#dedicated-servers
1 messages Β· Page 20 of 1
oh, i only know how to set it up with steamcmd, sorry
It is equivalent to adding -beta experimental to your steamcmd install command.
The -beta switch is used to indicate which branch you want to install. Every game comes with a public branch by default.
Everything else is up to the developers.
"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
the second command is irrelivant unless your using nssm to auto-restart
Just make sure you stop the service before updating it.
oh it's run when the computer starts
i made sure the server service was on manual start
though yes, i did learn that when i had to update to u7 patch
i will do this later thank you
Im trying to make a server and when i try to set the session to friends only it goes back to private,fix?
No fix. Not an issue.
Server doesn't use the session mediation of STEAM or EPIC.
All communication is IP-based.
so what do i do
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.
is there a way to see the dedicated server tick rate in real time instead of at the server manager?
Not really, no.
Once someone gets more traction on the protocol, sure.
Listening to the chatter is useless, as it's all TLS-encrypted. :/
Why DS is autorestarting each day ?
it shouldnt, are you hosting it or is another provider?
It does autorestart, yes.
oh does it?
gimme console command to take it out π
That's the current dev solution to various errors that tend to accumulate. :D
Try setting it to 0. But then, see previous message.
Yea usually it's healthy to restart regularly anyway
(Also reaching 7k hours in a save when it's not pausing is almost half cheating π )
Not true! Means server works just fine π
Try reaching 7k without restarts, we'll talk. xD
And yes, a crash counts as a "restart".
Well it's not 7k hours straight. It's 7k hours in a single save
Once it starts back up it'll just start from the last save?!
Well, yes.
don't worry, there is another π
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 π
(And working)
Power, water & ofc no crash π means stable consumption haha.
Yea my power would get rekt cause apparantly I either misplaced or miscalculated how many machines I needed to recycle my uranium waste π
Nuclear was out way long time ago, storage space for waste run out π
Well for now we have no need for plutonium as a power source, so we sink it π
That's what you want to do regardless.
It has quite a kick, but the plutonium waste can't be removed... under normal circumstances.
I'm sorry. Killing lizard doggos is not considered normal circumstances?
I'm told it isn't.
But mostly, that can't be automated, sadly.
Hahah
I can just imagine the conversation!
"Killing lizard doggos can't be automated."
"Why are you producing plutonium waste then?"
I'm looking for a surprised emoji but there isn't one and I'm in shambles
*pats awkwardly* There, there.
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...
... π€£
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
new CPU on dedicated server, save time goes from 30s to 10s
Damn nice. :D
What model You have used and which replaced it?
I had a 1230v5 (about a 6700k), to a 13600k
I was thinking of AMD Ryzen 7 7700X for a server due it's high clocks.
About similar price is Intel Core i7-12700KF.
But one thing holds me - current CPU has power draw π about 1/2 of this 13600k.
power draw does all depends on usage though, tbh CPU power pull RN while hosting the server is ~50w
Cries in 6600k
Cries in 7700k (at least it can be OCed to 5.0 GHz)
I need a new pc soon. I was planning on waiting for 7k series x3ds to see how they perform though
Should also see DDR5 ram and boards drop a bit in the meantime
i was luck enough to get the 32GB kit at no cost, made the upgrade cheaper, DDR5 is expensive
When I compared it to the alternative that is 5800 x3d, it was only like β¬150 more or so, which isn't too bad for a longer term generation hold
yeah 13th gen is likely end of socket this generation
Well no
also the X3D chips for 7th gen 'should' be out early 2023
They just moved back the 15th gen for a 14th gen that essentially an updated 13th gen
rumor has it 14th gen will have no i9, maybe no i7
Yea they should be out in march/april is the latest rumour mill
I wonder how Intel Xeon W-22xx and W-32xx series handle this.
I can wait until mid-2023 relatively easily, especially given I'm spending money relatively unwisely on an apartment first thing in '23... π
the server varient of the desktop SKU's will be interesting in regards to i7/i9
Probably just keep running the DS on my 4900HS laptop. That should hold that well up for a while
So is this still taking more than 8 gigs of ram to start the server?
anyone else getting rendering issues with the belts?
