#dedicated-servers
1 messages Β· Page 21 of 1
well it is 5:25AM here in the EU, so it'll probably take most of the day to fix and push the patch
i assume it could be ready for those in NA by the time they wake up PST or noon EST
Unless they just roll the patch back, in which case it should take minutes.
I guess we'll see.
indeed
Hey maybe here can someone help me with this π
Error! App '1690800' state is 0x606 after update job.
app_uninstall 1690800
app_update 1690800
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)
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.
is the EX have a different app ID on steam cmd?>
No, but you have to specify -beta experimental to download it.
steamcmd +force_install_dir ~/satisfactory +login anonymous +app_update 1690800 validate +quit
this is what i got in my service file
still got then the EX
I think your client is running EX, but your server is running EA
> now its updated but i got a higher version on server(209020) like my client(208976)
Server is on EX. Client is on EA.
well based on the information not π
See #patch-notes
Patch Notes: Early Access - v0.6.1.4 β Build 208976
Also, you're both officially fucked. :)
π
Are you on STEAM with the game client?
nah epic game client steamcmd on server xD
I'm an idiot - I typed it the wrong way round
You need to open the STEAM console and issue a direct download for the specific AppID, Depot and Manifest.
See this post.
Any response from Coffeestain on this considering it appears to brick multiplayer and dedicated servers?
This a is P1 :0)
A lot of the hard crash issues are marked as fixed internally on the QA site already, so they are working on it
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.
whats their usual turn around time on experimental
me and the bois just started last night lmao
and we wake up to death and sadness
Hmm, out of interest, have you done the usual of verify game files? I've been playing EX (on linux no less) and haven't crashed at all until this update on a fairly large map.
Usually 3 days on average for updates, but they have reacted faster on major issues on the past
Right after deleted game files on the server, everything back on track π its was close π
and next time gonna make sure gonna copy the right code from wiki π (not the experimental)
Oh, you wanted the EA version?
Okay, then. I thought you wanted the EX.
yeah have the EA just failed the update and that coused the whole issue
Cool, cool.
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.
What's an error 130, or an error 320? xD
ohhh π nah i skip the EX π im still working on my noodle π
That's a 130.
A 320 is similar but ends in address space 320.
130's started occurring with update 7.
You are not using memory addresses to differentiate errors. xDDDDDDDD
Like, seriously? xD
Also, that's more like a 304, because the 0x you see at the front? Indicates it's in hexadecimal notation. 0x0130 = 304.
But don't do that.
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.
This.
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).
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.
Don't get me started on debugging multi-threaded applications π
If the words "critical section" give you PTSD flashbacks, you're the right person for the job. π€£
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?
right?
π€£
I just know that the game crashes on load into the server and that's the error.
It's the most distinguishing piece of information to my eye and is a constant.
But thank you for the pointers.
whats the current newest dedicated server build number? i am having a mismatch even after i updated the server
Apologies if I was a bit of an ass about it, but it was just too good. No hard feelings? π
209020, but I would recommend not upgrading - latest update has a few issues
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)
"a few issues" is damn right... π
Spot fucking on. π€£
Honestly, nothing massive. It surprisingly chews very little CPU usage. It does use a lot of memory as you start getting to map-wide factories
Except saving the game.
Just being kind... I'll get the pitchfork out and start to #BlameSimon if I clock off work and can't play /s
For reference, I run on quite an OTT NAS server that I built:
Ryzen 5600G, 32GB DDR4 - Running Ubuntu server & Docker. I'm running a shed load of stuff on it and my factory fully loaded takes about 33% of the system memory. CPU (apart from as Kad said for saving), it ticks away on about 0.2% CPU π
i updated as per wiki instruuctions but server is still on 202470
Got it, just worried that CPU clock speed will be a bottleneck
It will be, when your server is saving the game.
There're not enough CPU clocks in the world.
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
Let me just get one of those fancy multi processor epyc boards
Would love if it could distribute load over multiple threads, but...
I'm using a Ryzen 5950x with 16GB of ram and it uses all 16GB of ram so maybe get more ram than spending on a cpu
this is the right command to update right? steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
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 π
Your server is crashing today as well?
That will update EA, yes.
No, client only - but if there are optimisations like the recent ones coming out, I'll be making autosaves more frequent... just in case π
then im confused why it stays on the old version
Are you trying to get Experimental, or Early Access?
If you want Early Access, the latest build is 208976. If its Experimental, its 209020
any news will there be a hotfix for the servers today or this week or this month ?
Last I heard, there was a new patch staged, but we have no ETA ... AFAIK
Well, I suppose you can assume one will come out before v1.0 release...
