#dedicated-servers

1 messages Β· Page 21 of 1

blazing halo
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Yes.

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All MP is fucked on EX as of 209020.

grim parcel
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well it is 5:25AM here in the EU, so it'll probably take most of the day to fix and push the patch

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i assume it could be ready for those in NA by the time they wake up PST or noon EST

blazing halo
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Unless they just roll the patch back, in which case it should take minutes.

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I guess we'll see.

grim parcel
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indeed

hardy dagger
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Hey maybe here can someone help me with this πŸ˜„
Error! App '1690800' state is 0x606 after update job.

novel yarrow
hardy dagger
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thanks for the help btw the service was stuck... now its updated but i got a higher version on server(209020) like my client(208976)

mint junco
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My client updated last night on exit from the game.
My server hasn't been updated yet and from what I'm reading here it would be a very bad idea to update.

blazing halo
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Yeah, 208976 is the current EA latest.

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209020 is the current EX latest.

hardy dagger
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is the EX have a different app ID on steam cmd?>

blazing halo
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No, but you have to specify -beta experimental to download it.

hardy dagger
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steamcmd +force_install_dir ~/satisfactory +login anonymous +app_update 1690800 validate +quit

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this is what i got in my service file

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still got then the EX

vernal obsidian
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I think your client is running EX, but your server is running EA

blazing halo
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> now its updated but i got a higher version on server(209020) like my client(208976)
Server is on EX. Client is on EA.

hardy dagger
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well based on the information not πŸ˜„

blazing halo
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See #patch-notes

Patch Notes: Early Access - v0.6.1.4 – Build 208976

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Also, you're both officially fucked. :)

hardy dagger
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πŸ˜„

blazing halo
hardy dagger
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nah epic game client steamcmd on server xD

vernal obsidian
blazing halo
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@mint junco ?

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If yes, you can still roll back.

mint junco
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On steam

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I can't see a rollback option

blazing halo
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You need to open the STEAM console and issue a direct download for the specific AppID, Depot and Manifest.

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See this post.

mint junco
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Any response from Coffeestain on this considering it appears to brick multiplayer and dedicated servers?
This a is P1 :0)

vernal obsidian
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A lot of the hard crash issues are marked as fixed internally on the QA site already, so they are working on it

mint junco
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Even prior to this dropping I had two crash errors on joining the server.
A 130 which was partially resolved by the patch on Friday but surfaced again yesterday.
To work around the 130 error I move the save locally, move my pioneer to the swamp where there is less build, resave and move it back to the server.
That results in a 320 error on first attempt to join, followed by success on the second attempt.
Both of those crash conditions have been submitted multiple times and the 130 is logged in the QA site.

smoky flicker
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whats their usual turn around time on experimental

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me and the bois just started last night lmao

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and we wake up to death and sadness

vernal obsidian
mint junco
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Yup

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it checks out

vernal obsidian
hardy dagger
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and next time gonna make sure gonna copy the right code from wiki πŸ˜„ (not the experimental)

blazing halo
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Okay, then. I thought you wanted the EX.

hardy dagger
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yeah have the EA just failed the update and that coused the whole issue

blazing halo
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Cool, cool.

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If you wanted the EX, that would've been a more involved process, because the EX is fucked right now (all MP is crashing clients to desktop). You would've had to issue a specific download command to get the previous server (and game client) revision.

blazing halo
hardy dagger
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ohhh πŸ˜„ nah i skip the EX πŸ˜„ im still working on my noodle πŸ˜„

mint junco
blazing halo
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You are not using memory addresses to differentiate errors. xDDDDDDDD

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Like, seriously? xD

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Also, that's more like a 304, because the 0x you see at the front? Indicates it's in hexadecimal notation. 0x0130 = 304.

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But don't do that.

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Look at the first line of the stack trace instead, and there is your most immediate culprit - Actor::GetLocalRole() is the class and method which had the issue that caused the crash. Much better as a common issue designation.

blazing halo
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Sometimes you need a bit more info to figure out where the issue was. Like if, for instance, the last thing to be called was a lambda (an anonymous function) - you'll need to go up the stack (or down, as it were) and see what crafted and called that to get a better view of the situation, because lambda names are non-indicative (they tend to be a random string that has no relation to whatever it was supposed to be doing).

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Even that is likely not enough to resolve the issue, since that code might be perfectly fine, and just crashing because of something some other part of code did - this happens in multithreaded applications a lot, but isn't exclusive to them. But now we're getting into the finer points of debugging.

marsh dawn
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Don't get me started on debugging multi-threaded applications πŸ˜‚

blazing halo
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If the words "critical section" give you PTSD flashbacks, you're the right person for the job. 🀣

hollow atlas
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That's the section you want to have as big as possible right? As many lines of code as possible. Because if your entire code is critical, and protected, you're safe right?

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right?

blazing halo
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πŸ˜‚

marsh dawn
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🀣

mint junco
magic idol
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whats the current newest dedicated server build number? i am having a mismatch even after i updated the server

blazing halo
vernal obsidian
gray egret
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Hello there!
Any CPU recommendations for a dedicated server?
I have some experience with self-hosting game servers and can assume that satisfactory requires high frequency CPU.
How much threads and GHz I need to forget about hardware limitations? (for 1-2 players)

blazing halo
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Spot fucking on. 🀣

vernal obsidian
blazing halo
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Except saving the game.

vernal obsidian
blazing halo
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You're deffo being kinder than the last patch...

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Still...

vernal obsidian
magic idol
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i updated as per wiki instruuctions but server is still on 202470

gray egret
blazing halo
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It will be, when your server is saving the game.

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There're not enough CPU clocks in the world.

vernal obsidian
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As soon as the patch comes out, i'll run the container again and check CPU during an autosave - i'll try remember to report back

odd crown
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Let me just get one of those fancy multi processor epyc boards

blazing halo
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Would love if it could distribute load over multiple threads, but...

lost plover
magic idol
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this is the right command to update right? steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit

vernal obsidian
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I assume that there will be some optimisation work done on it prior to 1.0. To be honest, apart from today, my server was running for weeks without a crash, so my autosave was up at an hour, so its only 8 times a day at worst I notice it πŸ˜„

odd crown
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Your server is crashing today as well?

vernal obsidian
magic idol
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then im confused why it stays on the old version

vernal obsidian
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If you want Early Access, the latest build is 208976. If its Experimental, its 209020

obsidian fractal
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any news will there be a hotfix for the servers today or this week or this month ?

vernal obsidian
blazing halo
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Also, the servers are fine. It's the clients that're crashing.

mint junco
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Hopefully within the next 3 hours so when I finish work I can update and go.

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Otherwise it's client rollback time.

obsidian fractal
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no rush.. i can wait when they release 1.0...

novel yarrow
odd crown
blazing halo
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But then, I had no clue you could put train stations on top of existing rails, so the fuck do I know. 🀣

odd crown
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Does it matter when we can't even stay on our servers long enough to build a train station?

obsidian fractal
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and maybe before v2.0 the multicore support is working.

vernal obsidian
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What do you mean? I can run a dedicated server per core? jacelul

blazing halo
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I mean, it does run multithreaded...

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... it's just that some of the worst offenders are heavily unthreadable.

obsidian fractal
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checking the processor on my server it gives some load to other cores but 1 core is 100% all the time

odd crown
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That's.... what Kad just said

obsidian fractal
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btw , has anyone watched how much disk read/write speed does the server use ?

blazing halo
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After the initial loadup? Negligible.

frosty gale
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anyone think a MP patch will be released today for experimental?

odd crown
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We certainly hope so, but we can't exactly claim to know

lost plover
odd crown
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Well you've been saying that for what 2-3 hours now? πŸ˜›

smoky flicker
lost plover
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And second sometime staging takes hours

odd crown
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Well others have been saying it for hours now

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In short I wanna see #patch-notes light up before I believe anything πŸ˜‰

lost plover
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I would give it the next 3 hours and we should hopefully see something

mint junco
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Right, what do you do next?...