They're not rendering issues. They're belt logic issues. And yes, it's widespread. There's a huge bug.
ah
Right now, we're up to 14, yes. In Experimental, at least.
But you should assume that RAM use will only continue to grow.
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.
thank you for clarifying that, I was not sure what was going on.
Funnier still, it affects the base game as well now, not just the DS.
Interesting.
So I'm afraid my Arm64 server makes Satisfactory a bit more challenging
How so?
Ok so I'm afraid it's a pattern.
... can you be more cryptic, please? :D
Given what conditions?
Because I've built a few kilometers and mine's still standing.
Pretty big detail...
What does the crash log/context say?
A lot of SymLoadModuleExW Error 6
were You able to reach any tier higher than starting one?
LogWindows: Warning: SymLoadModuleExW. Error: 6
026c:fixme:seh:K32EnumProcessModulesEx (FFFFFFFFFFFFFFFF, 00000000085BD470, 0, 00000000085BD440, 3) semi-stub
And that like a couple hundred times.
What do you mean exactly? I can't build my first conveyor belt so I didn't even think that far.
Is that Wine? xD
emulation layer... adds overhead
And here I thought you were trying to run the linux executable... π€£
Couldn't get SteamCMD to run
Copy files? π
Tried that.
It doesn't need steamcmd to run, just install.
Hmm...
I think it did crash for me when it tried to use steamcmd
it, the server
For some reason
Anyway, I'll give it another shot
Mine uses .deb not .rpm so... but hell knows.
Ok thanks. Just needed to figure out if I should try to load it on my home server or not, seems not until I upgrade the ram on it
Tryna copy a server from my home server that runs linux x64 to my oracle server, see if that does the trick
aarch64 is a bit different, but the emulation options may be better on that level
Well, we'd be removing a layer of emulation basically
Currently the stack is aarch64 -> Box64 -> Wine -> CrabServer
We'd be cutting out the Wine step
also does anyone know why the satisfactory server is listed as CrabDedicatedServer in the epic store
craaab
CRAAAAAAAAAAAB
That, as I believe, was supposed to be the crab boss.
(as the flying things are technically called "crabs")
Yeah, that's annoying.
No.
Pipes your commands through SSH to a server
sacuyre
put your server in discord's capable hands
actually this is a brilliant youtube video idea.
anyway, moment of truth
?
Our friend Signal 6 has returned
I can get you the whole log but I dn't think there's much more interesting in here
Ah, yes. That's what I saw before.
Same error 6? LogWindows: Warning: SymLoadModuleExW. Error: 6
026c:fixme:seh:K32EnumProcessModulesEx (FFFFFFFFFFFFFFFF, 00000000085BD470, 0, 00000000085BD440, 3) semi-stub
So, wine might actually be a better option... in a way, as it provides good isolation.
That's what I was thinking too.
But... wasn't there a sensible x86-64 emulator?
I know there's a sensible aarch64 one...
(I used it when staging the root for my arm router)
It should call that when it tries to run anythin 32 bit
What about qemu?
Will likely need it.
Can qemu do cross architecture?
It's what I used to chroot into the (future) arm router and apt it up.
arm64 can run inside the QEMU emulator on x86, not sure the other direction
Hmm...
Well, qemu-x86_64 exists, at least...
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.
We'd need an x64 one though, so no props there
Then it's gonna be slower than accessing memory from one node on another over Gigabit π
I guess we're leaving it to the experts, I guess I'm really not the first to try to pull this stunt. https://github.com/ptitSeb/box64/issues/240
Add your voice there, so that they're aware there's more interest.
(and so that you can offer a test platform to try fixes on)
Working on it.
EPIC just updated the experimental DS app and it's still the client and not the actual DS π
Adding some repro steps.
no crab for you
STILL? xD
Just use steamcmd. π€£
Fired an e-mail to EPIC. Let'see if they respond, and what they have to say.
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?
You are missing something.
Possibly because of the crab boss I posted a picture of? xD That's not a photoshop.
What you're missing is: the server doesn't use the session system from STEAM/EPIC multiplayer.
It uses IP communication.
The "session privacy" option has no effect on dedicated servers.
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?
Should being the operative keyword, yes.
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.
(alternatively -DisablePacketRouting should only disable the router, if you need the v6)
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.