Also, the servers are fine. It's the clients that're crashing.
Hopefully within the next 3 hours so when I finish work I can update and go.
Otherwise it's client rollback time.
no rush.. i can wait when they release 1.0...
I'm running 2 DSes on i7-7700k currently, 3 players, approaching 60k objects, each running in the background
There's a good chance the U7 experimental will be updated before U8 comes out on february 30th, right? π
That would be my assumption, yes.
But then, I had no clue you could put train stations on top of existing rails, so the fuck do I know. π€£
Does it matter when we can't even stay on our servers long enough to build a train station?
and maybe before v2.0 the multicore support is working.
What do you mean? I can run a dedicated server per core? 
I mean, it does run multithreaded...
... it's just that some of the worst offenders are heavily unthreadable.
checking the processor on my server it gives some load to other cores but 1 core is 100% all the time
That's.... what Kad just said
btw , has anyone watched how much disk read/write speed does the server use ?
After the initial loadup? Negligible.
anyone think a MP patch will be released today for experimental?
We certainly hope so, but we can't exactly claim to know
There is a staging build ready to go, so hopefully they will release it very soon and not later tonight
Well you've been saying that for what 2-3 hours now? π
First time I've said it lol
And second sometime staging takes hours
Well others have been saying it for hours now
In short I wanna see #patch-notes light up before I believe anything π
Yeah
I would give it the next 3 hours and we should hopefully see something
Right, what do you do next?...
I get it, complete swap out presumably.
It's a full replacement
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...
Yuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuup.
AKA "Under what rock have you been for the past 16 hours?"
workπ
why rock? Could just be a duvet and duress (to work) 
I mean somebody has to pay for the server
Heh. I was up at the time the update went live, so I've been eating popcorn and watching the server explode. π
(on account of having downloaded both server and client via steamcmd, so the auto-update didn't touch any of my shit :D)
While we wait... blueprinting on dedicated server.
My first blueprint... nice, invisible batteries.
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.
Saw that happening, yeah... Someone "lost" some refineries.
Haven't had that happen to me yet, for some reason...
To me it happens when the client crashed and reconnects to the dedicated
After a server reset or some black magic the buildings should(β’οΈ) show back up and not vanish again, at least in my experience.
A reload of a save will make them come back no issues
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.
Shouldβ’οΈ.
Somehow, that does not inspire confidence...
Also happened here - we lost our power pole MK4 creation we made
Maybe it's not supposed to 
Anyone else seeing crashes when connecting to their server since the latest update from today? (Steam/Experimental)
Very much yes.
hopefully they actually push a patch for this ASAP. was actually hoping to get some play time in over the holiday π
Keep refreshing steam db huffing my copiun
Update available
hallelujah. love you, CoffeeStain
Let's goooo!
2 Steps forward 1 step back... Crashing when saving blueprints, but at least I can join my server again
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)
can confirm this. Connection to server possible again but belts are as awful as before (experimental)
Yes, confirmed.
But from singleplayer directly to dedicated server makes also an UE4 crash. Starting from scratch is indeed fine.
I'm getting performance issues with Early Access too, for the first time game has delay.
Since the blueprint builder, everything seems to be bugged.
I can't download the new satisfactory build for dedicated server
"steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit" Doesn't work
In steamcmd
My dedicated server is 209020 rn, client is 209200
It just stays on the same version after running that script
aand nvm
We're still having this issue with our server as well- You place a blueprint- Re log in and out, and the blueprint is completely invisible. Very unfortunate
Anyone elses server crash when people try to join?
That issue is fixed for our server- we're just having the invisible building issue now-
I reinstalled the server and it fixed it if anyone else still has crashing problems
i updated the server, created a game. and the server keeps crashing
It took about 6 tries to get a game created and going
anyone getting this when trying to connect to their server?
Connection timer hit 30 seconds and disconnected you. Is port 7777 opened and accepting connections? EDIT: 7790 as the port is changed
Hmm... it says remote address was to port 7790? Did you change the port on accident?
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.
i dont host it locally, i use a hosting service
Ah ok
they chose ports for me unfortunately
If thats the case they should be giving you the right information then
Anything I should be worried about in 209200 vs 208572?
i had one real close to that yesterday and contacted support and they fixed it with in 20 mins
I'm giving blueprints a go again on dedicated server.
Let's see how that pans out.
I was tinkering with it- just couldnt figure out how to get the blueprints to stay visible after relogging- lmk if you find out anything!
And good luck
Nice building btw
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.
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.
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.
