#dedicated-servers
1 messages ยท Page 22 of 1
@frosty gale
trying to find a way to do a clean shutdown of the Linux Dedicated Server, when I try SIGKILL it does not shutdown cleanly
Morning all, first bug of the day.
This is actually from last night and has been observed many times but it's time to do something about it and actually log it in the QA site.
Despite the fact I have ini file edits in place for ipnetdriver all over the shop there are two network timeout conditions that are seemingly not covered by those settings.
This is one of them.
When a manual save is triggered (something I do before logging off for the night) this timeout error is triggered.
Actually I am still in the game as you can see from the background image but have lost connection to the server.
This save action is triggered from the client as an administrator.
I think that describes the problem well enough for the QA site.
KillSignal=SIGINT not SIGKILL ๐
trying now
[2022.11.26-10.39.44:640][194]LogStreaming: Display: Suspending async loading (1)
[2022.11.26-10.39.44:654][194]LogStreaming: Display: Resuming async loading (0)
[2022.11.26-10.39.44:655][194]LogExit: Preparing to exit.
[2022.11.26-10.39.44:662][194]LogDeviceProfile: Device profile begin destroy: [0x7f82b2c57180] Linux
[2022.11.26-10.39.44:662][194]LogDeviceProfile: Device profile begin destroy: [0x7f82b2c570c0] Default__DeviceProfile
[2022.11.26-10.39.44:662][194]LogDeviceProfile: Device profile begin destroy: [0x7f82b2c57000] LinuxServer
[2022.11.26-10.39.44:664][194]LogOnline: Error: OSS: Leaderboards Interface Requested
[2022.11.26-10.39.44:664][194]LogOnline: Error: OSS: Leaderboards Interface Requested
just sits here
does the same with SIGKILL
I can confirm this behaviour; seems likely this 45-sec timeout value has no correspondent option in INI files. But when server kicks out pioneer he stays logged but can do nothing eg. pickup stack of items; eventually server timeout occurs.
I can actually still resume usually, so it's a console connection error and my ini file timeouts allow me to continue.
But it is telling that you can have these ini file settings in place which are not covered in certain scenarios.
a second SIGINT does stop it, but it does not save
is there a way to just ask the server to "save" via SIG?
have You this option enabled?
yes it is
try this trick (found somewhere on Github)
ah no, this is on disconnect
I don't think its possible, system waits for all process shutdown during HALT. It won't wait for save complete, just kills it:
let's try SIGTERM ?
I need to set it to exact build version
I don't see possible option in that json. "rules": "string|nullable|in:public,experimental"
but is there any official egg or way in steam cmd to choose build version?
You would need specify:
+download_depot <appid> <depotid> [<target manifestid>] [<delta manifestid>] [<depot flags filter>]
instead of:
+app_update ${SRCDS_APPID}
in Your customised Egg.
where is that configuration the build number go?
"scripts": {
"installation": {
no,no, no i mean i have satisfactory of 27 version but the server is 28 and i need to downgrade it (reinstall)
@blazing halo may be more helpful with these magic numbers, I just rolled entire server from backup.
oke
KillSignal=SIGINT
#KillSignal=SIGTERM
TimeoutStopSec=120
it does not save on exit in any of these scenarios. I didn't have such problem because my all servers are still running in the background and I have autosave enabled. I just load last autosave or in case of problems - last manual save.
Oooo that's a new error
I am shtuck inside a hypertube.
Makes a change from dropping through.
ive heard that theres a way to make your server run without a player online but I cant figure out how to do it. I have a shockbyte server
Thank you!
is someone able to help me with my server
Non-issue.
Yes.
ok sorry im dumb
Nah, the damn server spits out a lot of messages that look scary, but have nothing to do with the operation of the server.
ok cool took me a while thanks for the help.
I have no clue what are versions 27 or 28. Satisfactory uses build numbers that are 6 digits long (currently EX is 209551, EA is 208976), and a version system that uses periods (currently 0.7.0.4 and 0.6.1.4 respectively, I believe?).
%localappdata%\FactoryGame\Saved\Config\WindowsNoEditor\Game.ini
Possible?
> Possible?
Uhm, what?
im sorry i was too lazy to type in the rest of the build numbers
so its the 2 first digits
First two digits of what?
I don't know any build numbers that begin with 27 or 28.
oh well lemme check again
I'm sorry, what? I don't understand what you're trying to say.
I'm trying to play with more than 4 players.
Yeah, edit Game.ini and find this heading: [/Script/Engine.GameSession]
well i have client version 208250 but the server is 208915 ( i remember server version very foggy), so the question is.. can i using steamcmd, pterodactyl, steam or anything else even downloading files for server from some mirror download the older version server files?
Okay, I must ask: why do you need to downgrade your EA server to match your client version? The current EA client is 208976 - update your client.
im sorry, but i just cant :/
Why?
dont have enough disk space :(
Help, WindowsNoEditor ?
@blazing halo
Edit Game.ini.
Also, this isn't server-related. Just so you know.
Move MaxPlayers=6 down to its own line.
[/Script/Engine.GameSession]
MaxPlayers=6
@blazing halo
โ
Thanks.
Uninstall game, reinstall game.
Should install latest.
Downgrading versions is not a solution for insufficient disk space.
okay i didnt wanna say it but i dont have enough money to buy the game so i kinda ||pirated|| it and im so sorry
wtf ? gotta be kidding, order NOW on Steam -40%
No excuses ๐
i know but my friends are 1 from Russia and other form Ukraine of i would have the money they dont :/
2 gifts on -40% no problem then ?
waii lemme see
time is ticking, special offer ends 29th
That's what I thought. ;]
*le sigh*
my wallet isnt really bottomless u know
I ain't going to chastise you. I did this myself years ago (Poland).
Did you get your server from STEAM, or steamcmd?
SteamCmd
Then why did you update it, if you knew you couldn't play on a newer version?
Think a little. ;P
The problem is i downloaded it today
Ah.
Yeahh
Yeah, well, we don't really want to help you with pirate versions. Sorry.
Okay, i understand
Is this a good place to get help with my server?
*looks at the channel name*
*looks at @torpid vector*
Nope, this is the plushie channel.
T.T
Whatchu need?
help ๐ ๐
I don't really know what I'm doing with the server, I've had it completely setup before and running. Then all of a sudden the server didn't work anymore. I've been trying to troubleshoot it with Googling stuff, but I'm not really finding a lot of info.
Begin with describing the issue.
EA or EX? Which build? Operating system hosting the server? Any additional software in play (like Ptero, Docker, LGSM)?