So, a lil' tin can of trouble.
this is the error he's getting. I see that the port is 7777 (router has 7777, 15000, and 15777 forwarded). Is that correct?
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
All three can be changed via command-line switches, and two can be altered by .ini file changes.
I assume he can see the server in the Manager, and authenticate with it to see the game status?
Correct. He has the server added in the server manager, and can see the server name, game title, tier, milestone, etc
I can connect to your port 15000, and port 15777 does not offer basic responses.
Your port 7777 looks dead.
hmmmm
Can you see which ports the server is currently using?
It has this annoying mechanic where it will auto-increment ports when it finds one's already taken.
So it might be on 7778 if 7777 was already taken.
how would i go about figuring that out? is that an ingame console command or pinging that port?
There's the fun bit. Its in a docker container in a kubernetes cluster. but otherwise it's running linux.
Oh. Docker.
Can you query Docker to run ss?
ss -lnup | grep UE4 should do it
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))
... and oh. I just figured out why the guys couldn't connect. xD
nope
i thought about that, but I get Unable to locate package netstat. do i need to add the repo or something?
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
Okay. So try either apt install net-tools for netstat, or apt install iproute2 for ss.
command not found
THERE we go
Bullshit, Debian knows lsb_release.
Contemporary Debian, anyway.
That egg looks fresh tho'.
What d'ya have in APT sources?
is that 'nano /apt/sources'?
nvm found it
seems like it has the right repos in there
does apt communicate on a specific port?
yep apt update works
Try to do apt update, if it's a container - it may have never happened.
Try to install iproute2 now?
seems like it's not printing anything
Interesting...
Wait, did you install net-tools (netstat) or iproute2 (ss)?
Ah, net-tools.
Okay.
So, not even a newline?
both. running your commands with grep did the same thing
yea no new line or anything
That is bizarre.
i agree
i can install it on there
If that's also Debian, the package you need is netcat-openbsd
done
nc -u localhost 15000
After that, any 4 letters and enter.
should reply with BCON
If the docker image has a different IP
then substitute that IP please.
To exit the program, Ctrl+C.
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
Hmmm... I've seen Satisfactory have trouble with reverse proxies and tunnels before.
Are the ports 1:1?
As far as i understand, yes
Meaning, is 15000 relayed to 15000, 7777 to 7777 and so on.
yea. cause i have to specify that when setting up the container
So, you'd likely have to target the reverse proxy internal IP
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
that 10.42 IP will change depending on what the cluster assigns the container.
hahaha I'm sorry
Just try the fuck out of all of them. Port 15000 should respond, so keep trying that.
I really appreciate your help
Let's just get somewhere sometime this decade. xD
and try what? that nc command with the internal cluster IP?
Yeah, nc -u IP 15000
with whatever IP you can get your hands on... at this point. xD
The one you forward router ports to.
yea, thats that 164 address
port 15000 works correctly
so it's either your router (check forwards?), or the reverse proxy
or whatever else you're hiding inbetween there, you fuck xD
Sure there's no VPN over pigeons to Alaska in there too? xD
what the shit is this haha
Oh shit wait, that's IPoAC with QOS
xDDD
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.
If you're confused, check the publication date.
ok so as it stands now, I have to figure out how to see what ports satisfactory is communicating on, right?
If you want more, remember: HTTP has a report code 418
"I'm a Teapot"
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.
www.rfc-editor.org/rfc/rfc2324#section-2.3.2 or Hyper Text Coffee Pot Control Protocol (HTCPCP/1.0)
because we think that instead of 7777 it auto iterated up to something
Yeah, that's the idea I'm going with.
Either that, or the forward (or proxy) is borked.
15000 works, after all, so something is working
15777 (query) can't be tested via nc, and 7777 doesn't respond (it should)
Hm... I should likely just write a small tester...
@balmy frigate and?
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
Awrite. Please get back to me with how it went.
will do. thanks so much again for your help
does 7777 respond now?
No.
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
which would be odd as the other ports work just fine
How about you just move the ports to something that has little chance to overlap?
i wouldnt even know where to start with that
just set that port to be different and then make sure the user clients have the same port listed?
and forwarded of course
Yeah, pretty much.
i'm surprised that it could be overlapping. seems odd to me
7777 is actually a port that's frequently used, along with 27015 (this one's STEAM-specific).