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I get it, complete swap out presumably.

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It's a full replacement

blazing halo
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Yes, it is. It's like downloading the full game, except you specify which depot and manifest you want to pull from. Like, if you need to download a Windows version on Linux, because you run it under Wine for whatever reason...

wooden mauve
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My game crashes when i try to join my server

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Known issue?

blazing halo
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Yuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuup.

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AKA "Under what rock have you been for the past 16 hours?"

grand geode
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Seems relevent

odd crown
wooden mauve
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I mean somebody has to pay for the server

blazing halo
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Heh. I was up at the time the update went live, so I've been eating popcorn and watching the server explode. πŸ˜†

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(on account of having downloaded both server and client via steamcmd, so the auto-update didn't touch any of my shit :D)

mint junco
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While we wait... blueprinting on dedicated server.
My first blueprint... nice, invisible batteries.

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That was what it was supposed to look like.
And in fact did until I went to grab some more materials.
When I came back, the storage units were invisible.

blazing halo
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Saw that happening, yeah... Someone "lost" some refineries.

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Haven't had that happen to me yet, for some reason...

mint junco
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quantum flux

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My first blueprint that is.
First impressions.... garbage.

odd crown
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To me it happens when the client crashed and reconnects to the dedicated

fair osprey
odd crown
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A reload of a save will make them come back no issues

mint junco
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I deleted them and started placing them by hand instead.
I've not found a practical use for a 4x4x4 blueprint yet.
Not at the scale I build.
I was hoping that was one.

blazing halo
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Somehow, that does not inspire confidence...

cobalt rivet
fair osprey
wet pike
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Anyone else seeing crashes when connecting to their server since the latest update from today? (Steam/Experimental)

odd crown
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Very much yes.

next vapor
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hopefully they actually push a patch for this ASAP. was actually hoping to get some play time in over the holiday 😐

smoky flicker
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Keep refreshing steam db huffing my copiun

lost plover
mint junco
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Update available

cold root
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hallelujah. love you, CoffeeStain

cobalt rivet
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Let's goooo!

silver ingot
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2 Steps forward 1 step back... Crashing when saving blueprints, but at least I can join my server again

storm sapphire
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patch fixed the multiplayer crash for me but now that I am in I can confirm the previous patch has not fixed the issue with belts (at least for me)

wet pike
undone gust
novel yarrow
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I'm getting performance issues with Early Access too, for the first time game has delay.

undone gust
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Since the blueprint builder, everything seems to be bugged.

hazy socket
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So... since the launch of a new update then?

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That's typically how things work

errant vine
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I can't download the new satisfactory build for dedicated server

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"steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit" Doesn't work

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In steamcmd

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My dedicated server is 209020 rn, client is 209200

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It just stays on the same version after running that script

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aand nvm

livid sable
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Howdy, I have immense console spam after making a fresh world and uploading my map

reef snow
wanton wadi
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Anyone elses server crash when people try to join?

reef snow
wanton wadi
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I reinstalled the server and it fixed it if anyone else still has crashing problems

stoic stream
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i updated the server, created a game. and the server keeps crashing

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It took about 6 tries to get a game created and going

zenith ivy
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anyone getting this when trying to connect to their server?

scarlet crater
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Connection timer hit 30 seconds and disconnected you. Is port 7777 opened and accepting connections? EDIT: 7790 as the port is changed

cobalt rivet
zenith ivy
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yeah, i was able to connect yesterday. then they updated and it crapped out, then the update today fixed it for a little and now i cant reconnect.

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i dont host it locally, i use a hosting service

scarlet crater
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Ah ok

zenith ivy
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they chose ports for me unfortunately

scarlet crater
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If thats the case they should be giving you the right information then

blazing halo
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Anything I should be worried about in 209200 vs 208572?

rich viper
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i had one real close to that yesterday and contacted support and they fixed it with in 20 mins

mint junco
reef snow
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And good luck

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Nice building btw

mint junco
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The experience before was that they initially placed.
Then when I left the area and returned components of the bluerprint went invisible.
The same I think as what you posted.

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And thank you, I've poured many hours into the save and am still working on it.
Well above the UObject limit on a dedicated server.

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I plonked a blueprint device on top of my old ficsmas factory which I built last Christmas.
It's going to get superseded this December and over Christmas.

reef snow
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A year in one save wow- would like to drop in and take a tour when you're available.

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Currently setting up 90 nuclear silos in our server-

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Just finished fuel rod production

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Will post pics in a min

mint junco
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It's my first playthrough.
I got the game for Christmas last year.

Moved the save to a dedicated server at 300 hours.
Completed phase 4 at 800 hours.
Spent the last 2200+ hours expanding and rebuilding.

Feel free to drop in any time; satisfactory.valebridge.net
There's equipment at the hub.
The majority of the build goes from Grass Fields to The Islands and Rocky Desert.

Blue Crater and Islands is power and I've recently expanded into the Swamp.
I'm on most evenings.
It's still very much a work in progress.
You will probably need my ini files.

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90 nuclear reactors is excellent.
I've calculated I can support 120.
I have 48 running currently but need to scale up some supporting systems to get above 60.

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Stable at 280+GW though.

reef snow
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@mint junco Friend request sent

blazing halo
reef snow
mint junco
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Lovely aesthetics.
Very nice.

reef snow
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Thanks sim

mint junco
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The 130 ain't fixed.
I parked myself at the hub, saved and relogged from scratch.
Otherwise though I felt tonight's patch was excellent.

reef snow
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Probably won't get fixed till next month- I guess we'll see

blazing halo
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> The 130 ain't fixed
> The 130
> 130

marsh dawn
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fuming rn

brave forge
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does anyone know about the shockbyte services for steam dedicated servers? my friend just purchased a dedicated server through them and there's little to none info about why it keeps crashing

blazing halo
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Log plz.

stiff cobalt
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My Game sometimes crashes when seeing a creature, is that known for dedicated servers already?

loud minnow
odd crown
stiff cobalt
mint junco
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Here's a situation I've just dealt with on my dedicated server.
This train was stopped across the junction on the wrong side of the railway track.
This effectively blocked every train in the area from moving.

The behaviour can be observed if you're sitting at a junction where a train will seemingly head down the wrong line then snap back to the correct line.
It particularly happens during a server save, hence this post.
https://questions.satisfactorygame.com/post/637c8dc5ca608e08035262ef

Interestingly I had to relog into the server in this area as I was not able to board the train to move it.
The E key was unresponsive.
Rocky Desert is the densest build area on the server and I did not get the UE4 130 crash error on relog.
So whatever is happening at the hub it's not necessarily related to build density.

errant vine
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For some reason i'm experiencing a lot of server crashes on the new build

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It's like every 10 mins. the rollback every time is a few mins so it's hard to get anything done

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it even crashes when noone is online

hazy socket
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Might be crashing when it is trying to autosave?

blazing halo
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I know this game is about complexity management, but... in this particular case, realities of networking trump you. If there's even a sliver of a chance that, during a save, the train in question might find itself in limbo between having decided on a path and having executed it, leading to a deadlock like this... you won't change the nature of saves or network replication. The only thing you can change is the complexity of the junction, to eliminate the chance of the game logic being unable to decide what path it should follow even if part of its state becomes wiped/corrupted.

blazing halo
errant vine
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Where are the logs located?

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Cuz the steamcmd window just closes

blazing halo
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Please see the link in the channel's topic.