EA, 208796, Windows 10, and No
4.26.2-208976
Recently the server crashed on startup, now I've got the command prompt screen to not shut itself down, but it freezes after a short while before fully setting itself up
It hits a wall, I guess
Can you show me the "wall" it hits?
[2022.11.26-21.40.11:203][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2022.11.26-21.40.11:205][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2022.11.26-21.40.11:205][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2022.11.26-21.40.11:207][ 0]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072)
[2022.11.26-21.40.11:207][ 0]LogNet: Created socket for bind address: 10.0.0.22 on port 15000
[2022.11.26-21.40.11:207][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2022.11.26-21.40.11:208][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2022.11.26-21.40.11:208][ 0]LogNet: IpNetDriver_2147476123 IpNetDriver_2147476123 IpNetDriver listening on port 15000
[2022.11.26-21.40.11:218][ 0]LogLoad: Took 5.071930 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level)
[2022.11.26-21.40.11:242][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.11.26-21.40.11:244][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 5.10, Realtime: 0.03. IpNetDriver_2147476123
[2022.11.26-21.40.11:244][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 5.10, Realtime: 0.03. EOSNetDriver_2147482292
[2022.11.26-21.40.11:546][ 11]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1]
This is always the end where it freezes
Ah, yes.
So... you're worried because it says nothing else after that.
Have you tried connecting to it?
Also, how the fuck 10.0.0.22? ๐คฃ
Yes, unsuccessfully
So damn close. xD
Used to run 10.0.0.* myself before I switched to 10.{realm}.{segment}.*
so my own server is currently 10.0.1.22 xD
Okay... So you tried 10.0.0.22 with port 15777 and it doesn't work?
Yeah
Disable Windows Firewall on the server machine (entirely) and try again.
Is that OS on bare metal, or is there some virtualisation happening?
Install on a PC
Okay, so bare metal.
Okay, so it should work.
I assume you're in the same LAN with it?
Yeah
I assume you can ping the machine?
Ping?
On your main computer, hit Win+R, in the lil window that comes up type cmd and ENTER or click OK
It will open a CMD window.
In that window, type ping 10.0.0.22 and tell me what it returns.
Pinging 10.0.0.22 with 32 bytes of data:
Reply from 10.0.0.22: bytes=32 time<1ms TTL=128
Reply from 10.0.0.22: bytes=32 time<1ms TTL=128
Reply from 10.0.0.22: bytes=32 time<1ms TTL=128
Reply from 10.0.0.22: bytes=32 time<1ms TTL=128
Ping statistics for 10.0.0.22:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 0ms, Maximum = 0ms, Average = 0ms
So you can ping it.
Also, you know how to use CMD edit mode, cool.
(I was kinda expecting a screenshot :D)
Oh hey
you have edit mode enabled.
Can you check if you accidentally went into edit mode on the server window? :D
Because that will stop it dead.
@torpid vector ^
I'm not sure? I can use all the same functions in the Sat Server that I can in CMD
You do know what edit mode is, right?
That thing you did with the mouse to copy the results of ping?
When you do that, the underlying process pauses execution for you to be able to copy the buffer.
Yes, but I'm not seeing anything change when I turn it off
Ugh, I'm not running the server on Windows, so I can't give you a visual aid...
one sec
It usually manifests as one block being white, inside the CMD window.
Easy to miss.
Okay. And can you connect to it now?
(also, I doubt it'll remember this unless you disable it for all CMD windows)
Is this happening on your own gaming PC?
As the server address in satisfactory?
Yes. If this is all on the same PC, it should work.
Fun fact your could.type in 127.27.231.85 and it would be resolved to your PC
It would, 127/8 is all "this PC".
Why did they reserve that entire /8 block tho it's insane
Still no change, Server is offline
No idea, but they did this back when it was all empty.
Could the local machines firewall be the issue?
What IP am I supposed to use to Add Server?
In your local network, the LAN IP of the machine.
Because last time before the whole crash and couldn't use it, I used my PCs IPv6 and it worked. I just tried the IPv4 again and it finally worked
Ah, yes, if you told it to -multihome=10.0.0.22 then that is the only IP it'll listen on. So, 127.0.0.1 wouldn't work.
And I'm gonna feel reaaaaaaaaaaal dumb if that was the only problem
Uhhh...
Wait.
LOG
what was the launch command?
-multihome disables IPv6 when used with an IPv4 IP address.
Things aren't tracking for me.
.exe -log -unattended -multihome=10.0.0.22
Okay, so with that command, IPv6 can not work
because telling the server to use 10.0.0.22 forces it to use the IPv4 address space.
I apologize, I've been trying to work on this after work in the middle of the night and this is the first time I've not done that. It must've gone right over my head, dang...
But if someone wants to join, how do they do so?
Not on LAN
Public WAN IP + port forwards.
For starters, I'd recommend you replace -multihome=10.0.0.22 with -multihome=0.0.0.0. Makes little difference, but could save you a headache down the line.
It essentially does the same, except explicitly specifying which network interface it should listen to - 0.0.0.0 means all of them.
To check if your WAN IP is public, log into your router and find your WAN IP. Then, check with a website like whatismyip.com to see if they match.
If they do - your WAN IP is indeed public. If not - it is not, and you can't host the server for the Internet to reach.
Thank you, I've made those changes now
So, is your WAN IP public?
when you are renting a DS, should you be able to load specific save files from the main list of saves? is there something that renting a DS would prevent there?
Yes, and no, unless your hoster prevents you somehow.
I cant ftp download my saves. I have to ask for them to be emailed.
Ah, that's likely because many hosters haven't fucking bought a fucking clue
and figured out that saves are not kept in the server's directory.
For satisfactory we would need to grab it for you as the developers have not given an option to migrate the save location. Which causes the save to go into the appdata folder. What is the name of the world and I will grab the data for you.
Yeah, on Windows it's in AppData.
And yes, the devs did not include a way to move it elsewhere.
Also, looks like your hoster did buy a clue.
Now I just have to wonder why they can't just remap that directory to a folder you own.
Because yeah, that's doable.
mklink /J <destination> <source> most likely
when uploading a save that was previously local, is there a way to link profiles?|
I just moved our world to a dedicated server but our inventory has been reset and we can see "us" as player models as though we're offline.