But we can test that, see if it fixes anything.
so kick it up to 7778?
I would recommend something like -multihome=0.0.0.0 -ServerQueryPort=20000 -Port=20002 -BeaconPort=20001.
(and then forward and configure 20000, 20001, 20002)
Actually, if your Query works (clients can see the server and auth with it),
you could leave that alone.
It would leave it at its default 15777, so nobody would have to edit that when they add the server.
The other two are fair game tho'.
Beacon also works for you...
... so how about -multihome=0.0.0.0 -Port=15333 ?
Somewhere between 15000 and 15777.
In fact, you can put it in the .ini file.
(Engine.ini)
[URL]
Port=<portnum>
alright, i'll work on that tomorrow.
In the same file,
[SystemSettings]
net.DisableIPv6=1
if you want to get rid of IPv6 (don't know how well that works)
and I'm still looking for disabling the packet router...
Ah, yes - ServerSettings.ini
[/Script/FactoryGame.FGServerSubsystem]
mUsePacketRouting=False
I rely on the CLI for my stuff, but it should work for you.
(I assume you know how to edit .ini files, yes?)
yea
(like, if the heading is already there - add under it; otherwise add)
We have a dedicated server running on the latest experimental, update 7
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?
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
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?
This is UDP NAT issue. Add forward rules again and check then? Change order etc?
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
I see this is pfSense box, have You been on #multiplayer-troubleshooting ?
Nope. Didn't see that channel. Will head over there.
It has steps for pfSense
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. :/
For double NAT You might add static outboound rules for all subnets behind.
Switch from automatic to manual
If pfSense is frontend ofc
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
Then connect over VPN all gamers allowing them access to specific server IP.
yeah, that might be the way to go.
Front-end router should be doing pure 1:1 DMZ.
I do forward all traffic to the pfSense behind it, but naturally still NAT.
Anyone get an issue when placing belts? Most stay as the hologram for a while an then spawn in a minute or 2 after
No, this is delay on Your server. Check the load.
ah okay, we just switched to experimental an it started doing it, was fine on stable
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.
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
Anyone have the egg for the newest experimental version for pterodactyl ??
Anyone having issues with their dedi loading in their factories really slow?
does anyone know a fix for items not moving on belts? (dedicated servers)
If it comes from a smart splitter that's a known bug right now, if you mean in general I would also like to know a solution to this π
Without having NAT reflection set up, you won't be able to connect to the server via your WAN IP from inside your LAN, that's not how NAT works. It's like going from your room to your toilet via your front door.
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
I do have NAT reflection set up, so that is not the issue. However, I ended up setting up Wireguard tunnels for my friends to join via in the meantime.
Interesting. I couldn't get NAT reflection working with Satisfactory myself, but as it turns out - I have a general problem connecting to Satisfactory over NAT, regardless of destination, and so do everybody trying to connect to mine.
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.
Yeah. I have double NAT and the Outbound rule for pfsense did not do the trick, so it was just easier to throw up a tunnel for this purpose for now.
Ah, I see.
So, quick question: did your log spam a lot of LogDTLSHandler: Warning: Ignoring handshake packet received after completion.?
Not sure actually. Did not may much attention to the logs. I'll get back to you when I'll give it another swing. π
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.
No Ignoring handskake, but I this is in my log for today
[2022.11.20-14.46.01:797][462]LogDTLSHandler: Warning: Empty certificate identifier
[2022.11.20-14.46.01:884][464]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2022.11.20-14.46.01:897][465]LogDTLSHandler: UpdateHandshake: Handshaking completed
That kinda looks like a normal handshake for Satisfactory. xD
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. π
What I wish for must is improvements with d-sync (belts, monorails), but I'm sure that will be better one way.
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.
Also, my server does not have a very high clock speed so that I think is my main bottleneck there
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.
The only LogDTLSHandler errors I got was a bunch of the one I posted above.
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
#1043952575470374962 message can some one help out? this thread covers all the info and stuff im asking bout
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
When you say without internet
Do you mean like, no internet at all?