A year in one save wow- would like to drop in and take a tour when you're available.
Currently setting up 90 nuclear silos in our server-
Just finished fuel rod production
Will post pics in a min
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.
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.
Stable at 280+GW though.
Thanks kad
Lovely aesthetics.
Very nice.
Thanks sim
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.
Probably won't get fixed till next month- I guess we'll see
> The 130 ain't fixed
> The 130
> 130
fuming rn
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
Log plz.
My Game sometimes crashes when seeing a creature, is that known for dedicated servers already?
It keeps crashing because shockbytes doesnβt offer a plan with enough ram to run the server you need at least 12GB to be able to load up the map at start up and shockbyte doesnβt even get close with their plan maxing around 8GB so tell your buddy to get a refund
I've not had this at all, so I'd say no. Do you have a crash log that might lead us in a direction of why it crashes?
I've send it, have to wait for a new crash to copy again.
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.
For some reason i'm experiencing a lot of server crashes on the new build
It's like every 10 mins. the rollback every time is a few mins so it's hard to get anything done
it even crashes when noone is online
Might be crashing when it is trying to autosave?
I think this particular issue might be a crossing (heheh) between complex switchboards and the nature of networking. I know you may not want to hear this, but the likely resolution will have to be: split the crossings into something less-prone to such issues.
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.
Logs plz.
Please see the link in the channel's topic.
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.
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.
I was wondering how i couldn't remember such an important thing, i was quite sure i read almost all of that wiki
Do i just send the FactoryGame.log?
I don't really see anything that could indicate a crash. I might just not be reading the end correctly
Okay, this log contains no crashes. It means that you'll need to find the crash dumps.
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.
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.
Problem is i don't have all three ports forwarded and i don't have acces to it now
I don't need IPv6 support though
I can still try though
The built-in router makes it so that you only need one port forwarded (though I'm not exactly sure which... :D).
Great, i'll try lol
So i'll just restart the server with the -DisablePacketRouting argument?
If you don't need IPv6, I would recommend -multihome=0.0.0.0.
That's okay
But only do that if you can reach all three ports.
oh okay
Both options will disable the built-in router.
.\FactoryServer.exe -log -unattended -DisablePacketRouting That's my startup script right now
Actually i think i copied that -unattended from somewhere, let's see what that does
Disabling IPv6 only can be achieved via .ini file edits, but I'm not aware of any CLI switch that will do only that.
That's on Windows, then?
Adding -log and -unattended will make the console window stick around.
I can try accesing the server from outside of my ip let's just check cuz i MIGHT have all three ports forwarded
Yeah on windows, don't have acces to linux, will have in a week or so though
.\FactoryServer.exe -log -unattended -DisablePacketRouting -multihome=0.0.0.0 I'll try that and then accesing it from outside of my LAN network
To be specific, -log will keep the window, and -unattended will make it not present dialogs.
The first one doesn't make a lick 'a difference if running as a Windows Service, apart from saving a few kB of RAM.
(which would otherwise be spent on the CLI buffer)
Anyway,
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.
I don't think ram is a problem, 16GB for only this server atm.
Where do i find those?
Well, now I can safely say - look to the Wiki link. π
Yeah, that one has all of the info I need.
Not about to go traipsing through the crash RAM dump... xD
(which would likely be kinda useless to me without the debug symbols)
Wow my cellular data phone > hotspot > laptop is only 60 ping
Okay. So it looks like your crash is related to networking.
(the crashing call is a lambda spawned by the networking delegate)
I don't think i can use those arguments. Not right now anyway, might forward all ports in the future
As such, -multihome=0.0.0.0 may possibly fix this issue for you.
damn
I'm kinda assuming that what's crashing is the damn packet router. Again.
sigh
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. π€£
lmao
You have to forward at least 1 port (with the router), or all 3 (without).
Do you even have a WAN IP that is public?
Are you sure?
I mean my friends can join me
On the server, or via sessions?
Server
Okay.
That server is on my ip
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.
Also let's whitelist it real quick before all of my oil power is deleted
I'm pretty sure that's because even if you would have a private, it would still show, since the site can't know if it's public or private
Close.
But i'm quite new to networking π
Any IP on the public Internet will show you some IP that it sees you connecting from.
More into coding
Know the concept?
Yeah
I knew you were going there
So, any IP on the Internet must see another public IP, i.e. belonging to the same "friends" group.
So if you can reach the internet, some router in your path must have a public IP.
But is it your router?
Otherwise the other side wouldn't even be able to connect
Yes.