It should not happen like that, but... just kill orphaned pioneer and grab the inventory stuff.
ahh thank you, it looked like we couldn't kill afk players
Hello. I'm running a dedicated server for a friend and myself to play on. When we're at his place everything works perfectly fine. However if I'm at home he's being disconnected if I log in. My setup in brief: I'm connected to an intel nic on my win2022 server and he's connected to it on the nic that goes to the fiber modem (static ip ; my server does nat for internal nic). I'm running the server via steamcmd. The game log doesn't tell me that the other player is disconnected or why, but after I connect he can't see the server as online anymore. I'm using the multihome commandline to bind only to the public ip. I had a similar issue when I was running an Empyrion server, and there I had to resort to putting it in a virtual windows 7 and routing the requests to it. I am also running a minecraft server however, and that doesn't seem to have any issues with multiple adapters. Anyone else with this problem or solutions to it? My current solution is to connect via a vpn so that I'm comming from the external ip myself.
You'll need to listen on all available interfaces so in that case -multihome 0.0.0.0
I don't think that is the issue, because if I don't do multihome, that is the default behavour according to the wiki
mutlihome 0.0.0.0 would listen to all ipv4 adresses on your network and ignore ipv6.
If you only listed your public ip in multihome, the server will only allow connections from your public ip
Similarly setting a multihome 127.0.0.1 would only allow connections from the same machine
Understood. But that doesn't address the problem I'm having. To reiterate - my problem is that once I connect from inside it drops the connection to the external nic. Now I'm connecting to the external ip, but since my router is also the same box that has the dedicated server my trafic is comming from the internal nic, and I know there's some edge traverse magic happening. I suspect it's got to do with that mayhaps.
Ok so let's compare this to situation I'm having. I'm connecting over VPN (local subnet), the others go via WAN address. This indeed generate problem like that, since I'm the server admin looks like I'm sometimes reserving ports; effectively refusing other players. So what I'm doing is allow all players join first, then me over VPN. Sometimes clients just need several attempts (3-4) to join. -multihome set to local IP of the server, one NIC only.
I found a bug. If the player left the game while he was in the car, the server records the defective savefile. At the moment of the next entry, the player and the car hang somewhere in the beyond. You can fix the problem by removing the player from the map using the calculator.
This happend to me when server tickrate was set to higher than 30. On EA.
If it's triggered by being admin, maybe only log into the player side ? then your session isn't admin right?
The DS using default settings of tickrate. I don't change anything.
Yep, clearly an issue with in-vehicle position during save. Same on EA DS.
Will test this... at some point.
Hey so i am stuck with the so called "ghost player bug"
basically everytime i join the server i spawn as a new character (also my original main character can't be killed so i can't get the loot back, when i revived it the model just kept moving straight and ran into a wall so thats where it is stuck now)
is there a known fix for this? i tried restarting the server/my pc but nothing worked
You should be able to kill your old player but it does take fairly many hits... like around 50 or so
Likely the reason is that your game client is not connected to either epic or steam I'd imagine
And how to fix it?
There's no fix for that, it needs to be reported on QA site. Doesn't happen on singleplayer session though...
so after another server restart all the clones and my main character dropped their loot and dissapeared but i still always log in as a different player
Having a log of all of those attempts might help, actually... but this is a known issue - it just doesn't seem to happen quite that often. For most people, it happens like once, maybe twice.
Now this is a proper headscratcher, I have to admit. From the code's perspective, it should absolutely not matter where you're coming from... However, the game has a built-in "router" it uses to limit the number of ports it requires. It is enabled by default, and can cause some real headscratchers when it malfunctions. I would advise you try running the server with either -multihome=0.0.0.0 (if you don't care about IPv6), or -DisablePacketRouting (if you do care about IPv6) -- both of these will disable the internal packet router and force the game to use all three ports instead, with no extra layers of connection handling on top of connection handling...
Okay. I'll try the first one. I haven't even activated the ipv6 stack on the server, so it won't try to resolve any of that in the first place
In systems where it's enabled by default, I've seen the built-in router do funny things like :ff::127.0.0.1. :D
(or however that's written down...)
If it works, I would be thrilled if you could add a comment to my QA posting requesting the packet router be disabled by default.
it'd probably be 7F000001 at the end instead of 127 etc? ipv6 uses hex notation
Yeah, except it takes an incoming IPv4 connection,
routes it via IPv6, back to IPv4 localhost...
Because IPv6 first, I guess?
I doubt the IP stack is actually invoked for loopback, but it's still funny.
Not sure. I took my IT education before ipv6 was a thing :)
I just find it silly that they do this, and it does this silly thing, and then nobody ever mentions this anywhere, except for a line on how to disable it.
Well it's still a work in progress thing. I don't document things until they're done either. It's just how people are. Ineffective
I suppose...
I guess that's why auto-documentation is a thing.
But damn, at least drop a page on the Wiki for it. Just in case.
True
Ping me when you've tried it - I'm curious if it's the internal router being a shit again.
Likely because in SP, there's no ambiguity about who you are - there's only one thing you can be, the local player. If I were to guess, I'd say that if you load a MP/DS save and join in SP, it might give you a new body, but should afterwards stick to it.
If I remember I'll report back. Can't test until next weekend though due to work schedules
I expected as much, yeah. Do ping me, though, I'd like to know if it works.
I assume that if it doesn't, you'll be back here anyway... :D
What host would you guys recommended for a 4-8 player game
<@&387163995947270144> Hi. New to the game. Just started a dedicated server. When I created new game, and joined, I joined as my solo game Tier 2 Character. How do I (and friends) join as a new character instead?
Please don't ping us moderators for game related questions. We are here for issues with the Discord server and its member
Concerning your question: Are you hosting the game from a fresh save file or loading an existing game?
In any case, also check out our QnA forum over at #1038092680493801533 for anything game related
Sorry. Thought I had the right group. I'll hop to the other channel.
It's fine, just wanted to point it out ๐
I started a new file. My character was from a solo file in a different biome and everything.
That is odd, since the progression of what is unlocked is not tied to the character but to the save file
Meaning a new save file should lead to start at 0, there is no way to "transfer" a character with more or less progress
As in, there is no tracking for unlocks/progression on a character basis. That stuff is only tracked globally for the whole save file/game
Are you sure that you actually joined the server, and not loaded your local/SP save file locally?
I see a lot of people failing to understand the distinction between session MP and dedicated servers - lots of questions about "invites" not working, or "privacy" not setting... so I ask.
So, ^
More confused than ever. Under Server Manager I selected Create Game. I clicked a starting area. I made a new session name.
then I went to the status tab and clicked join.
I have now wiped the server, and did all of this again.
Did it happen again?