Or are you still connected to a network
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
I mean if you can make a local network you can make a server.
it needs verification stuff that requires epic games to be online ppl have saidd
I believe the SteamCMD version doesn't
can the epic version use the steamCMD?
and if ur into server stuff, i and a lot of ppl here would probs love if you made a tutorial or mod to do no internet lan playing posible for the game 
I believe the server itself doesn't care about Epic or Steam being online.
It's just usual DRM stuff
at this point you are like albert einstein levels of smart compared to me dude
And there's not really anything special here to explain, just download the server, make a local network and set it up.
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?
Yeah, basically. You do need that router of yours to manage your network
And then use the local IP to connect.
do i need port forwarding?
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
Nope, cause port forwarding in this case only applies to communication outside of your network to the internet
Which you don't have.
It is quite buggy indeed - is it just me or do items not move on conveyors?
I mean, they "move", but not visually
the items are moving (other than some splitter bugs and stuff) but the visuals for it has definitely gotten less-good on U7 for me than on U6
They get moved, the visuals are not syncing up with the actual belt state.
@blazing halo [2022.11.20-21.00.55:218][ 20]LogGame: Error: Target time is negative on server you ever see this error before?
That's what I meant
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!)
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.
Oh weird, thanks for letting me know!
Can you reproduce this reliably?
Uhhh... where?
um its the 2nd file i uploaded FactoryGame.log
hmm it didnt seem to get everytthing i guess one sec
First of all, what do you mean by "time is negative"?
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?
Huh.
Probably a result of some clock drift. Resync time on both machines with a common source and retest.
Server time and client time off by much? Sounds like server time might be ahead.
they both say 2:28 pm currently
how do i go about resync the time?
server is on a windows machine btw
If on Windows, go to Time & Date, find Internet sync, and sync.
okay ill do it for both the server and client and see if it works
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...
Is there a fix/work around for server crashing while saving a blueprint?
okay thats strange lol so i can load the save i still get that time is negative tho on the terminal
No. Besides, this feature has been out for a week. Expect the devs to fix it soon-ish.
Can you compare time on both machines? Visually.
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 π
In which case: ignore. It doesn't seem to be related to the crash you're getting.
Workarounds, wherever they're possible, also take time to work out. ;] And more notably: workarounds only really start to emerge once it becomes clear that the underlying issue won't be fixed, for whatever reason. There's no reason to think that the current issues won't see patches, so...
attempting to join server via local network
Looks like the networking code fucked up. But since that isn't included in the report - are you trying to use mods?
Where are blueprints saved on dedicated servers installed with SteamCMD?
The same spot where they're saved on dedicated servers installed with STEAM or EPIC.
For some reason, there is no SavedGames folder inside of Saved though
Which Saved are you looking at? There are two.
(also, it's SaveGames and not SavedGames)
~/SatisfactoryDedicatedServer/FactoryGame/Saved
That's not the correct location.
This is where the .ini files, the log, and the crash reports are saved.
Where is the correct location then? π
The save data, server passwords/save/port configuration, and savegames are located in ~/.config/Epic/FactoryGame/Saved.
im still crashing is there a file i should be looking at for more hints?
Not really, no. Verify game files if you yet haven't.
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?
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.
I just got this error, no idea what happened but it was fixed for me by restarting my systemd service
no mods.
Hmm... Crash in runnable thread PacketRouterReceive-15777
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)
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'
Added that cmdl arg, will reply if/when it crashes again next
Please do. Also let me know if it doesn't reoccur at 3x the mean time it should have, okay?
hehehehe, will do champion!
That's a GPU-related crash - the 3D device has "gone away". The GPU driver crashed.
is there a way to have evenmore vebose logging?
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).
Also... this is a little fishy, in my opinion. You have two completely unrelated crashes, from two completely unrelated components (GPU and NIC). Which makes me think you're suffering from a systemic problem.
well im am going to try and roll back my graphics driver and see if it helps any
There's another update to the DS on EPIC, did they finally realize their mistake?
They haven't responded to my e-mail... but maybe?
downloading now, fingers crossed
Here's hoping. :D
Is there any benefit to GPU for dedicated servers? Can they benefit from a GPU or do they only use CPU
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.
No benefit from GPU.
Let's call it "progress"? I mean, it was: right version, wrong thing; now it is: right thing, wrong version.