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Actually, shite on a crooked stick, the page doesn't actually say where the logs are. Seems I have some wiki editing in my near future.

errant vine
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It says nothing

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Yeah

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πŸ˜„ It's fine

blazing halo
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In the meantime: you will find the logs in SERVER INSTALL DIR/FactoryGame/Saved/Logs. You will find crash dumps in SERVER INSTALL DIR/FactoryGame/Saved/Crashes.

errant vine
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I was wondering how i couldn't remember such an important thing, i was quite sure i read almost all of that wiki

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Do i just send the FactoryGame.log?

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I don't really see anything that could indicate a crash. I might just not be reading the end correctly

blazing halo
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There, added a section on logs to the Wiki.

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Now, let's see this log of yours...

blazing halo
# errant vine

Okay, this log contains no crashes. It means that you'll need to find the crash dumps.

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However, I can see that you're using the built-in packet router. If you have port-forwarded all three ports, you don't need to use it, and it generates connection-related headaches - I propose you disable it.

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This can be achieved via either -DisablePacketRouting (which will only disable the router), or via -multihome=0.0.0.0 (which will also disable IPv6 support, since this command will limit the server to IPv4 interfaces). If you don't need IPv6 support, I'd also recommend you disable it.

errant vine
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Problem is i don't have all three ports forwarded and i don't have acces to it now

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I don't need IPv6 support though

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I can still try though

blazing halo
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The built-in router makes it so that you only need one port forwarded (though I'm not exactly sure which... :D).

errant vine
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Great, i'll try lol

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So i'll just restart the server with the -DisablePacketRouting argument?

blazing halo
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If you don't need IPv6, I would recommend -multihome=0.0.0.0.

errant vine
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That's okay

blazing halo
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But only do that if you can reach all three ports.

errant vine
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oh okay

blazing halo
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Both options will disable the built-in router.

errant vine
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.\FactoryServer.exe -log -unattended -DisablePacketRouting That's my startup script right now

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Actually i think i copied that -unattended from somewhere, let's see what that does

blazing halo
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Disabling IPv6 only can be achieved via .ini file edits, but I'm not aware of any CLI switch that will do only that.

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That's on Windows, then?

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Adding -log and -unattended will make the console window stick around.

errant vine
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I can try accesing the server from outside of my ip let's just check cuz i MIGHT have all three ports forwarded

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Yeah on windows, don't have acces to linux, will have in a week or so though

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.\FactoryServer.exe -log -unattended -DisablePacketRouting -multihome=0.0.0.0 I'll try that and then accesing it from outside of my LAN network

blazing halo
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To be specific, -log will keep the window, and -unattended will make it not present dialogs.

errant vine
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Yeah that's what i thought, thx

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Lemme just switch to cellular data for a min

blazing halo
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The first one doesn't make a lick 'a difference if running as a Windows Service, apart from saving a few kB of RAM.

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(which would otherwise be spent on the CLI buffer)

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Anyway,

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if you want me to look at the crash info, you still need to find those crash dumps and hand over the XML context files.

errant vine
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I don't think ram is a problem, 16GB for only this server atm.

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Where do i find those?

blazing halo
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Well, now I can safely say - look to the Wiki link. 😎

errant vine
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πŸ™‚

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So you want the crashcontext.runtime-xml?

blazing halo
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Yeah, that one has all of the info I need.

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Not about to go traipsing through the crash RAM dump... xD

errant vine
blazing halo
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(which would likely be kinda useless to me without the debug symbols)

errant vine
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Wow my cellular data phone > hotspot > laptop is only 60 ping

blazing halo
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Okay. So it looks like your crash is related to networking.

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(the crashing call is a lambda spawned by the networking delegate)

errant vine
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I don't think i can use those arguments. Not right now anyway, might forward all ports in the future

blazing halo
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As such, -multihome=0.0.0.0 may possibly fix this issue for you.

errant vine
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damn

blazing halo
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I'm kinda assuming that what's crashing is the damn packet router. Again.

errant vine
#

sigh

blazing halo
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I already posted a QA request to disable the damn thing.

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(it's on by default)

errant vine
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Can i even use that without forwarding all ports?

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Or well, not use it (disable it)

blazing halo
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I think it's quite telling that the only mention of the router on the Wiki, is on how to disable the fuck out of it. 🀣

errant vine
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lmao

blazing halo
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Do you even have a WAN IP that is public?

errant vine
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yeah i don't think that's gonna work, i got 2 ports forwarded i think.

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Yeah

blazing halo
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Are you sure?

errant vine
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I mean my friends can join me

blazing halo
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On the server, or via sessions?

errant vine
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Server

blazing halo
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Okay.

errant vine
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That server is on my ip

blazing halo
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I check, because some people say "well whatismyip.com (or google) says that's my public IP so yes". If you know networking 101, you should immediately know why that's a bullshit answer.

errant vine
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Also let's whitelist it real quick before all of my oil power is deleted

errant vine
blazing halo
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Close.

errant vine
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But i'm quite new to networking πŸ˜„

blazing halo
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Any IP on the public Internet will show you some IP that it sees you connecting from.

errant vine
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More into coding

blazing halo
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Hm

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OOP?

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What language?

errant vine
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Well, see my profile pic lol

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C#

blazing halo
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Right.

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So remind me, class friends?

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private vs protected?

errant vine
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haha

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oh god

blazing halo
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Know the concept?

errant vine
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Yeah

blazing halo
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Kinda like with IPs.

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Each router is an interface between two networks.

errant vine
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I knew you were going there

blazing halo
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So, any IP on the Internet must see another public IP, i.e. belonging to the same "friends" group.

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So if you can reach the internet, some router in your path must have a public IP.

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But is it your router?

errant vine
blazing halo
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Yes.

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But "having a public IP" means "the IP that the Internet sees is attached to my router"

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Google - Public IP - your PC ---- OK

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Google - Public IP - ISP router - your router - your PC ---- NO

errant vine
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When you use a vpn it would still say "your public ip is blabla", but that's not your router

blazing halo
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I suppose.

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Because the point is, the router that has the public IP is the one deciding which ports go where.

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If that's your router, you're in control of ports.

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If it's not, you are not.

errant vine
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I think i get it

blazing halo
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Whoever has the public IP is.

errant vine
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Anyways i know for sure that i do in fact have a public ip

blazing halo
#

Yay for small fucking miracles.

errant vine
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First one huh

blazing halo
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For some ISPs, you need to apply with a fucking motivational letter or someshit.

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"And WHY do you think you need a public IP sir?"

errant vine
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lmao "Write your reason for wanting your own public ip:"

blazing halo
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"because I want to fuck with y'all, whaddaya mean why"

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But I can understand them.

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IPv4 ran out.

errant vine
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It's safer i guess

blazing halo
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Not "is running out"

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RAN OUT

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in 2019.

errant vine
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Yeah i know

blazing halo
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Meaning, each IP you assing as "public" is one less IP you can use for a gateway.

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Some ISPs don't have that many.

errant vine
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I should've invested in ipv4 ip's in 2017

blazing halo
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And buying a cluster of 4 costs thousands of $ at this point, because you have to buy them from someone else.

errant vine
#

It's just dumb at this point

blazing halo
#

IPv6 was supposed to take over ages ago

errant vine
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Yeah, noone wants to be the first adopter

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And i get it

blazing halo
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but the status of that is about as far along as our efforts to not cook ourselves in 50 years.

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Virgin menstrual blood flows more freely than the IPv6 adoption progress.

errant vine
#

I would even say that we've come further at avoiding or lowering the chance of a critical point in global warming

#

LMAO

blazing halo
#

First draft was when, 2001? earlier?

#

First approved implementation draft everyone could agree on?

#

2017...........

errant vine
#

Lemme just recover, i'm ROFL

#

I don't see many IPv6 adresses at all, indeed

blazing halo
#

At any rate, welcome to the 21st century.