My solo game was in the rocky desert. this game is grass fields. Yes
I can stream my screen if you would like
... I would like to see that, yes. That's very curious.
Yes and my friend is now trying to join and it shows him as T2 as well
Well, once the game unlocks the tier, it's shared by everyone (game is coop-only in MP), so it doesn't matter who unlocked the Tier - it's unlocked for everyone.
Hmmm... Wait a second.
I keep forgetting what Tier 2 is.
This is a non-issue.
I had the game set to pause when no one was logged in. Not sure why it's showing offline. It looks online from the web portal.
Plays on the Dedicated Server do not go through the tutorial.
You spawn with Tiers 0 and 1 completed, and some basic building stuff in your inventory.
brand new game and I can search for copper and limestone out of the gate
and I had crafted materials as well as raw materials in my inventory
See above.
so the 4 autominers would be standard?
OOOOOOh. Okay.
I got lost for a second when you said that your character got transferred, but it was actually a coincidence that what you had in the inventory closely resembled what you get by default.
Sorry if this has been asked before, I can not get blue prints working and I'm wondering if this is a known issue. they simply will not save, when I check the save location on both the server and local PC they are not there either.
Posted it
Does the user you're running the server as have permission to create folders in the save directory? I assume it does, but just to verify.
yes i do
if i go to a local game it works fine i found.
Hmm... I don't know what to tell you. I think it's been mentioned before, this issue, but I don't know it as anything other than "intermittent".
Maybe it's not so intermittent.
A QA posting is in your future, I fear.
thats ok, i will post it in the Q A, thank you for having a think on it.
urgh, whenever hosting a server for too long, you start not able to track other players on map
this is rather frustrating =\
could someone try test mine dedicated server i wonder can someone else join exept me ?
@brazen plaza A few questions. How are you running the server? Is it as a service or through SteamCMD? Also Windows platform? For the Blueprints are they not saving in game or is it that you see them in game but not in file explorer?
hmm still nobody ... ? i would like to test out my dedicated server so when my friend come online we can instant play and skipp all the confing part :/ ?
Hello, Is there a way to modify the ports of a server hosted via steamcmd? Unfortunately I did not find any configuration
im using the docker implementation for the server. but i still run into issues, when i import my ongoing save, the server crashes. We where using a hoster before and it worked fine til update 6 and the world didnt boot anymore.. but when i try loading it into my client, it worked fine. because of multiple reasons we decided to get a vps instead of the more expensive game server. The server worked fine until i loaded the save and it cept crashing.Is there any way i can repair my save-file?
what is wapening?
Either via file modifications (2/3) or by CLI launch arguments (3/3).
How much RAM is available to the server?
?
I tried that but it doesn't work
server already running
i set a limit 6GB.
incase you know how to docker: the full docker-compose file is
version: '3'
services:
satisfactory-server:
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '15000:15000/udp'
- '15777:15777/udp'
volumes:
- '/home/bnb/setup/satisfactory/serverfiles:/config'
environment:
- AUTOPAUSE=false
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
# - STEAMBETA=true
restart: unless-stopped
deploy:
resources:
limits:
memory: 6G
U6 requires 11 GB, U7 about 14.
At least
Note: those are base requirements. Save size will influence RAM use (upwards).
How did you check that it didn't work?
Result?
is it required or is it a recomendation.. aka does teh server no liky, when i give it less. or will it still attempt to run?
maybe have to edit ServerQueryPort but I dont find the CLI option for that
Recommendation is 16 GB for U6, and I'd say 18 GB for U7.
-ServerQueryPort=
That's the CLI option.
Unless you meant the ini option, in which case - there isn't one. No, I have no idea why either.
unfortunatly it does not.. it just spits a ton of errors...
i will try with 11 tho
Show me.
those ate the last few, but they are all like this
All of these are irrelevant to server operation. They're game logic warnings.
but it stays up with 11gb of ram...
Until you build some more, and then it'll tank again at some point.
But if that's how you want to run it...
so you might be right with the gbs.. with is strange because i do remember it jsut running find on a 4gb server and after a restart it just...ded
Yeah, it needs something like that when not loaded into a game.
i mean.. its already fine by me that it works on a non dedicated server and i can use it with docker
on the other hand... does the base game also need that much ram while also supporting multiplayer?
I'm just glad you didn't rage-quit with "I'll go back when it goes back to sane RAM use again".
Legit seen that happen. Good luck waiting for that. So far, every major update only increased RAM use.
Also, rage-quitting because an Early Access game isn't staying true to its initial hardware requirements is... sad.
But anyway.
I don't honestly know, but it needs 8-10 GB just to run, so I assume "something like that, yeah".
well minimum is 8gb
Ask Taro for his single-player save. I'm told it exceeds 32 GB at this point.
and i cant go higher then 12 because my server is a 16gb vm.. and doesnt do more or we pay up.. so might as well use it as it is for now and see how far 11gb will take us.. but i still need try to join it.. becuase i havent done that yet
Yeah, well. Running Unreal Engine dedicated servers tends to be RAM-heavy.
what is the base ticket rate for the game?
Tickets of what?
?
Your Docker probably has it set higher.
Don't go above 120, I'm told weird shit starts to happen.
I like your session name.
Self-distance is important.
xD
As is accurate self-reflection... ๐คฃ
i mean.. it is my 2nd world i am playing
doesnt seem i can set that.. unless its goign by a different name
small waht?
As in, you may be idiots but you're not morons.
Which is something, at least.
Right?
I'm sorry. I just came home from a long day at work. My current outlook on (and expectancy of) human intelligence is... shall we say low.
Which, I'm told, should actually reflect reality.
So there's that.
Anyway, the tickrate is configured in the .ini files somewhere. CBA to check.
There is no such thing as professionalism.
- Phil
It's on the Wiki. Somewhere.
Yes, there is. Otherwise millions of people wouldn't huff in outrage when you doubt theirs.
i will find it.. i can play on teh server.. tho it seems i have some connection issues, cause the train glitches into itself
unfortunatly... i have seen bigger companies working inside.. its just not there...
bringing it up, because i wanted to check, if that might not only be connection related
Depending on the VPS provider, you may run into CPU time scheduling issues. I guess time will tell.
cpu seems bored
(because obviously they overprovision, hoping that people won't all use it at the same time)
i just dont liek the fact tha tthe server allocates the ram.. instead of dynamicly use it.. because im sure it wont need all 11gbs
(AKA how to sell a potato at the price of a kilogram)
It does, actually.
It tracks every single world cell.
Most of them aren't doing anything interesting, but it does track them.