But "having a public IP" means "the IP that the Internet sees is attached to my router"
Google - Public IP - your PC ---- OK
Google - Public IP - ISP router - your router - your PC ---- NO
When you use a vpn it would still say "your public ip is blabla", but that's not your router
I suppose.
Because the point is, the router that has the public IP is the one deciding which ports go where.
If that's your router, you're in control of ports.
If it's not, you are not.
I think i get it
Whoever has the public IP is.
Anyways i know for sure that i do in fact have a public ip
Yay for small fucking miracles.
First one huh
For some ISPs, you need to apply with a fucking motivational letter or someshit.
"And WHY do you think you need a public IP sir?"
lmao "Write your reason for wanting your own public ip:"
"because I want to fuck with y'all, whaddaya mean why"
But I can understand them.
IPv4 ran out.
It's safer i guess
Yeah i know
Meaning, each IP you assing as "public" is one less IP you can use for a gateway.
Some ISPs don't have that many.
I should've invested in ipv4 ip's in 2017
And buying a cluster of 4 costs thousands of $ at this point, because you have to buy them from someone else.
It's just dumb at this point
IPv6 was supposed to take over ages ago
but the status of that is about as far along as our efforts to not cook ourselves in 50 years.
Virgin menstrual blood flows more freely than the IPv6 adoption progress.
I would even say that we've come further at avoiding or lowering the chance of a critical point in global warming
LMAO
First draft was when, 2001? earlier?
First approved implementation draft everyone could agree on?
2017...........
At any rate, welcome to the 21st century.
Doesn't look all that different from the 20th.
Don't judge me, i was born into the 21st century
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
3000s still using IPv4..
(fun fact: you can)
I hate my generation too! π
(ain't technology fucking great xD)
Hey don't get me wrong, I'm in love with that little idea.
Except for all of those 5 year old kids i've seen that watch tiktok with their mouths open
For hours
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".
I'm happy that people like you exist. Helping other people for free (It might be a game, it's still cool)
Just to clarify: someone else asked them that question,
and the answer was identical.
But that someone else asked
in fucking 2012.
Lemme guess, that previous question was from 4 years ago?
Oh my that's even worse
Wow
For fuck's sake
the 418 "I'm a Teapot" RFC HTTP code has better coverage than IPv6.
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
And yes, that's a thing.
Please become a fulltime comedian
lol
I can write programs in assembly that would be more popular than IPv6
If you liked that RFC... how about pigeons? π
www.rfc-editor.org/rfc/rfc1149 A Standard for the Transmission of IP Datagrams on Avian Carriers (or IPoAC), with QOL extension www.rfc-editor.org/rfc/rfc2549 IP over Avian Carriers with Quality of Service
Cuz i don't know if i'm just missing context or dumb
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
Ah yes
In case you don't get the context, all Internet protocols are codified by the Network Working Group in one RFC or another.
Why does this make me think of the video that's just shaming userbenchmark for being a "continuing april fools joke"
HTTP is codified in RFC 1945. FTP is RFC 959.
IP over motherfucking pigeons is RFC 1149.
:D
lol
And someone took it seriously enough to write a QOL extension in RFC 2549 :D
and I love it
xDDDDD
Give the ol' crash roulette a spin.
... holy fucking shit.
Now, I have seen everything.
You know how people say "there's a mod for that"?
Did you miss that one lol
A mod for what?
FOR BEATSABER TOO
lol
In beatsaber it gives you a 50% crash chance if you pause the game
π€£
I don't know if that's much gold, but that's actually an interesting offer
It's not. Or, it is, for the first hour of the game or so.
I am dying. Skyrim is already kinda crash-prone.
Aand server crashed!
To make a mod that does it on purpose...
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
... uuhhhhh... you didn't expect EX to be crash-prone?
Because if you believed it'd be stable, I have three bridges and a castle to sell you.
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
Of course it's not crash prone! It should be 100% safe out of the box
No configuration whatsoever, just perfect
Of course i expected to run into crashes π
Well, you can kinda expect the blueprints to be experimental on top of experimental on top of experimental
Lol
Because EX -> servers -> new feature.
π it's fine, i just was kind of excited about them
And hell, keep in mind: it was possible to traverse the remote filesystem like three hotfixes ago.
what-
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
When they introduced it, it was possible to name your blueprint ../../../../../whatever :D
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*
Yes, the client-side belt update code was fucked.
Luckily they fixed it in a few hours
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.
Great idea
The following ~16 hours were pandemonium. π€£
Hey
I paid for Early Access
- I got what I paid for! xD
The entertainment value is top fucking notch.