#

Doesn't look all that different from the 20th.

errant vine
#

Don't judge me, i was born into the 21st century

blazing halo
#

1920s - "by the year 2000 we'll have flying cars"

#

2020s - "let me see if I can flip up the skirt of this girl on my mobile phone game"

#

xDDDDDDD

errant vine
#

3000s still using IPv4..

blazing halo
#

(fun fact: you can)

errant vine
blazing halo
#

(ain't technology fucking great xD)

blazing halo
errant vine
#

Except for all of those 5 year old kids i've seen that watch tiktok with their mouths open

#

For hours

blazing halo
#

But fuck if I wouldn't enjoy it more over IPv6.

#

xD

#

I contacted my ISP to get an update on their adoption works for IPv6.

#

They said, and I quote, "we're working on it".

errant vine
#

I'm happy that people like you exist. Helping other people for free (It might be a game, it's still cool)

blazing halo
#

Just to clarify: someone else asked them that question,

#

and the answer was identical.

#

But that someone else asked

#

in fucking 2012.

errant vine
#

Lemme guess, that previous question was from 4 years ago?

#

Oh my that's even worse

#

Wow

blazing halo
#

For fuck's sake

#

the 418 "I'm a Teapot" RFC HTTP code has better coverage than IPv6.

errant vine
#

I'm so happy i'm not an adult yet and don't have to argue with ISP's, by what peolpe have told me about them, theyre always stubborn

blazing halo
#

And yes, that's a thing.

errant vine
#

Please become a fulltime comedian

blazing halo
#

Hyper Text Coffee Pot Control Protocol (HTCPCP/1.0)

errant vine
#

lol

blazing halo
errant vine
#

I can write programs in assembly that would be more popular than IPv6

blazing halo
#

If you liked that RFC... how about pigeons? πŸ˜‚

errant vine
#

Show me the pigeons

blazing halo
errant vine
#

Cuz i don't know if i'm just missing context or dumb

blazing halo
#
   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.
#

AKA what happens when SERIOUS PEOPLE make an April Fools joke

#

:D

errant vine
#

Ah yes

blazing halo
#

In case you don't get the context, all Internet protocols are codified by the Network Working Group in one RFC or another.

errant vine
#

Why does this make me think of the video that's just shaming userbenchmark for being a "continuing april fools joke"

blazing halo
#

HTTP is codified in RFC 1945. FTP is RFC 959.

#

IP over motherfucking pigeons is RFC 1149.

#

:D

errant vine
#

lol

blazing halo
#

And someone took it seriously enough to write a QOL extension in RFC 2549 :D

#

and I love it

#

xDDDDD

errant vine
#

Hm shall the server crash if i save a blueprint?

#

Cuz last time it did

blazing halo
#

Give the ol' crash roulette a spin.

errant vine
#

Yeah it's worse than the rusian version

#

We need lore

blazing halo
#

... holy fucking shit.

#

Now, I have seen everything.

#

You know how people say "there's a mod for that"?

errant vine
#

Did you miss that one lol

blazing halo
#

No, something else.

#

There's a mod

#

for Skyrim

errant vine
#

A mod for what?

blazing halo
#

.... that crashes your game.

#

On purpose.

#

It's called "Crash Roulette"...

errant vine
#

FOR BEATSABER TOO

blazing halo
errant vine
#

lol

blazing halo
#

MY FUCKING GODS

#

BY THE NINE

#

MY SIDES

#

THEY ORBIT

errant vine
#

In beatsaber it gives you a 50% crash chance if you pause the game

blazing halo
#

🀣

errant vine
# blazing halo

I don't know if that's much gold, but that's actually an interesting offer

blazing halo
#

It's not. Or, it is, for the first hour of the game or so.

blazing halo
errant vine
#

Aand server crashed!

blazing halo
#

To make a mod that does it on purpose...

errant vine
#

At least people know what to expect

#

I don't think saving blueprints on a server works yet.. I saved one at some point, few builds later i just can't without the server crashing.. Sigh

blazing halo
#

Because if you believed it'd be stable, I have three bridges and a castle to sell you.

errant vine
#

And i gotta wait till my friend builds the motor factory.. I wanted him to finally actually build a factory instead of me just creating all of them

errant vine
#

No configuration whatsoever, just perfect

#

Of course i expected to run into crashes πŸ˜”

blazing halo
#

Well, you can kinda expect the blueprints to be experimental on top of experimental on top of experimental

errant vine
#

Lol

blazing halo
#

Because EX -> servers -> new feature.

errant vine
#

πŸ˜„ it's fine, i just was kind of excited about them

blazing halo
#

And hell, keep in mind: it was possible to traverse the remote filesystem like three hotfixes ago.

errant vine
#

what-

blazing halo
#

Considering the fact that the server qualified for a fucking CVE when they introduced it,

#

I think they're working wonderfully at this point. xD

blazing halo
# errant vine what-

When they introduced it, it was possible to name your blueprint ../../../../../whatever :D

errant vine
#

Theyre quite good for sure yeah

#

oh oh

#

Also what was that last build lol

#

the 209020, it just crashed when trying to join a server

#

client*

blazing halo
#

Yes, the client-side belt update code was fucked.

errant vine
#

Luckily they fixed it in a few hours

blazing halo
#

I just made some popcorn,

#

because they dropped the update at like 10 PM their time

#

so, at the end of a very long day.

errant vine
blazing halo
#

The following ~16 hours were pandemonium. 🀣

#

Hey

#

I paid for Early Access

#
  • I got what I paid for! xD
#

The entertainment value is top fucking notch.

errant vine
#

Don't mind my notes, how do you like my friends smelter design?

blazing halo
#

... visually distinct?

#

Hard to miss?

#

Eyesore?

errant vine
#

that's just gloating

blazing halo
#

But eh, I'm a "Plan? What plan?" sort of guy,

errant vine
#

thank you

blazing halo
#

so whatever you make that actually follows some design is already better than anything I make.

#

xD

errant vine
#

Nah lol

#

It's just me freestyling a factory and noticing i need some inputs and randomly write them down

#

That "135 steel for pipes" Is from like 4 days ago

blazing halo
#

But in all seriousness, it's fine?

#

It doesn't make me cum, but it's fine.

#

;P

#

(if you know that reference, I like you)

errant vine
#

I feel like i do

blazing halo
errant vine
#

How did that make her cry lmao

#

I would burst out laughing

#

How is she so into that rug

blazing halo
#

She was emotionally unstable as all fuck.

#

Louis CK. I encourage you to look him up.

errant vine
#

Makes more sense then

#

I should probably go out shopping for some presents. (in the netherlands we have a kind of different christmas as well)

blazing halo
#

Also, Bill Hicks. Look up Bill Hicks. He doesn't disappoint.

errant vine
#

Stand up about religion starts with "I learned a lot about women"

#

I'll watch this

#

I just fell in love with him

blazing halo
#

Bill Hicks is all about sexuality and the truth. Louis CK is about baring his emotions and the inner fuckup.

#

Lewis Black - is all about anger. And politics.

errant vine
#

Controversial to call being atheist the truth :D, but i quite agree

blazing halo
blazing halo
errant vine
#

unbefuckinglievable

#

These cams look like 2007

#

And that uhm might or might not be a large percentage of my age

#

"But there were the children. Hiding safely under their desk"

#

Ah yes

#

Quite accurate

blazing halo
#

Ah, good ol' Black. He conveys the whole anger spectrum very well.

#

From angry incredulity all the way to bloody rage.

hazy socket
#

Guys, this is a satisfactory chat πŸ‘€

errant vine
#

"And when the all-clear sounded, i could get up to the playground AND MELT!"

#

Fair point actually

blazing halo
mint junco
# blazing halo I know this game is about complexity management, but... in this particular case,...

I certainly value your insight.