Remember that long list of LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Tile_X5_Y3.Tile_X5_Y3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_153)?
yes
That's the tracking.
ah
(it basically "warning" you that there's nothing interesting going on in that cell, so it just assumes default states for it)
any idea how to get the inventory back? cause its lost now..
Are you sure the tickrate is on the wiki somewhgere, Kad?
Last time I was looking for it I searched on the wiki and didn't find it
how dirt.cheap the hoster is.. im pretty sure that is the case.. tho i dont mind as long as it runs
Probably your old character is somewhere in the save and you can kill it to retrieve the inventory
Hm... no, I'm not actually. I assumed it's there, because it'd be pretty stupid (and entertaining) if it wasn't there.
yea... somewhere
I found it mentioned that it was added to the UI.... In some U5 patch
is there no playerdata to look at and ge tthe coordiantions/change IDs?
scim can do that ๐
because the save-file is quite smal. just in a format i cant open properly
You can open it in SCIM in the map
ANd edit the locations of players among other things
Did you find it there, Kad? Or just find it in you own data? ๐
tho where is the file?
In my own data.
Google says it's not there.
Well, I suppose I expected too much from people. Again.
pff
But eh, you shouldn't need to modify it unless your hardware can handle it, and 30 is plenty.
So I guess... doesn't really matter?
will try the tool later
$SERVERINSTALLDIR/FactoryGame/Saved/Config/LinuxServer
but.. it smore then thatand i want to know to what it was set
it did went over a 100.. and does fluctuate a lot
Then 120 probably, and your VPS can only handle so much. ;P
yea.. its no thtere tho
Going over 120 seems to promote weirdness, so it's a good cap value.
(well, according to some, anyway)
Since we deal with vanilla DS instances here, I suppose you'd get better answers from either the guy that made that image, or Docker folks themselves.
Well since my game crashes during the Tick. I should really edit it to zero ๐
xD
Let me start with the elevator done and drag items out of it!
Note down lotto numbers. If it works, they might come in handy.
ram the ores back into the ground
What's the Euro jackpot tomorrow? 
Run the game in reverse and leave the info in the chat tomorrow, so you can read it today.
4head
Wouldn't that be insane though?
"Well, nobody tried before, so I guess..."
Now I'm legit curious what the game does when you tell it to NetServerMaxTickRate=-60.
Not curious enough to disrupt my empty server tho'.
well it does seem to be functional.. i will try to give a littel more ram and see if that improved the server... or it might just be the ping..
tho that seems fine..
well i found some player with decent items... and a coffe
Saw a woman today, driving her car and talking on the phone held in her left hand. I'm not sure she even held the wheel with her right. In a fairly recent SUV, which I'm sure has a hands-free. Hell, our 15-year-old Transit has one. I bet she could talk to her phone through hers. But why bother?
At least she was springy @ green...
not allowed in germany ^^
Within 10 seconds, officially Not My Problem.
Not allowed most places. People still do it
to talk on teh phone that is.. cause you are not allowed to use the phone while driving anyways.. only hands-free
Yeah. But people are morons.
Or, they have no fucking imagination.
"What could possibly happen?"
A shitload of things, actually. But who cares? ๐คท
they alre already testing a new system that checks, if you are on a phone, while driving under a bridge
What kind of system is that? That'd be nice to have here 
"I love that you care and thank yee for your advice, but imma gonna continue being a danger to myself and everyone around me. Thanks tho'!"
Mhm... drive safe now...
makes a pic of every car and then checks, with โจAIโจ if you are on a phone
I could take sooo many pictures out to the red just outside my apartment
People using phones while waiting for the light
they also already tried gettign money from people.. but the system is not yet pushed in court so alot just rejected the payment
My boss likes to answer e-mails on his phone. While doing 95 mph (150 km/h) on a highway.
๐ฌ
Told him to stop at the next rest, so I can get the fuck off, and he can continue on his merry way.
tbh... i do it too but its a nono while driving
Looks angrily at Phil
<.<'
Meh. Today, he got pissed because a ped didn't cross the road until he was at complete stop.
Kinda ripped him a new one over that. Because fuck no I wouldn't trust him until he was conpletely stopped, if I were that ped. By default. And remember, I ride with the guy.
Any bets on when #patch-notes light up?
i havent been following the game so much recently besides the big features...
Download both via steamcmd, so I kinda don't care. I'll get to it whenever.
yesterday some family of 4 tried to cross the street-baby in cart first while i was..a lready there with 50km/h
so.. 31mph
Oh yeah, I should mention, I'm in the EU as well. I translated km/h to mph because most folk here are in the wrong measurement system.
Ah yes. But I'm not gonna get my friend to download from steamcmd. So it won't benefit me. If I wasn't okay with sometimes not being able to play, I'd play EA ๐ (And probably not dedicated at all :P)
no street lights, barely visible at 6pm
True enough, and... true enough I guess. I mean, I'm okay as well. It's just a hassle sometimes.
I mean, I did pay the devs for access to the unfinished game. I obviously expected issues. :D
Finally someone noticed. Tough crowd tonight.
No reason to laugh. It's obviously the truth
yea.. the topic was over and i didnt bother to write another message on it ^^
And I was recently told I should totes become a stand-up comedian.
Well, somebody lied.
is there some documentation about NETWORKQUALITY
There's plenty on the settings it affects (look up Scalability.ini I believe),
but it likely won't help you, if you want it to help with what I think you do.
i just googled it.. cause 1-4 rly?
Do FG.NetworkQuality 3, but I think it's default.
Also, 1-3.
If you look in Scalability.ini, you'll see what happens at each level.
it is default
(unless it's not in the saved one, but rather the default one... I unpacked my game to bits, forget if it shows up or not)
Nah, over the console.
Anyway, it's like 9:30 PM, and I still haven't unpacked my groceries.
(though I did come in like 30 minutes ago, so not too bad just yet)
Better get to it, however.
alrighty. hav fun
Certes, that's the word I'm looking for. Fun.
well.. i mean, its gonan be fun once you eat it ^^... funniyl enough if i add the tiles to limit the tick rate. it just goes over xD
hold.. it might be a user error
it wasnt there. because... docker, but even if it is present now it still doesnt lock to it.
is it like a soft limit? for it goes like way over...
It's a hard limit. If it's going higher than X, it means the limit is higher than X.
Hi, thanks for the reply. Im running the server through the epic store not using steamCMD and on windows. The blueprints are not saving in game.