Don't mind my notes, how do you like my friends smelter design?
that's just gloating
But eh, I'm a "Plan? What plan?" sort of guy,
thank you
so whatever you make that actually follows some design is already better than anything I make.
xD
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
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)
I feel like i do
How did that make her cry lmao
I would burst out laughing
How is she so into that rug
She was emotionally unstable as all fuck.
Louis CK. I encourage you to look him up.
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)
Also, Bill Hicks. Look up Bill Hicks. He doesn't disappoint.
Stand up about religion starts with "I learned a lot about women"
I'll watch this
I just fell in love with him
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.
Controversial to call being atheist the truth :D, but i quite agree
Lewis Black on Clinton and Bush -- youtube.com/watch?v=jfgIUW74idQ
Not sure if I would conflate the two. Bill isn't about atheism. He's about seeking reality and seeing beyond bullshit.
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
Ah, good ol' Black. He conveys the whole anger spectrum very well.
From angry incredulity all the way to bloody rage.
Guys, this is a satisfactory chat π
"And when the all-clear sounded, i could get up to the playground AND MELT!"
Fair point actually
Yeah, yeah.
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.
Thing is, server should - in theory - be all-authoritative, meaning: whatever the server says goes, and damn what the clients think... So whatever's happening, it would follow that it's entirely server-side...
I agree, but I have a feeling that's not the case.
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
Precisely, in which case the current route of the train is I think not being fully communicated to the client.
Yeah, but then... whenever there's an update that finally reaches the client, the train should just teleport to where the server says it should be.
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. ;]
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)
> a 320
How are we looking today peeps? Are smart and programable splitters working right now?
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.
We literally have no uranium left to make nuclear nobelisks.
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.
Well we maxed the amount of nuclear reactors we could do at 100%
So if we do that our power goes out
Switch a few reactors off for a bit?
You're surely not using all the power are you?
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
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.
We actually found that it was our water and a lack of a 4th train
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.
The pipe never filled up even with pumps and such. Kinda weird
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.
Probably trains again
That's what happened with us too
Though it doesn't help to have like 15 stations on one track XD
I have about 150, well versed on train issues.
Not figured it out yet.
It's the signals for whatever reason they don't work as well as they used to
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.
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)
Soon there will be a 69 posted...
I want to use a dedicated server so my buddies and I can have the best experience. What website do yβall recommend?
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
@cold osprey def not nitrado see above
Okay thanks
@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
Entirely up to you. Vis and I use G-Portal, though to be entirely honest they are a bit lack luster
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 !
Oh hell yes!
Can you let me know if it fixes the splitter issue on a dedi if you are playing on one?
I am unable to download it currently as I have a terrible signal.
I cannot load my game on experimental. Client just closes during game load. Save from EA version. Files integrity ok, maybe just my out of luck.
Ooooof
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.
My server worked so might not be a general issue
Hmmm, are you having issues with the splitters?
@novel yarrow verify game files
I get that error also, came in with update 7.
https://questions.satisfactorygame.com/post/6373b93aca608e080352480e
@novel yarrow @mint junco
What are your saves named? They changed it so some characters are invalid now
It's not a new bug, I've been reporting it since update 7 landed.
no worries :0)
even after updating all the patches and blueprints still dont work
did you add -beta experimental to your update_app? (if your using steamcmd)
yeah my buddy summitted a refund request for it and waiting on that so hopefully he gets it back. if not he'll tell paypal that they're selling a product that doesn't work and they'll have to refund him
Thx a lot! It helped!
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.
"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?
It's a bug, I have the same issue, QA post here... Please upvote and maybe we can get them to fix it.
https://questions.satisfactorygame.com/post/63764a85ca608e08035253ec
I could see stuff on belts again yes
on mk5 780/min?
nice
and now pls the belts are going in wrong direction after placing bug fix pls π
Thanks, upvoted
@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
No worries my fellow junky of the mint dew
We have been too, itβs just very frustrating when we are attempting to work collaboratively
I still can't load my 7k hour save on Experimental (~90k objects). However, I was able to load 150h save with less items on a map. Moving pioneer pior to save outside large build area doesn't help. Issue is related to large number of objects on a map.
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... π¦
I have a little question: How can I download a save file from the server?
Everything is fine on local client only. Only DS has a problem... π¦ transfering locally saved game to DS doesn't work eihter.
You need access to the file system.
For me I RDP to my server, locate the save files, copy and paste across windows locally.
Ok, where I can find these files then?
It depends on your installation method and OS
https://satisfactory.fandom.com/wiki/Dedicated_servers
What's the symptom?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000130 every time and no minidump for further analisys.