On the usefulness axis, they've definitely gone forward.
Are there any good configuration settings to tweak for Satisfactory DS?
Having some minor rubber banding issues (16gb server. i7 8th gen)
Settings the server's network quality to ultra seems to improve things for many people
hi i'm completely newb, anybody use dedicated server with steamcmd docker? how do you start docker with network sharing?
This would be much better directed to the Docker people.
Apart from the network quality setting (which I'm unsure whether it is at 3 by default or not), not really. At least not in terms of performance, anyway.
If those issues come around autosave time, it's likely that you're just seeing the autosave "dead zone".
(by default, the autosave interval is 5 minutes)
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
That is... interesting. And I haven't seen it before.
Anyone?
It's happened a couple times on our server. Some things have come back eventually, but this one seems stubborn
Try rebuilding it
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
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.
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
Platform?
epic
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.
thank youuu'
Suure thiiing.
when i try to join it says "Your connection to the host has been lost."
Sounds like the server is dying on ya. Is it still running?
Restarting the server seems to have fixed it. That'll be annoying to do every time
They'll likely fix it. Look for a QA posting about it and upvote it.
when you have admin power you can just save the file and reload it not to restart the server but only if you leave and join after the blueprint is placed. server are normaly very fast to load. at least the one i have
I don't know which channel should be renamed to #so-does-anybody-else-have-a-problem-with... #satisfactory-experimental or this one.
Yes, the belts (and the elevators, and the splitters) are behaving a bit funny.
If by "a bit funny" you mean broken. ;]
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.
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.
EPIC is serving Update 6 on both. Use steamcmd, and be glad you didn't download the game instead (they were serving that as the dedicated server before, so this is a step forward... kinda) (wait, you just said you did xD sorry, it's 7:30 AM xD).
Thanks heaps, at least i know im not doing something wrong.
Yeah. It's not you, it's EPIC. π€£
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
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)
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.)
any1 knows whats causing server shutdowns when saving blueprint?
Should probably post the log you're getting before we can guess on anything π
I hear Kad is a beast at looking through logs π
i managed to get the server running through EGS by downloading the steam server, renaming the executable and changing the store/client/whatever text file to say epic instead of steam, then just place everything in the expected path for EGS ^^
if any of that even made sense - i dunno π
does exp7 run on a dedicated server and if so, how stable atm?
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)
so, expect issues then
and given that exp 7 is a recent thing, it's not likely to go live before christmas is it
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
lol, an experimental version of an early access game on an experimental server setup
what could possibly go wrong?
I doubt it'll see much change - maybe when the DS sees some "love" down the line.
The most common thing seems to be: people moaning about shit being broken. On said experimental branch, of an early access game, on experimental servers. Yes.
They should be full of glee they broke something! Which in this stadium means one less bug in 1.0
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.
as soon as there is more than 1 person on the server u cant save blueprints without crashing
thats what i learned so far
All the wrongs.
I say this before I test stuff at work. Itβs important to tempt fate now and then
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
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 -->
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
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
we do not have iperf installed on the server and the person who can is currently unavailable
netstat -n on Your client end
it does not show up on the list
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
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.
If this is only admin session allowed and other non-authenticated players are getting disconnected try -multihome 0.0.0.0 switch. That disables internal router.
o hell yeah, KSM is working, 2 instances running on the same system (and couple more systems in the background)
I tried it with and without, neither option seems to work differently. Those with access to the game server panel can connect, usually resulting in a timeout, and those without cannot ping the server at all, showing no sign of connection from both client and server side.
Since the server uses IP, it doesn't matter on what delivery platform it's been downloaded, or whether that platform is even still managing it. ;P
What is the "game server management panel on the server"?
Pufferpanel, accessed through a web browser, port 8080.
Hi!
Any reason I can't see any save from my dedicated server on Linux:
You're looking in the wrong place. The saves are held in ~/.config/Epic/FactoryGame.
with a Steam dedicated?
Huh... So, unless you grant them access to the Pufferpanel, they can't connect to the game?
Yes. It seems the game was initially released with EGS exclusively.
wow thanks!
Appears so, but honestly it doesn't make any sense
And even then it's extremely unstable, and takes multiple attempts which often results in timeouts.