This issue is not observed in single player.
There appears to be disparity between what the server decides on the train route and what is rendered on screen.
Possibly a disparity caused by the client also making decisions? Who knows.

It would be logical to think that the direction setting on the rail junctions is possibly also a factor.
e.g. the train reaches the junction before the server has had the chance to switch the points.

When this train flipping is observed the rail junction setting is seemingly ignored and so likely not a factor.

One thing I observed under update 5 was that the entire train route once initiated was decided at the beginning.
This ultimately ended in disaster if changes were made to that route whilst the train was in transit.

It was later in update 6 that trains would dynamically change route as the rail network or signalling was altered.

Trains rubber banding and switching lanes is something I've observed on dedicated server since I started playing on one, long before my save file is the size it is now.
I feel there is something iffy going on there.

My stations when placed come up with a default title of Train Simulator.
They have done for at least 6 months and would have been around the point I hit 200 (or 255) train stations.
There is a level of complexity in my rail network.

blazing halo
mint junco
blazing halo
#

The clients may likely simulate what the train is doing, especially in lieu of live updates, but ultimately the server is in control.

#

Rubber-banding would be strong indication of it being set up this way.

#

> My stations when placed come up with a default title of Train Simulator.

Someone's having a laugh. :D

mint junco
blazing halo
#

UE servers tend to be all-authoritative. It has some quirks most people might not consider, like the fact that you tell the server what your input is, and the server tells you where you are afterwards, local simulation notwithstanding.

#

So, if it's stuck and you can move around, it would mean that updates are reaching you. Otherwise you'd be bunny-hopping all over the place.

#

So the train really does get stuck.

#

Have you tried entering it and seeing what it says?

#

And before we consider buggy explanations, have you considered what a logic explanation might be? Perhaps there is a logical situation ("game logic" logical, as in) where your train does get stuck?

#

Like, if for example there's a second train coming, and it entered the segment when it was clear, and this train made the turn when that was clear... and now they're in a deadlock?

#

Especially if you've made rail segments long - you might not even see the train that's giving you a headache.

#

I guess what I'm trying to say, is that this might actually be a bona-fide result of the game logic doing things correctly.

#

At that level of complexity, your ability to tell a bug from misconfiguration may become difficult.

#

Even the devs seem to acknowledge it, considering they're giving you "Train Simulator" jokes. ;]

mint junco
# blazing halo Yeah, but then... whenever there's an update that *finally* reaches the client, ...

It's definitely not a misconfiguration of signals from a user standpoint.
I've spent nearly a year working on complex train signalling in Satisfactory.
It is something I fully understand at a fundamental level.
It took me a week to learn it initially and months following to hone my skills in that area.

It makes me smile when streamers encounter it for the first time and are confused running a single directional train down a single rail track.

I run a bidirectional train network which is left hand drive.
Signals on the main route only allow trains to travel forward on the left hand rail by default.

But it certainly looks like the incorrect route was chosen by the train following a green path signal.
This sort of issue is more likely to occur on server save or start so is possibly more related to those processes.

#

There's a 320 LoadMap() error for your enjoyment :0)

blazing halo
#

> a 320

devout frost
#

How are we looking today peeps? Are smart and programable splitters working right now?

mint junco
# devout frost How are we looking today peeps? Are smart and programable splitters working righ...

Splitter/Merger code was re-written in 7.0.2.
This doesn't specifically mention smart splitters but is likely related.

I'd already put in contingencies against the splitter issue prior to that so difficult for me to test.
(I put a sink on every floor of my turbofuel facility instead of just one on the plastic/rubber floor).

Certainly in update 6 smart splitters were a bit janky, and definitely got worse in update 7, hence this post.
https://questions.satisfactorygame.com/post/6374bc2aca608e0803524e58

#

I modularised Nuclear just so that I could automate Nuke Nobelisks (40 manufacturers).
I need to scale up AI Limiter production now as a result.
That's tonight's project.

devout frost
#

We literally have no uranium left to make nuclear nobelisks.

mint junco
#

That's a shame, where's the fun in that.
Siphon some off.

#

I'm not at full capacity on the nuclear power side presently so can get away with it.

devout frost
#

Well we maxed the amount of nuclear reactors we could do at 100%

#

So if we do that our power goes out

mint junco
#

Switch a few reactors off for a bit?
You're surely not using all the power are you?

devout frost
#

We have had issues with our nuclear fluctuating because of various issues I don't think we want to do that. That being said we have made some, just not a lot

mint junco
#

I've just checked my power and it's fluctuating.
No doubt something in the nuclear process is playing up.
Possibly AI Limiters...
I'll have to go and check.

#

Probably related to the rail network jam I had earlier today.

#

I've been drawing encased uranium cells away from uranium fuel rod production so hopefully it's just that and it will now restock.
But the last time I had a problem with Nuclear I had a drone port and 24 blenders full of uranium waste.

devout frost
mint junco
#

Water was also a factor, from the non-fissile uranium factory.

#

I ran a pipeline all the way to the wet concrete facility to get around it.
Rather than run additional fluid trains.

devout frost
#

The pipe never filled up even with pumps and such. Kinda weird

mint junco
#

Ah, I have 1 water extractor per reactor overclocked to 240 water/min (2 shards).
I've observed what you're saying but only on initial setup.

#

Never a dull moment in Satisfactory, steady state is never possible for long.

#

I can see from here it's a uranium waste backup issue.

#

Yup, back to non-fissile uranium to figure out what's gone wrong there.

devout frost
#

That's what happened with us too

#

Though it doesn't help to have like 15 stations on one track XD

mint junco
#

I have about 150, well versed on train issues.
Not figured it out yet.

devout frost
#

It's the signals for whatever reason they don't work as well as they used to

mint junco
#

Well that was a subject of a post of mine earlier today with a train halted on the wrong side of the track.
There is definitely something iffy going on.

#

Sulphuric and Nitric Acid is fine

#

It's silica...

#

That might be a simple case of putting another train on Silica.

#

Doubt it though...

#

Point to note, not all my trains are displayed, none of the swamp trains are shown on the map.
And certainly not all the grass fields trains or blue crater.

shadow meteor
#

Hi, everybody! How to kick off or to delete a player by server (console) command? Cause the player is loaded into an unknown map zone of game (not visible on map at all)

marsh dawn
cold osprey
#

I want to use a dedicated server so my buddies and I can have the best experience. What website do y’all recommend?

old charm
#

when your server hates your server provider

#

2022-11-24 13:48:43 CPU Usage too high, limiting CPU cores!
2022-11-24 14:08:33 CPU Usage improved, unlimiting again!
2022-11-24 17:18:21 Server restart requested (NITRAPI)
Thu 24 Nov 2022 05:18:29 PM UTC satisfactoryexperimental Server restart via Restart-file or Webinterface requested

old charm
#

@cold osprey def not nitrado see above

cold osprey
old charm
#

@shadow meteor use the satisfactory calculator its a save file editor you can erase them from the map

#

upload save find person delete them save upload

devout frost
novel yarrow
#

Build 209551
BUG FIXES
β€’ Fixed invisible buildings built from Blueprints when reconnecting to Dedicated Servers
β€’ Fixed items getting stuck on conveyor belts in multiplayer
β€’ Potential fix for Smart Splitter overflow issues
...
β€’ Fixed an issue where the center point of Blueprints was not perfectly aligned to gird
β€’ Fixed a rotation issue when snapping Blueprints in a certain way
β€’ More improvements to Blueprint snapping to foundations
β€’ Fixed a scenario where buildings could be placed half in, half out of a Blueprint designer when being placed as part of an existing blueprint
β€’ Fixed some Blueprint snapping issues when aiming at the ground

Thats gonna be fun weekend !

devout frost
#

Oh hell yes!

devout frost
#

I am unable to download it currently as I have a terrible signal.

novel yarrow
devout frost
#

Ooooof

novel yarrow
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000130

#

New game loads fine....