I'm getting numerous DS crashes since the last update π¦
And the stack trace? Because that tells me nothing.
Log/trace?
If this happens more often - disable built-in router, forward all 3 ports, retry.
This one I've seen before. Not sure why it's happening. It might be related to networking, it might not.
Ports are already forwarded 
Then kill the damn built-in router with high-intensity fire.
Either -multihome=0.0.0.0 if you don't care for IPv6, or -DisablePacketRouting if you do.
Anything with a function call list?
Seems strange I'd need those now since it was running perfectly fine for weeks prior... but alas
Well, the second crash is directly related to the packet router, so...
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 π
No. Searched for function word in all files, nothing regarding recent crashes.
Might wanna search for Callstack since they clearly preface it it seems π
It's already there. The same on all crashes.
nullpointer. Is it a 
Well, considering they're probably working on it... π€·
[UNetConnection] RemoteAddr: [::1]:51060 what the hell IPv6 is doing there, I don't have it even enabled on my client.
That's the built-in router.
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
I'm testing this on another node, just loaded up beta branch.
I did add it in the launch args. I just didn't bother restarting the server in case it doesn't happen again π
... after triple check of Steam's outstanding update job.
At least crashes related to <lambda_ca67515999c2f313172565c8688a503d>::operator()() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:558]
Yup, it's clearly not.
See that warning?
You need to +force_install_dir ... before +login anonymous.
It can be ignored, works anyway
Otherwise it won't take effect, and it'll install to wherever it happens to be at that point.
As long as it's in the same directory, sure...
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...
Don't worry there is no space for second installation π
... well, that is a solution, however crappy. π€£
Still. Sloppy organisation, sloppy thinking.
This isn't a Sunday barbecue. You're hosting a service.
;P
Act like it.
Also...
... yeah, I have it scripted to run 3x as well... xD
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
I see no crappy/sloppy organisation with well utilised expensive NVMe storage space π with -DisablePacketRouting switch worked on 2nd try...
Nope. Client has crashed again. I've loaded up save with position closer to high-density area. 3 crashes in a row. This node is way faster than first one. Eh.
Well, it's a different crash, so...
Damn...
let's see what this node does.. I see no perfomance issues π¦
Seems I am requested to not play DS today π¦
I'm enteirly reloading beta client & DS from scratch to see if that helps.
Make a backup.
Well, duh.
Soooo it's working now right lol. It's just intermittent problems some people are having?
Well mine is somewhat intermittent. It works for a while and then it crashes numerous times within an hour. So that seems somewhat likely
For me definately it's not. Tested on 2 different platforms, either virtual & bare-metal.
Hmmm, alright I guess we'll hold off on updating our server then
And client obviously
I looked at the QA site before updating and nothing critical appeared, so I decided to go ahead
Nope. No change at all. Experimental game works only in following combinations: 1. new save DS+client, 2. < 200h save DS+client 3. solo game any-hours
No crashes, guys. At least on my end, either of.
i hope this update isnt like the last one
I was doing a lot of work in the designer. Perhaps it's related to that for my issues?
Rolled back entire infrastructure to build 208976, everything's fine. Can load near high density structures. I've never used designer on this map yet.
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 π
known issue that blueprints arent being saved into categories/subcategories ?
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.
No π just deploy dedicated server on a spare machine, either Windows or Linux OS are supported.
Great, thanks! I will try to follow this guide unless you know of a better one. https://satisfactory.fandom.com/wiki/Dedicated_servers Does the server have to be a pretty capable gaming PC?
anyone know the recipe for fabric using the resin?
It doesn't need a gpu, just something with more than 4 cores and a reasonable amount of single-core performance is a pretty good start at least until your save gets bigger
Check the codex in-game
havent got the recipe yet tring to get it hard drvies being mean
Depends. I'm running small maps on Xeon L5520, it can handle that. For large-scale projects decent CPU is must-have.
Thanks!
Use Google, check the wiki
So can I join someoneβs server? Game kinda gets boring alone
Well I was seeing if I can join someoneβs server, do I still do that there or is there smth separate for that?
On there
Look for the checkbox saying if itβs a dedicated server or hosted on their pc
Kk
@bright crypt not what I meant, I meant you scroll through posts to find one you want to join
I noticed that, sorry
Anybody know why ur stuff would despawn when. U revive ur body?????
What do you mean lol? Like in your inventory or like stuff you built?
Inventory
Is it possible you got put in a new body? It sometimes happens when the game has trouble figuring out who you are.
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
Maybe stop the server and restart it helps sometimes
ill try that, thank you!