I would need to see the server-side log around these timeouts, please.
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.
it was my ip
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?
only other thing that was removed was duplicate notify accepting connection at the top
(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)
Now, see - that's why you, on principle, don't edit logs you post for other people to look at.
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.
this is the same timeout with just the ip removed, nothing else has been altered
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.
this is the point of connection to the disconnect nothing different happens when I connect
Can you please post what I'm asking for?
alright give me a moment
Thank you.
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)
do you want the client log FactoryGame or FactoryGame_2
The one where the timeouts happen, please.
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
yea I've been reading along checking times now
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...
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
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.
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.
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.
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.
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.
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
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.
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
Looks like I'm just dealing with both network spaghetti and spaghetti code. Oh joy
No, that's not it.
As in, networking doesn't work like that.
But... keep an eye on that one. While networking doesn't work like that, if it keeps working... there might be some clue there.
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
Question is: what.
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
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.
Well, the first thing would be to figure out what "allowing one into the PufferPanel" actually means.
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?
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.
cool about how I expected it to be then
Logs just gave me quite the laugh... lots of ture and flase
Yeah, apparently it's on purpose.
Even if that purpose is to make someone laugh. :D
When can we expect some love for dedicated servers?
Performance, Performance, Performance, blueprints, admin commands, server administration, etc.
What sort of admin commands?
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?
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```
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
its all internal to the container, i haven't mounted any storage yet
Can i see your compose file?
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"```
what a funky way to list your ports
literally the first container i've ever built cut me some slack :P
ey no worries
Couple of things
if you list build you don't have to list your image
Cause it'll use that. anyway
Oh i think I usually set that in the dockerfile myself
I read you can't set it in the dockerfile but i could be wrong
Maybe it's because you haven't switched to the steam user
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.
shouldn't chmod/chown fix that though?
You'd think so, but I've struggled with this kinda stuff before too...
fair. i'll try switching to the steam user and running steamcmd from that
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
why not just use this https://github.com/wolveix/satisfactory-server
wanted a project that forced me to finally build a container mainly
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.
ehhh its what i want to do professionally at some point, so gotta start taking the ibuprofin at some point
hahaha yeah
Oh also, you probably wanna mount your save folder.
And your config.
So you don't lose those on shutdown.
will, just testing for now
left it out of the compose cause its all commented out for the moment
anyway, since you're using the steamcmd container I assume they already have a user for you to use.
either they don't or it defaults to root
then use root.
Steamcmd tells you not to for safety
but you're already containerized so...
safe enough
giving it a shot with myself added to the docker group first, if not i'll use root
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.
Experimental server just like, kinda be like that man.
Yep I understand that, thanks. Is anyone else having the same issues?
ran it with no USER command, binaries are downloading but its not running
container seems to default to root
Are you putting it in the regular home folder, not the steam one?
switched to /opt
i can try ~
ok so build defaults to root, but the entrypoint exec's as the current user
....
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```
```β― 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
SELiunux issue ? **sestatus **for check, echo 0 > /selinux/enforce for temporary disable...
bash-5.1# sestatus
bash: sestatus: command not found
Is it Your docker host ?
?
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.
host doesn't have SElinux either, and in any case there aren't any volumes attached currently
Are You sure this docker container is spawned as root not docker user ?
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
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
I'm using a custom build not the linked git repo
any one else getting the bug whare the server keeps changing to pause when no one is on?
sounds like something you'd want to happen
Did you change it inside the admin menu? By default it's pause when no players are connected. You can change that in the admin menu to always be on.
yea iv changed it in the admin menu and the server config after every restart it turns back on
ah ok I haven't ran into that, though maybe I had an easy fix for ya π¦
so what's the best way to improve server tick rate? it's down to 5~6 π¦
@calm jacinth home server or rented?
home server
like...what causes it to fall? conveyors/pipes in use?
or do even idle factories drag it down?
I'm working on it...
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
I've reproduced error You're getting, work in progress.