#

Nope, loaded different save and crashed again.

#

I don't even have blueprints in use.

stiff cobalt
#

My server worked so might not be a general issue

devout frost
desert walrus
#

@novel yarrow verify game files

desert walrus
#

@novel yarrow @mint junco
What are your saves named? They changed it so some characters are invalid now

mint junco
#

It's not a new bug, I've been reporting it since update 7 landed.

desert walrus
#

I know

#

It's not a bug

#

Read the parch notes

mint junco
#

It has nothing to do with the name of my save file.

#

Read my post on the QA site

desert walrus
#

Ah, didn't realized it was dedi lol

#

Forgot what changell i was in sorry

mint junco
#

no worries :0)

rotund locust
#

even after updating all the patches and blueprints still dont work

naive raft
#

did you add -beta experimental to your update_app? (if your using steamcmd)

brave forge
stiff dirge
#

odd question, and sorry if this is in the wrong channel. Some friends and I are playing on a dedicated server, but no player markings are showing on the map or on the compass - how can we get these to work, as not seeing any settings for player markers - aka the markers that show where players are at and such. Any help would be greatly appreciated.

unique bay
#

"Fixed items getting stuck on conveyor belts in multiplayer"

does this mean that the visual bug is finally gone and you can see again what is on a belt?

mint junco
stiff cobalt
unique bay
stiff cobalt
#

We are only on MK4 yet

#

But it worked

unique bay
#

nice

#

and now pls the belts are going in wrong direction after placing bug fix pls πŸ˜‚

old charm
#

@stiff dirge glitch in the ui was happening on update 6 also. Some times just leaving and regoining will fix it but that not allways guaranteed. We have ben pinging when asking for locations and suck

#

Opps to late forgot to scroll down

stiff dirge
#

No worries my fellow junky of the mint dew

stiff dirge
novel yarrow
#

I belive Experimental can't load this area.

#

Nope, can't load that save even if this area wasn't already built.

#

The same save loaded only at this stage. 200hrs... 😦

gray egret
#

I have a little question: How can I download a save file from the server?

novel yarrow
mint junco
gray egret
mint junco
novel yarrow
odd crown
#

I'm getting numerous DS crashes since the last update 😦

blazing halo
odd crown
blazing halo
# odd crown two

If this happens more often - disable built-in router, forward all 3 ports, retry.

blazing halo
# odd crown one

This one I've seen before. Not sure why it's happening. It might be related to networking, it might not.

odd crown
#

Ports are already forwarded thinking_helmet

blazing halo
#

Then kill the damn built-in router with high-intensity fire.

novel yarrow
blazing halo
#

Either -multihome=0.0.0.0 if you don't care for IPv6, or -DisablePacketRouting if you do.

blazing halo
odd crown
#

Seems strange I'd need those now since it was running perfectly fine for weeks prior... but alas

blazing halo
odd crown
#

I see. Just weird it would start acting up "out of nowhere" - I know it's not fully no where since there was an actual patch an all but you know πŸ˜„

novel yarrow
odd crown
#

Might wanna search for Callstack since they clearly preface it it seems πŸ™‚

novel yarrow
odd crown
blazing halo
novel yarrow
#

[UNetConnection] RemoteAddr: [::1]:51060 what the hell IPv6 is doing there, I don't have it even enabled on my client.

blazing halo
#

What it does, is take all communication on one port (likely 15777), and then connects from itself to itself on the other two ports (15000 and 7777), and "redistributes" the data this way. Since it connects back to localhost, it probably invokes the IPv6 stack because it's likely higher in priority.

#

Since you probably already have all 3 ports forwarded - it's useless to you, and only introduces a) bugs, and b) latency/timeouts. Disable it.

#

Disabling it is as easy as adding either -DisablePacketRouting (if you care about IPv6), or -multihome=0.0.0.0 (if you do not care about IPv6).

#

I also have a suspicion that this thing is responsible for the crashes you're seeing...

#

@novel yarrow

#

Also @odd crown

novel yarrow
odd crown
#

I did add it in the launch args. I just didn't bother restarting the server in case it doesn't happen again πŸ˜›

novel yarrow
#

... after triple check of Steam's outstanding update job.

blazing halo
#

At least crashes related to <lambda_ca67515999c2f313172565c8688a503d>::operator()() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:558]

blazing halo
#

See that warning?

#

You need to +force_install_dir ... before +login anonymous.

novel yarrow
#

It can be ignored, works anyway

blazing halo
#

Otherwise it won't take effect, and it'll install to wherever it happens to be at that point.

blazing halo
#

And then we get people coming in with crashes, which end up being traced to can not bind to port 15000 or someshit because they already have an instance running,

#

or "I updated my server but still have the old version" because someone installed to a different directory...

novel yarrow
#

Don't worry there is no space for second installation πŸ˜‰

blazing halo
#

... well, that is a solution, however crappy. 🀣

#

Still. Sloppy organisation, sloppy thinking.

#

This isn't a Sunday barbecue. You're hosting a service.

#

;P

#

Act like it.

#

Also...

blazing halo
#

If you have nothing better to do on a Sunday, try installing Windows-specific mods via steamcmd on Linux to run under wine. Let me know how it goes. :D

novel yarrow
odd crown
#

We did change the default swatch. So that is interesting thinking_helmet

novel yarrow
blazing halo
novel yarrow
#

let's see what this node does.. I see no perfomance issues 😦

odd crown
novel yarrow
#

I'm enteirly reloading beta client & DS from scratch to see if that helps.

blazing halo
#

*le sigh*

#

Fffffffffffffffffffine, I'll update to latest.

novel yarrow
blazing halo
#

Well, duh.

devout frost
#

Soooo it's working now right lol. It's just intermittent problems some people are having?

odd crown
#

Well mine is somewhat intermittent. It works for a while and then it crashes numerous times within an hour. So that seems somewhat likely

novel yarrow
devout frost
#

Hmmm, alright I guess we'll hold off on updating our server then

odd crown
#

And client obviously

#

I looked at the QA site before updating and nothing critical appeared, so I decided to go ahead

novel yarrow
blazing halo
#

No crashes, guys. At least on my end, either of.

vagrant wasp
#

i hope this update isnt like the last one

odd crown
novel yarrow
odd crown
#

I could roll back, but I'm heading out tonight either way. I guess I will if there's been no new patch after today πŸ™‚

craggy shell
#

known issue that blueprints arent being saved into categories/subcategories ?

odd crown
#

I've certainly seen it a lot

#

See if you can find a post on the QA site

royal spoke
#

Hello, quick question: do I need to purchase a second copy of Satisfactory to run a dedicated server on my second computer? My goal is to run it on my second computer so that I can log in from my first computer and my brother can log in from his computer (he has his own copy) and come and go as we please. We are both using Steam.

novel yarrow
royal spoke
vagrant wasp
#

anyone know the recipe for fabric using the resin?

desert walrus
desert walrus
vagrant wasp
novel yarrow
desert walrus
bright crypt
#

So can I join someone’s server? Game kinda gets boring alone

hollow ermine
#

Those are people offering

bright crypt
#

Well I was seeing if I can join someone’s server, do I still do that there or is there smth separate for that?

hollow ermine
#

On there

#

Look for the checkbox saying if it’s a dedicated server or hosted on their pc

bright crypt
#

Kk

hollow ermine
#

@bright crypt not what I meant, I meant you scroll through posts to find one you want to join

bright crypt
#

I noticed that, sorry

vagrant wasp
#

Anybody know why ur stuff would despawn when. U revive ur body?????

devout frost
vagrant wasp
#

Inventory

blazing halo
#

Is it possible you got put in a new body? It sometimes happens when the game has trouble figuring out who you are.

fleet wadi
#

I just bought a dedicated server and I can join fine but when my friend tries to join I can see the join message but then his game either crashes or times out

vagrant wasp
fleet wadi
#

ill try that, thank you!

vagrant wasp
fleet wadi
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update 6

novel yarrow
vagrant wasp
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So ur not on experimental

fleet wadi
blissful plover
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so i'm trying to make dedicated server, using the steam gui on another (Host) machine, but when i have it started and attempt to connect to it on my (client) machine, it disconnects the host from steam, and stops the server

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is this expected behavior?