And what update is your server on
update 6
Try following. If You're admin log off the DS, let Your friend join first. Then try joining after him.
So ur not on experimental
no
ill try that
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
is this expected behavior?
if so, how do people get around it?
Looks like You're sharing same Steam account on the same network subnet, don't You?
is there a way to install/launch the dedicated server without it?
i am using the same steam account on the host and client, yes
I can't post links there, type in Google: steamcmd Windows
yep
seems like a strange thing not to note that anywhere, especially if the gui install has that behavior
Hi, I'm looking for a decent 3rd party server hosting site.. does anyone have any suggestions? (Server should be Europe based, ideally UK).
Steam thinks You're streaming game to another PC in the same network. However DS is not a game, it's a program. Just need +login anonymous switch. This can't be done via Steam client itself, that's why steamcmd is required.
I would like to mention that the Satisfactory Dedicated Server is free to download and run using the "Anonymous" login. You do not need to own Satisfactory in order to deploy the server. You do need to own the game in order to play on it, obviously.
Since you have/had no crashes. Do you have any guesstimates as to what it potentially could be? (Sorry for the delay in posting)
Having in mind I added the -DisablePacketRouting to the launch args after that inital crash
The last few days are a blur for various reasons. Can you remind me which crash we're discussing?
A quick view makes them appear to be different, but I suppose they could have the same root
Okay, so you're referencing two different crashes there.
1+2 and 3+4.
You'd have to say more about what you were doing when these happened. Assuming you were doing anything, of course.
I was building in the BP designer
For both afaik
I've had numerous issue with that today. I also verified both server and client files on Steam just in case
Hmm... Could you perhaps do a screenshare while you're doing this?
So that I could see what you're doing when this happens.
Sure. I went to bed for today but let me post some in the morning
I was thinking more - we hop on a call, you show me stuff and I get to direct you a little.
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.
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...
I guess... Ping me at some point. It's 1:30 AM for me right now.
Same. I'll ping you when I see you answering some Q's
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
i have windows firewall turned off on the host, allow all inbound and outbound ports from client to host
are the error messages
Try launching the server with the addition of the -multihome=0.0.0.0 parameter.
@blissful plover
Are you sure there is no change?
For one, it should stop mentiong IPv6.
If it didn't, you didn't apply the parameter correctly.
Where is the server located?
Hmm... There's something clearly messing with your packets.
Or their decoding.
Can you verify that the time & date are set correctly on both the server and client machines?
Can you post the full log?
one moment, i may have found it
there we go, mods were still on
thank you for you rtime
Ah, there we go.
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?
Can you show me how you're setting them?
smh
?listen is unnecessary
Everything else looks OK.
What does the log say when you try to connect?
@brave pelican^
spams my IP in console
and nothing will connect
Where is this server located?
Networking-wise.
Its on ptro panel lol
Ah, yes. The famous server you bolt onto the software panel.
With nails.
Dude. Is it in your LAN, or on a host somewhere, at your University, what?
Please try the question again. With feeling, this time.
in a datacenter smh..
i have unlimited IP's lmao
well kinda
limited to 1 in this instance.
... right. I got what I asked for, moving on.
Okay, then. Can you please post your server's log? You may edit your IP(s?) out, if you prefer.
(though it would be nice if in their place, you left a marker like {{MyIP}} or something)
It literaly spams
[2022.11.26-02.03.30:736][120]LogNet: NotifyAcceptingConnection accepted from
with my IP and port at the end
May I see the log in its entirety?
dm cuz hastebin
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.
LogNet: Created socket for bind address: 0.0.0.0 on port 25574 -- your GamePort took correctly (also, multihome applied correctly as well)
LogNet: Created socket for bind address: 0.0.0.0 on port 25576 -- your Beacon port took correctly
... and that's the end of the log.
Where are the connection attempts?
You may need to show me the previous log. This looks like a fresh startup.
it is
if i try to connect itll spam so fast i cant see the logs
let me get it rq
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```
and spams that
100's of times a second
Yeah, can I actually see the log that has those?
Yes.
Okay, we're done I suppose.
... just show me the bloody log, and on my head my waste of 10 seconds may be?
I could also use your client log from the same connection attempts.
no clue how to access that.
%LOCALAPPDATA%/FactoryGame/Saved/Logs
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.
Fine. Same difference, still - why did I have to keep asking for the second log?
Anyway. Client log? I want to see what your client did, and what it got back, if anything.
tryyna find it
Like I said - open the location %LOCALAPPDATA%/FactoryGame/Saved/Logs. It should be there.
what one
I'm sorry, what?