I haven't tried doing anything with the epic store version of dedicated servers. Have you considered trying the SteamCMD version to confirm if the issue is with the Epic version of dedicated servers? It doesn't require you to purchase the game on Steam. It is very quick to setup and if you need help I'd be glad to assist if you are having issues setting it up with the wiki instructions. There is a good guide on the wiki under section 3.1.1.2. https://satisfactory.fandom.com/wiki/Dedicated_servers#Windows. If this does work and you want to keep the server running this way I would recommend setting up the server as a service. The save location is in a different location so you would need to move the save files and load them once the server is started. Here is a guide for that if you decide to go this route. https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
Ok i will give that a try tonight and let you know how it goes. Thank you for your help
Glad to help. Feel free to DM me if needed.
there any mods or anything that can announce an impending autosave to clients?
it's been quite some time and I can't believe this hasn't been addressed yet
Mods are not compatible with the dedicated server, unfortunately.
does this exist for non-dedicated server?
No idea.
My recommendation would be to ask in the modding discord, they'll likely know better than we do.
I'm about to go old school Gameshark style and hunt down the memory location of the autosave timer, and make a bot for my group's discord
lol
It's a valid approach, I suppose... except it's likely that you won't easily find it.
I doubt there's a "countdown". More than likely, the autosave is scheduled alongside everything else.
But you absolutely can read the .ini file that specifies the interval, and read the log to latch onto the last timestamp.
this would be a last resort
Most likely scheduled too. I doubt this game uses any sort of "timeouts".
That is likely your best bet, actually. And I think it's already been done.
this game definitely has some....... interesting..... design decisions abound
like, I'm absolutely floored that saves are not async
Nah, that's just how modern games are designed. You have a scheduler for everything. Certainly holds true for UE games, and anything Bethesda pumps out.
doesn't make it good design ๐
Considering that it needs to save the entire memory region, and then serialize it so that it doesn't save several GB of data per save...
just a root design issue. each thing needing saving needs to just be CoW during the async save
But UE doesn't seem to be the greatest about this particular aspect. Every UE game seems to develop its own scheme. ARK just blindly saves big chunks of RAM. Conan saves all actions to an SQLite database as they happen. Satisfactory collates vis-a-vis template and serializes. ATLAS runs a Redis database (since it also needs to sync up to other "shards" running the same game).
and commit the CoW data to the game state upon completion. user would never notice
It is something I proposed at some point, but considering how much RAM the game is using at any one time, it would probably be happening a lot.
i mean, saves take a few seconds. a few seconds of CoW data to maintain state consistency seems minimal
and the squishing of that data back to the core state could also be async
Doing a delayed "shadow" that would, at worst, lose a few seconds of gameplay, would also be an idea.
But hey, I'm not a dev, not my decision.
I'm a dev, just not for this game ๐
Again. Not a dev for this game. ;P
I'm also a dev, just not for games. ;P
(and let's assume that establishes me some street cred, ha ha)
i've done work on tons of projects, including some games
What I'm trying to say is: we can moan 'till the cows come home. At the end of said day, it's still not up to us.
I mean, I can hope the right person hears the moaning
But does it have to happen in the DS channel? ๐
Yes, you could. ;] Though I doubt you'd be given memory management to tinker with. xD
More likely than not, you'd probably sift through bug reports. :D
(though it'd be a great position to submit a few of your own... :D)
first Monday after my first week: "What'd you do this weekend?" "Oh um... not much. I refactored the entire game core and made it 10x more efficient. That's about it."
Considering that save time has been a point of unrest for months, and the devs have been actively working on it, I'm pretty sure they're aware of the problem.
But hey, in that vein...
They did multithread saves at some point, which improved times a bit, but there's still way too much lock contention for it to be the speedup it could be
You could also make a QA posting with some suggestions, dev-to-dev, on possible solutions to this problem. Chances are they've considered all of them already, but you never know (as this link proves, sometimes there's a muppet doing something important).
yeah, I've spent a minor amount of time poking around at Satisfactory in IDA, but I'd rather the devs do these things and me spend my limited free time enjoying the game vs fixing it hehe
i haven't done a QA for a year or so (last was asking for an autosave notice on multiplayer... haha)
it didnt get much traction
tl;dr that link: GTA Online did a parse on JSON with thousands of shop items, and not only was their parser naive - it also ran client-side dedup...
yeah I remember reading about this
I was reading that and weeping.
Reminds me of the YandereSim if()elseif()elseif()... chains xD
Because why would you do a scheduler, or an event pump, or just a LUT, if you can check every single actor, every game tick, always.
More reliable, right? xD
lol
I wonder if there's anyone at modern game studios that even knows how to do assembly level optimizations on such things
I would wager there's always That Guy, but... honestly? Likely not, and likely a good thing.
really?
I feel like given a week of solid work I could cut the bloat off this game by a LOT
I sincerely doubt it. Most of the "bloat" is in Unreal Engine, to be honest.
And not just any bloat, list bloat.
Everything in this game is a list.
Usually of lists.
yeah UE is bloat, but based on what the game uses the most there's tons of room for optimization
for example, I recently discovered that using just a handful of programable splitters I can break the UObject limit lol
like... who designed that?
AND thought it was a good plan
Usually unintended side-effect of flexibility. But eh.
You should know how it is.
:D
But seriously. Contact CSS and give them a few ideas. Much more useful than griping about it. Much less grating, too. ;)
usually when I'm up against something that's very open ended like that, I optimize the hell out of it
shrugs
Maybe you're the guy they've been waiting for? Who knows.
this is their discord, so, I'm technically contacting them ๐
I actually have contacted them previously, and later even did so through a game studio I did some work for. they.... seem uninterested in fixing backend things
Well, can't really help there.
which I guess makes sense. gotta keep the hype machine going
which doesn't generally include backend improvements
But might I suggest #satisfactory instead? Much wider audience, much more active community... Devs talk there too, sometimes.
maybe. but most of my gripes are with the dedicated server, so haha
Or, or, you could help us debug some of the crashes we see on the DS!
I can read logs and stacks, somewhat, but I can't use IDA for shit. Your skills would be useful in generating much more useful QA reports.
If you want to, I mean. Nobody's forcing anybody here, we're all donating our time.
Something to think about.
maybe. surprisingly, aside from some of the early EA releases crashing from blueprints, I haven't actually had our server crash lately
just client side crashes
There's a particularly persistent crash, actually.
Anyway... I was supposed to go to bed two hours ago.
You feel like chipping in at any point, the floor's always open.
why is nuclear power such a pain
Is there a way to set the time that the server restarts the game?? seems to happen every 24 hours at the most inopportune time.
