opaque oriole
#

that should download the older depot build of satisfactory

blazing halo
#

Huh... now that is interesting...

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@kind jungle ^

blazing halo
opaque oriole
blazing halo
#

Huh.

opaque oriole
#

mb i meant depot id

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last one is manifest id

blazing halo
#

Still, shouldn't the manifest be 1373583037904473947 instead? According to SteamDB, that one was created 4 days ago.

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...081 is dated as "2 months ago".

opaque oriole
blazing halo
blazing halo
#

That's the one that was recently (an hour or two ago) borked.

opaque oriole
#

ah didnt know which one >p> ill edit the message

blazing halo
#

Thing is, I'm pretty sure STEAM will still try to auto-update it once you stage it into the folder.

#

So, once you get the older build, switch over to the script I posted above.

cold root
cold root
blazing halo
#

And that changes things how?

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You have the options to UPDATE, PRIORITY UPDATE, and UPDATE ON LAUNCH.

cold root
lost plover
kind jungle
#

if you use pterodactyl and the egg I guarantee that you can just download the older version of the egg and install it again

reef snow
#

Relogging in dedicated servers wrecks your save on experimental- even after the patch today- really blows

wild adder
#

ye

calm jacinth
#

:/ i ran the steamcmd to install DS twice now and it's still on 2024

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all clients are throwing a mismatch error

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nvm i see the problem (wrong install dir)

vagrant panther
blazing halo
opaque oriole
blazing halo
#

Okay, so we just got confirmation that download_depot 526870 526871 1373583037904473947 works, and gives you build EX/208572.

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As for the server... Windows: download_depot 1690800 1690801 1111247584849134806, Linux: download_depot 1690800 1690802 344261955534751879.

tepid coral
#

Anyone familiar with this error in UE4 crash: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000228

blazing halo
#

That doesn't say much. Include the rest, please.

tepid coral
blazing halo
#

Yup. Latest update is fucked MP-wise.

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Downgrade if you can, or wait for a patch.

grim parcel
#

this goes for both non DS and DS?