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if so, how do people get around it?

novel yarrow
blissful plover
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is there a way to install/launch the dedicated server without it?

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i am using the same steam account on the host and client, yes

novel yarrow
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I can't post links there, type in Google: steamcmd Windows

blissful plover
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ok

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or just the section on the dedicated servers wiki page?

novel yarrow
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yep

blissful plover
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seems like a strange thing not to note that anywhere, especially if the gui install has that behavior

harsh falcon
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Hi, I'm looking for a decent 3rd party server hosting site.. does anyone have any suggestions? (Server should be Europe based, ideally UK).

novel yarrow
blazing halo
odd crown
blazing halo
odd crown
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A quick view makes them appear to be different, but I suppose they could have the same root

blazing halo
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Okay, so you're referencing two different crashes there.

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1+2 and 3+4.

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You'd have to say more about what you were doing when these happened. Assuming you were doing anything, of course.

odd crown
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I was building in the BP designer

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For both afaik

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I've had numerous issue with that today. I also verified both server and client files on Steam just in case

blazing halo
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Hmm... Could you perhaps do a screenshare while you're doing this?

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So that I could see what you're doing when this happens.

odd crown
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Sure. I went to bed for today but let me post some in the morning

blazing halo
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I was thinking more - we hop on a call, you show me stuff and I get to direct you a little.

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And I would like it if I could record this session, too. If I notice anything, it could be useful to add it to the report.

odd crown
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Yea sure. Are you around tomorrow ( Saturday) it's been a rather long day and I just got home from a night out like half hour ago...

blazing halo
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I guess... Ping me at some point. It's 1:30 AM for me right now.

odd crown
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Same. I'll ping you when I see you answering some Q's

blissful plover
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ok, ive installed the dedicated server on the host, the client can connect to it, i can create a game, when i click Join Game, i see immediately "You are not connected to this server" in the server management window, and it attempts to load in, then goes back to the title screen with "Your connection to the host has been lost" as a Network Error

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i have windows firewall turned off on the host, allow all inbound and outbound ports from client to host

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are the error messages

blazing halo
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Try launching the server with the addition of the -multihome=0.0.0.0 parameter.

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@blissful plover

blissful plover
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will do

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no change

blazing halo
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Are you sure there is no change?

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For one, it should stop mentiong IPv6.

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If it didn't, you didn't apply the parameter correctly.

blissful plover
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apologies, it converted the ip to my pip

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for the client

blazing halo
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Where is the server located?

blissful plover
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azure

blazing halo
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Hmm... There's something clearly messing with your packets.

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Or their decoding.

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Can you verify that the time & date are set correctly on both the server and client machines?

blissful plover
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both set time automatically, 8:38PM EST

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both correct timezone

blazing halo
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Can you post the full log?

blissful plover
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one moment, i may have found it

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there we go, mods were still on

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thank you for you rtime

blazing halo
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Ah, there we go.

brave pelican
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Trying to use Pterodactyl But the Default Ports are used.

So im trying to use Pterodactyl to host a dedicated server. We have tried using 25574,25575,25576 and setting them correctly. But the server refuses to let us in. Im using the other ports for other services so I cant use them.

Does anyone know HOW to set this so you can use multiple ports aka sequential ports instead?

blazing halo
brave pelican
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smh

blazing halo
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?listen is unnecessary

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Everything else looks OK.

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What does the log say when you try to connect?

blazing halo
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@brave pelican^

brave pelican
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and nothing will connect

blazing halo
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Networking-wise.

brave pelican
blazing halo
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Ah, yes. The famous server you bolt onto the software panel.

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With nails.

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Dude. Is it in your LAN, or on a host somewhere, at your University, what?

blazing halo
brave pelican
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i have unlimited IP's lmao

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well kinda

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limited to 1 in this instance.

blazing halo
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... right. I got what I asked for, moving on.

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Okay, then. Can you please post your server's log? You may edit your IP(s?) out, if you prefer.

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(though it would be nice if in their place, you left a marker like {{MyIP}} or something)

brave pelican
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It literaly spams
[2022.11.26-02.03.30:736][120]LogNet: NotifyAcceptingConnection accepted from

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with my IP and port at the end

blazing halo
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May I see the log in its entirety?

brave pelican
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dm cuz hastebin

blazing halo
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Okay. So, just so you know, LogInit: Command Line: ?listen -Port=25574 -ServerQueryPort=25575 -BeaconPort=25576 -multihome=0.0.0.0 is a clear indication that the server did receive and correctly parse your params. Moving on.

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LogNet: Created socket for bind address: 0.0.0.0 on port 25574 -- your GamePort took correctly (also, multihome applied correctly as well)

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LogNet: Created socket for bind address: 0.0.0.0 on port 25576 -- your Beacon port took correctly

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... and that's the end of the log.

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Where are the connection attempts?

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You may need to show me the previous log. This looks like a fresh startup.

brave pelican
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it is

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if i try to connect itll spam so fast i cant see the logs

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let me get it rq

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yeh it LITERALY goes from the end of what i sent. to this

[2022.11.26-03.33.29:692][271]LogNet: NotifyAcceptingConnection accepted from: IP
[2022.11.26-03.33.29:692][271]LogNet: NotifyAcceptingConnection accepted from: IP
[2022.11.26-03.33.29:692][271]LogNet: NotifyAcceptingConnection accepted from: IP
[2022.11.26-03.33.29:726][272]LogNet: NotifyAcceptingConnection accepted from: IP```
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and spams that

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100's of times a second

blazing halo
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Yeah, can I actually see the log that has those?

brave pelican
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Considering its literaly

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whats you have

blazing halo
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Yes.

brave pelican
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  • that 100's of times
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it tells u nothing

blazing halo
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Okay, we're done I suppose.

brave pelican
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no errors.. lol

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Smh u dont get what i mean

blazing halo
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... just show me the bloody log, and on my head my waste of 10 seconds may be?

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I could also use your client log from the same connection attempts.

brave pelican
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no clue how to access that.

blazing halo
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%LOCALAPPDATA%/FactoryGame/Saved/Logs

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And for future reference - don't edit logs people ask for. You never know if what you think unimportant gives someone a clue. Even if it does turn out to be unimportant, you're standing in the way of getting your issue resolved. Don't assume you know what they're asking for.

brave pelican
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i didnt edit it

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smh..

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alls i did was remove the ip

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as U told me to

blazing halo
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Fine. Same difference, still - why did I have to keep asking for the second log?

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Anyway. Client log? I want to see what your client did, and what it got back, if anything.

brave pelican
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tryyna find it

blazing halo
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Like I said - open the location %LOCALAPPDATA%/FactoryGame/Saved/Logs. It should be there.

brave pelican
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what one

blazing halo
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I'm sorry, what?

brave pelican
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there is 2.

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nvm one just dissapeard

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thats all thats there

blazing halo
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Okay. Are there any other logs there?

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Try to find the one that has your connection attempts.

brave pelican
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nothing

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theres nothing else

blazing halo
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Okay. Do you have your game launched right now? You're trying to connect, and the game saves nothing to the log?

brave pelican
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look at the screenshots i sent.