There's a setting to change the interval, but I don't know if it even works at all... All I do know is that you can adopt a simple rule: whenever you join the server, the auto-restart is 30 minutes from then. ๐คฃ
It just is. ๐
Because, in all honesty? It kind of is.
so im running a server on linux and i cant seem to find the ServerSettings.ini in the file located on the Fandom Wiki, did this get removed?
Have you actually started it yet?
Did you shut it down at least once?
yup sure did
FactoryGame/Saved/Config/LinuxServer/
Of...?
of the host machine
You could be looking in ~/.config/Epic/FactoryGame/..., so I'm asking.
nope dont have it through Epic, the server is on a completely different machine and is hosting from SteamCMD
The answer I was expecting here was either "the install directory of the server" or "the config location of the user".
Yeah, they all put their shit there. It used to be offered through EPIC exclusively. That's where it's configured to put its files.
ok so if its on a dedi server it should be in that location tho, correct?
But no, the .ini files are kept in the DS install folder.
What do you need to change, by the way?
tbh just a tinking around and looking since i just booted it today but i noticed i was missing that file
It's possibly not there because you haven't changed any settings that go into that file.
ok that would make sense then, i have ran multiple different game servers and i know they create files differently so just checking tho
Sure, sure.
but the only settings ive changed is the Auto Pause when No Players and Auto Save on player exit and Player Count
oh and the Auto Sort nventory but i did that in the GUS.ini
Mine has
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=True
mUsePacketRouting=False
so I guess that's what goes in there.
yeah all of those are in my GUS.ini
You change it to true?
yes
Hmm... Can you test it for me, then?
as soon as i start building which will be tonight
I assume you've played the game some?
just started tbh
Because there's currently a bug with the inventory where,
if you sort the inventory after picking up something radioactive,
the radioactivity won't clear when you (re)move the radioactive items,
necessitating a death/respawn to clear.
ahhh, i will deactivate it then
I don't know if it'll happen on autosorting, though, so I wanted to have you test it. ;)
yeah im not that far yet lol
Shouldn't they go into ServerSettings.ini tho'?
this is whats in my GUS.ini
thats how it was installed as well, maybe its a linux thing??
So, literally none of those settings are in your GUS.ini
no all of them are in my GUS.ini but i dont have a ServerSettings.ini
I don't see any of those 3 settings in your screenshot.
yeah so those settings are not...let me reverse the ticks through the UI and see if that file gets created
It should, I think.
we will see
You likely won't have mUsePacketRouting=false.
(you'd need to use either -DisablePacketRouting or -multihome=... to get it)
ok
You likely want to use those, by the way. I assume you know your way around port forwards, since it's much simpler than even bash.
Meaning, you probably don't want the internal router getting in the way, and it's likely useless to you anyway.
yup i have a pfsense fw so i have to lol
Then I'd recommend disabling packet routing (it's enabled by default). Should cut down on headaches connecting.
ok sounds good
If you don't care about IPv6, -multihome=0.0.0.0 will take care of that as well.
(as you would expect)
i think multi is already in my config but i will double check
I assume you mean the launch command, there.
(because if you find which .ini it goes into and it works, do share)
yes
yup thats what it was, i guess since i had them ticked when i first started the server it just didnt create it
So, it only makes that file if changes to defaults are made... but creates all the other ones regardless. Interesting.
That will probably do it.
as far as multihome goes this is what i have so it seems to meet what you were talking about
Ah, LGSM.
yup
Someone should tell these guys that neither -log nor -unattended are necessary for Linux,
as they're implied.
At least they didn't cargo-copy the ?listen :D
i typically use them when i cant get my hands on a Server Manager for windows
so i can remove those 2 settings then
Yes. They're important on Windows (I already posted a QA to make the Windows version behave in-line), but not so much on Linux.
I mean, I'd like to see you try "losing" the terminal window... xD
You can disconnect from stdout/stderr, but closing the parent process... heh. Good luck.
nope im dont assum unless you tell me
What about this? ;D
I mean, I just find it entertaining, is all.
coming from the Ark days...Windows would create files that Linux wouldnt
Wouldn't really know. :D
yeah thats why i said that tho
Nice to know...
i have multiple times with cross trvel servers as well
but it does love some ram
Ive also ran a 15x15 Atlas server which is just Ark with Pirates and that thing loves Ram
Did it confiscate items on travel too? ๐
Oh I KNOW...
Still, 15x15 huh... that's industrial-size.
no i fixed all that, it was a pain to fix but i fixed it
Care to share?
well most of it has a lot to do with the Engrams you have unlocked, if you have all of them unlocked then you and your items are getting stuck
.. don't tell me - inventories are sent after the Engrams,
and the damn buffer overflows and fucks it up?
_<
but i had setup an external Storage that all the servers pointed to instead of the internal folder and synced it with the paid version of GoodSync and it just seemed to work
yup the buffer overflows for Ark suck
Huh... how would that help? I'm confused.
Why would an external folder be better than an internal one?
im not sure how it worked but once i told them to limit their engrams to a certain number which i cant remember now and i set up goodsync i never had another issue
Then I assume it's the Engram limit that did it.
I mean, the other option makes no sense.
that is the biggest issue
i agree it doesnt but since it worked i never touched it again lol
... having something that works but you don't know why is just as bad as something that doesn't... xD
you could travel with nothing in your inventory but all engrams unlocked and you would lose your character
you have any luck installing mods on the server yet?
Mods are currently not compatible with the DS, sorry.
yeah i keep reading mixed comments about that so figured i would ask
I can explain in a mo, on the phone with my boss atm.
Yeah, okay.
So... long story short: the server is capable of running mods, just like the base game.
However...
All of the mods currently in existence, every last one, all have a common dependency - SML, Satisfactory Mod Loader.
yup
And that is not DS-compatible.
so they would need to make a DSSML or make that one compatible
Pretty much, yeah.
I'm told they're working on the tooling, and they also want to make SMM available for the server at the same time.
yeah i mod a few games so i get it, just finding the time and people to do it
(though I would argue that I don't give a hoot about the SMM)
(and I sincerely hope they include a CLI version, because no X)
But eh. It's just one guy, as far as I know.
So...
They say "Soonโข๏ธ" but they've been saying that for months.
yeah thats a lot for one person
sounds like the typically response from every game dev
I think they just don't have anyone who wants it on the DS.
You know how it is. You want something done...
yup sure is
If you're playing on EX and have the game on STEAM, you may also want to consider making a copy of your EX client (or downloading it via steamcmd as well). Some updates are... better than others.