Okay. Are there any other logs there?
Try to find the one that has your connection attempts.
Okay. Do you have your game launched right now? You're trying to connect, and the game saves nothing to the log?
look at the screenshots i sent.
it lieraly just doesnt do anythiong
do you now see why im so confused.
Nothing about WinSock? No LogNetHandler? DTLSHandler? Nothing?!
I sent you screenshots
Okay, so it kinda looks like it doesn't even get a reply.
theres literaly nothing
Which port are you trying?
25574 is what i have set..
bc other ports are used
so im just tryna get it to use the other 3
Port=25574 -ServerQueryPort=25575 -BeaconPort=25576
No, which port are you entering into the Manager in-game?
25574
ffs that worked
This is my surprised face.
The default value it shows is 15777. ;]
(defaults in order are: Game 7777, Beacon 15000, Query 15777)
Be glad, pre-U6 it was impossible to change the Beacon port. ;)
its 8pm ive been awake 2am today smh
Can you now log into it?
yeah just on the wrong version now so it should work
Yay.
i'm getting a crash every time i disconnect from DS now π¦
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'()```
is it just me?
Yes, it is.
Dude, you have a hardware problem somewhere.
Your crashes are all over the map, and related to things literally nobody else has crashes of.
Test your RAM please.
i think it only happens in the middle of the nuclear power plant...and how many people have 2100 uranium/minute nuclear power plants? π <#screenshots message>
there's a lot of particles going on over there
π‘might be the actual rendered radioactive effect on screen
no...because it does it when no radiation effect...i think most plausible cause is something to do with particle accelerators
log to the rescue!
ParticleSystem=None.None:None
Template:/Game/FactoryGame/VFX/Factory/Generator_Nuclear/P_Generator_Nuclear_BubblesTemp_01.None```
so it's nuclear power plant particle is doing a thing it's not supposed to
But why. I can understand a particular bug, or a particular quirk of the system that would trigger something like that.
But all of it?
there's 106 reactors there + associated factories
If your car's oil filter got stuffed up every day, you'd know there was a bug.
But if your oil filter fails, followed by your battery, then the rear left wheel, the brakes, and the clutch... dude,
there's something seriously wrong.
These things have nothing in common with each other.
Except Satisfactory, and your PC.
friend of mine working in the NPP crashed a lot too
One of these two is broken somehow. And I sincerely doubt there are so many completely unreported bugs in the game.
Face it. Something's wrong with your PC, and Satisfactory is somehow triggering it.
yup, 3 of 4 crashes have warnings about nuclear bubbles before particle crash
Okay, let's cut this short. The next new crash you get - you're checking your RAM.
RAM is perfectly fine
it's looking like this is a new crash in the update that happened a few days ago...
And you're just the one unlucky sap to trigger all of them?
how many players have 2100 uranium/minute nuclear power plants? π€£
What is this, Bug Pokemon?
Considering the player base? More than 1. Better question: how many of them are reporting crashes?
how many of them are playing on the new update? and spending a lot of time in bespoke power plant?
and, saving/disconnecting while in the proximity to the power plants?
2 of 3 = disconnect because of long save = crash to desktop
1 of 3 = quit to main menu = crash to desktop
seems to me like the game isn't properly disposing of nuclear bubble particles
leads to a memory reference error
Seems to me there's a lot of useless chatter about bugs that aren't actually bugs because someone's PC is broken.
Guess we agree to disagree.
PC is 100% stable
Except when it's crashing.
the game is crashing, not the computer
And that proves... what?
there's a new bug in 208976 π
I give up. Just please start putting them on the QA site and not here, if you at all can.
working on it
That's good. Thank you.
It might help to also post your save there, if you can.
If it really is a bug triggered by very specific circumstances, that'll likely help to reproduce.
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 ```
log has a lot of actor warnings
Just, do me a favour, if you can?
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. :)
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.
And eh, @calm jacinth - I apologise for letting my emotions run away from me. That wasn't cool of me.
That is very good, I wholeheartedly approve.
i wish i could see if my other 20 crashes (π€£) were related but the update broke the WinDbg -analyze function on them because the DLLs changed
oh well, clean slate with new version π
i really don't understand industrial storage logic π
they seem to prefer the bottom input but output is...somewhat unpredictable
occassionally see signs derp like this too:
should be water symbol + a number
it's like it failed to download the details of the sign from the server
reconnect can fix it
Don't use it as a splitter or merger
i use it as both π
Does anyone know how do i set the version of dedicated server to install? (I have pterodactyl)
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)