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
reduce belts/items etc
do idle belts/items lower tick rate?
yep still have items that need to be accounted for
Would combining say 2.5 assemblers into 1 assembler help at all (overclocking)? less belts tho not by much
you'd think so but i don't know π¦
If you have very long runs for items try using trains instead of massive belts
reduce long run belts for other forms of transport
worth a shot maybe, i do have some of those
i love drones but the battery up keep can kinda push you out of using them
in large scale
estimating battery usage is a pain tbh, tho drones are so convient
you estimate battery usage π€― 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
I am makin 200 batteries a minute RN, 48 into super computers, the rest to drone ports but not using nearly 200
π my entire nuke plant uses conveyors almost exclusively
there's only 7 trains bringing stuff in
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.
so server isn't ready for linux yet?
Where'd you get that idea?
I'm just trying to understand what he said?
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.
How do you jump from "I have an issue with my Docker setup" to "server doesn't work with Linux"? It's been working fine with my Linux since it was released.
i was trying to understand if that was the leap he was making
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
oh god right the Ip is going to be weird on docker
I would if I wanted to, yeah. ;P
Also, -multihome= IIRC.
And 0.0.0.0 works just as well.
how to playing in dedicated server ?
so what reduces the tick rate then? what's the chief culprit?
they've done it, they've finally patched the DS on EPIC
So did they fix smart splitters and such in this patch?
i'm crashing every time I try to connect to my dedicated server after updating π¦
Log?
Is it right after connecting or during autosave?
https://questions.satisfactorygame.com/post/637d6543ca608e0803526479
Reported but prob won't be fixed till next patch
Sooo, I'm not updating then? xD
I wouldn't
I have that same on-join crash
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
Yep, that's what I'm getting
Definitely not updating, then.
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
No, it very much looks like they tried fixing the belt issue. The keyword here being "tried".
Thankfully, I installed both via steamcmd so I can play the previous build through all this. :D
#1044770119869550662 message here's the script to run EA and EX side-by-side with STEAM, knock yourselves out
Right. So, prominent warning: DO NOT UPDATE TO 209020. MP broken to fuck, plz fix.
Here as well
SteamCMD
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
7.0.2 MP broken across the board, don't update
Also, Pterodactyl (and every other Linux-based image system) uses steamcmd.
we are just restoring from a backup that we took for the server before updating so that is fine
I can downgrade the server but is there a way to downgrade the client?
No.
Welp time to wait for a hotfix hopefully tomorrow
do win+r and run steam://open/console
run download_depot 526870 526871 1373583037904473947
go to the folder that it spits out
replace game files with this
turn off autoupdate
this should(?) work
that should download the older depot build of satisfactory
What are the other two values? The first is the AppID, and the last seems to be the depot number, but the one in the middle? Beta ID?
middle value is the manifest
Huh.
Still, shouldn't the manifest be 1373583037904473947 instead? According to SteamDB, that one was created 4 days ago.
...081 is dated as "2 months ago".
isnt that under the experimental branch?
Well, yeah?
That's the one that was recently (an hour or two ago) borked.
ah didnt know which one >p> ill edit the message
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.
only got
Downloading depot 526871 (7347 MB) ...
CAPIJobRequestUserStats - Server response failed 2
which one?
disregard, it just took a long time
nah you can do this
And that changes things how?
You have the options to UPDATE, PRIORITY UPDATE, and UPDATE ON LAUNCH.
sorry, how did you downgrade your server? is there a similar command to the download_depot for the dedicated server on steam?
I had a backup but I ainβt going to downgrade because I canβt downgrade my client Iβm going to wait for them to fix it
ah no worries, thanks
if you use pterodactyl and the egg I guarantee that you can just download the older version of the egg and install it again
Relogging in dedicated servers wrecks your save on experimental- even after the patch today- really blows
ye
:/ i ran the steamcmd to install DS twice now and it's still on 2024
all clients are throwing a mismatch error
nvm i see the problem (wrong install dir)
Is it possible to downgrade on Epic?
As far as I recall, the egg doesn't actually contain the server, but downloads it via steamcmd, so that's of little help.
don ask me π
Okay, so we just got confirmation that download_depot 526870 526871 1373583037904473947 works, and gives you build EX/208572.
As for the server... Windows: download_depot 1690800 1690801 1111247584849134806, Linux: download_depot 1690800 1690802 344261955534751879.
Anyone familiar with this error in UE4 crash: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000228
That doesn't say much. Include the rest, please.
this goes for both non DS and DS?