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it lieraly just doesnt do anythiong

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do you now see why im so confused.

blazing halo
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Nothing about WinSock? No LogNetHandler? DTLSHandler? Nothing?!

brave pelican
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I sent you screenshots

blazing halo
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Okay, so it kinda looks like it doesn't even get a reply.

brave pelican
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theres literaly nothing

blazing halo
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Kay.

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Can you verify that you put in the correct IP and port for the server?

brave pelican
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yep ive removed and readded it multiple times to try and get ANY log

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nothing

blazing halo
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Which port are you trying?

brave pelican
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25574 is what i have set..

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bc other ports are used

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so im just tryna get it to use the other 3

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Port=25574 -ServerQueryPort=25575 -BeaconPort=25576

blazing halo
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No, which port are you entering into the Manager in-game?

brave pelican
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25574

blazing halo
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So, GamePort.

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You should be using the QueryPort.

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So, 25575.

brave pelican
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ffs that worked

blazing halo
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This is my surprised face.

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The default value it shows is 15777. ;]

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(defaults in order are: Game 7777, Beacon 15000, Query 15777)

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Be glad, pre-U6 it was impossible to change the Beacon port. ;)

brave pelican
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its 8pm ive been awake 2am today smh

blazing halo
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Can you now log into it?

brave pelican
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yeah just on the wrong version now so it should work

blazing halo
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Yay.

calm jacinth
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i'm getting a crash every time i disconnect from DS now 😦


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000024

ntdll
ntdll
ntdll
FactoryGame_Engine_Win64_Shipping!FParticleSimulationResources::FreeTile() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Particles\ParticleGpuSimulation.cpp:474]
FactoryGame_Engine_Win64_Shipping!FGPUSpriteParticleEmitterInstance::ReleaseSimulationResources() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Particles\ParticleGpuSimulation.cpp:3895]
FactoryGame_Engine_Win64_Shipping!FGPUSpriteParticleEmitterInstance::~FGPUSpriteParticleEmitterInstance() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Particles\ParticleGpuSimulation.cpp:3161]
FactoryGame_Engine_Win64_Shipping!FGPUSpriteParticleEmitterInstance::`scalar deleting destructor'()```
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is it just me?

blazing halo
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Yes, it is.

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Dude, you have a hardware problem somewhere.

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Your crashes are all over the map, and related to things literally nobody else has crashes of.

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Test your RAM please.

calm jacinth
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i think it only happens in the middle of the nuclear power plant...and how many people have 2100 uranium/minute nuclear power plants? πŸ˜„ <#screenshots message>

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there's a lot of particles going on over there

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πŸ’‘might be the actual rendered radioactive effect on screen

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no...because it does it when no radiation effect...i think most plausible cause is something to do with particle accelerators

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log to the rescue!

           ParticleSystem=None.None:None
           Template:/Game/FactoryGame/VFX/Factory/Generator_Nuclear/P_Generator_Nuclear_BubblesTemp_01.None```
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so it's nuclear power plant particle is doing a thing it's not supposed to

blazing halo
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But why. I can understand a particular bug, or a particular quirk of the system that would trigger something like that.

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But all of it?

calm jacinth
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there's 106 reactors there + associated factories

blazing halo
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If your car's oil filter got stuffed up every day, you'd know there was a bug.

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But if your oil filter fails, followed by your battery, then the rear left wheel, the brakes, and the clutch... dude,

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there's something seriously wrong.

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These things have nothing in common with each other.

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Except Satisfactory, and your PC.

calm jacinth
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friend of mine working in the NPP crashed a lot too

blazing halo
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One of these two is broken somehow. And I sincerely doubt there are so many completely unreported bugs in the game.

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Face it. Something's wrong with your PC, and Satisfactory is somehow triggering it.

calm jacinth
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yup, 3 of 4 crashes have warnings about nuclear bubbles before particle crash

blazing halo
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Okay, let's cut this short. The next new crash you get - you're checking your RAM.

calm jacinth
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RAM is perfectly fine

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it's looking like this is a new crash in the update that happened a few days ago...

blazing halo
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And you're just the one unlucky sap to trigger all of them?

calm jacinth
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how many players have 2100 uranium/minute nuclear power plants? 🀣

blazing halo
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What is this, Bug Pokemon?

blazing halo
calm jacinth
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how many of them are playing on the new update? and spending a lot of time in bespoke power plant?

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and, saving/disconnecting while in the proximity to the power plants?

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2 of 3 = disconnect because of long save = crash to desktop
1 of 3 = quit to main menu = crash to desktop

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seems to me like the game isn't properly disposing of nuclear bubble particles

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leads to a memory reference error

blazing halo
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Seems to me there's a lot of useless chatter about bugs that aren't actually bugs because someone's PC is broken.

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Guess we agree to disagree.

calm jacinth
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PC is 100% stable

blazing halo
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Except when it's crashing.

calm jacinth
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the game is crashing, not the computer

blazing halo
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And that proves... what?

calm jacinth
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there's a new bug in 208976 πŸ˜‰

blazing halo
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I give up. Just please start putting them on the QA site and not here, if you at all can.

calm jacinth
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working on it

blazing halo
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That's good. Thank you.

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It might help to also post your save there, if you can.

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If it really is a bug triggered by very specific circumstances, that'll likely help to reproduce.

calm jacinth
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this is the 4th crash that's unrelated to particles

FactoryGame_FactoryGame_Win64_Shipping!AFGBuildableSubsystem::Tick+0x34e           
FactoryGame_Engine_Win64_Shipping!AActor::TickActor+0x142                          
FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick+0x165            
FactoryGame_Engine_Win64_Shipping!UTextureRenderTarget2D::CreateResource+0x1c09    
FactoryGame_Engine_Win64_Shipping!UTextureRenderTarget2D::CreateResource+0x420d    
FactoryGame_Core_Win64_Shipping!FString::PrintfImpl+0x3dc                          
FactoryGame_Engine_Win64_Shipping!FTexture2DDynamicResource::ReleaseRHI+0x390      
FactoryGame_Engine_Win64_Shipping!UTimelineComponent::ReverseFromEnd+0x729         
FactoryGame_Engine_Win64_Shipping!UWorld::Tick+0x992                               
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick+0x40c                          
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick+0x17                    
FactoryGame_Win64_Shipping+0x2cd4                                                  
FactoryGame_Win64_Shipping+0x8dac                                                  
FactoryGame_Win64_Shipping!GuardedMainWrapper+0x1a                                 
FactoryGame_Win64_Shipping!InitializeModule+0x1d7                                  
FactoryGame_Win64_Shipping!InitializeModule+0xbfa                                  
kernel32!BaseThreadInitThunk+0x14                                                  
ntdll!RtlUserThreadStart+0x21                                                      ```
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log has a lot of actor warnings

blazing halo
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Just, do me a favour, if you can?

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In the coming weeks, or months, when if you do find a bad component (driver, system file, hardware) and replacing it fixes these issues, ping me. I'd like to get some validation. :)

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Let's say - 6 months. If that doesn't happen, or these issues go entirely away with no such intervention (after a patch), I'll admit defeat instead.

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And eh, @calm jacinth - I apologise for letting my emotions run away from me. That wasn't cool of me.

blazing halo
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That is very good, I wholeheartedly approve.

calm jacinth
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i wish i could see if my other 20 crashes (🀣) were related but the update broke the WinDbg -analyze function on them because the DLLs changed

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oh well, clean slate with new version πŸ˜„

calm jacinth
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i really don't understand industrial storage logic πŸ˜•

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they seem to prefer the bottom input but output is...somewhat unpredictable

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occassionally see signs derp like this too:

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should be water symbol + a number

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it's like it failed to download the details of the sign from the server

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reconnect can fix it

scarlet crater
calm jacinth
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i use it as both πŸ˜„

frosty gale
gray egret
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It seems like everything in world stops working when there's no players on the server
Any way to change this?
(Asking for a friend)