You'd need to make a script that would temporarily rename the game's folder (since STEAM launches the App ID and not the .exe you ran). One is also available somewhere in #1038092680493801533.
sounds like another reason i dont like steam
Still better than EPIC. :D
true
And hey, games were moving towards this sort of always-online thing anyway, because there's money to be made there. So I guess I'm actually glad that there's a middle-man that sets some rules.
(and also one that's big enough to actually enforce them, and not outright fold when something bad happens)
yeah you have a point there
I'm not saying they're great. I'm saying that it could've been much worse.
But hey, there's GOG, so it's not all terrible.
Oh yeah it could have been way worse
Discovered the "offline player" post crash bug yesterday, lol... buddy and I both crashed in the same spot while jet packing, which resulted in a sitting, coffee drinking 'ghost' scooting across the desert at mach 5
Did manage to get our stuff back though, but chasing them down was pretty funny
Log?
All I did were two commands.
where are they saved?
Install folder/FactoryGame/Saved/Logs
Is it bad to install the server in /home/user/SatisfactoryDedicatedServer?
I personally wouldn't, but it's a preference I suppose.
were are they usually stored?
All I did was this
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
and
./FactoryServer.sh
literally
Didn't configure anything
and also installed base-devel
Running on arch linux
Okay, so this looks like you somehow hit Ctrl+C when it was starting.
I see no other explanation. It started a normal shutdown the moment it finished startup.
Ah no, wait
there it is.
[2022.11.29-20.37.56:286][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
Preceded by
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '[::]:15777'
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '[::]:15777'
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '[::]:15777'
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
[2022.11.29-20.37.56:286][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
Where can i change the port?
Can you check if there's something already running on that port, though?
how?
sorry i'm not a linux guy
ss -nlup | grep 15777
ss -nlup | grep pid=17082
Is there a satisfactory server running in the background???
there is
what
why?
cat /proc/17082/cmdline
Does that answer your question?
Umm
I'm confused
Ok so i killed that UE4 server in the backgounrd
and now it works
sorry
Meh, you're not a Linux guy. ;)
Do you intend to run the game on the public Internet? ;)
Because if so - don't worry, I have a whole tirade about people doing shit they know nothing about ready to go at a moment's notice, if you're lacking spice in your conversations. ;]
But eh, we all start somewhere, right? The key being to actually learn something. So... go, learn.
yeah
Also a fun thing, I connected to the server, claimed it, named it
Everything was cool
Then I selected a starting area
and the server "appears to be offline"
Yeah, it needs a minute to bring the game up.
Word of ... a bit of a late warning: when the game is loading or saving the game,
Oh, is that normal?
oh ok cool
So yeah, if you start getting disconnected with timeouts and your save time approaches 30s, that's why.
I mean, hopefully save time isn't that bad with an empty world lol.
Also, does read/write speed matter at all in terms of performance?
No. Not unless you'd like it to load a little faster, anyway.
What about how long it takes to load in the map as a player that connects to the server?
That's all client-side.
Well it's been like two minutes
and the console hasn't moved
and the server is still offline
And I don't have a slow pc
What do you mean?
it's been stuck here
Restart the game client.
oh
No,
that's not a fix.
Restart it, as in "please do that".
Let's see if it connects back. If not, we'll try other things.
The game sometimes gets it in its head that the server it's looking at is "dead", and no prodding will convince it otherwise. Restarting the client clears it.
(so does deleting and re-adding the server, but restarting is less issue-prone ;P)
@frosty gale and?
It tells you everything you need to know.
You have a version mismatch.
Since both of those are EX builds, your server is simply out of date.
sorry should of mentioned i am using gportal to host, and cant seem to figure out how to get it to update
Ask GPortal.
not sure why you hang out in a server to be all salty. my main concern was trying to figure out if the dedicated server software had been updated to the latest version of the client as i imagine all their updates are automated. was mostly asking to see if it was a common issue or if anyone knew a work around
I'm not sure why you assume I'm salty. Are you projecting your own expectation at me? If so, you seem to expect me to be salty... which would mean that you know damn well that a) we can't help you with GPortal because we don't have any way to access their stuff, and b) asking for volunteer help with a paid service is bad form.
Also, word of advice: if you look for workarounds for their bad service instead of taking it to them directly, that does nothing to encourage them to improve their service.
And finally: have you tried restarting their server? Because from what I've seen, most hosts include the auto-update command in the pre-startup script.
Since the update dropped like 25 minutes ago, it may take a hot minute to get recognised...
And for the record: you could have stated all this up-front. Certainly would've made it look more like asking for advice than unpaid support.
So yeah, now I'm "salty".
Hello, I have an issue with my server where several instances are trying to start at the same time, all the time
Platform?
debian11
How did you set it up?
steamcmd
yes
What does the systemd log journal say?
you mean when I do systemctl status satisfactory?
How about journalctl -u satisfactory -b?
it says a lot of things x)
... care to share its wisdom?
how can I share the logs easily?
wasn't the end xD
Yeah, that looks like the beginning of the service startup.
I have a suspicion as to what's going on, though.
Okay. Next portion?
That's all?
there's stuff before but not after
ss -nlup | grep 15777 please
Well, it looks like it's up and running.
no answer
Okay. Let's assume the server is hale and hearty for now. Why did you say several instances are trying to start at the same time, all the time?
Because that looks like it's started up and running. Once.
F2 -> Display options -> check (space) "Hide userland process threads" -> F10
Does that help?
yeah there's just one now
but then why is the server idle
Define "idle".
I can't connect on it from the server manager
Where is this server located?
next room
Network-wise? :D
So, from those two answers I think I can safely assume it means it's in the same LAN, right?
yeah
What address are you connecting to?
Last week end it was working fine, meaning I could connect to it in LAN, and then asked somebody else to connect to it with the public ip adress, both worked
90.55.219.66
i had to use internal address to connect
From behind your own NAT, sure.
Makes sense.
sure does
So, where was the problem?
mine i didnt have any but im assuming your pointing to portforwarding or the ufw firewall
Let's recap, shall we?
Does it work when you're at home, and connect to it via LAN?
no ๐ข
Okay, that is a problem.
I've tried with the local ip and the public ip
both find the server, but both are showing it "idle"
Don't try with the public IP.
Without specific setup (look up NAT loopback), it won't work. By design.
I think I get it
but tonight I had somebody try to connect to it and it was the same issue
From inside LAN, always use the LAN address. Public IP is to be used when outside your network.
As for connectivity, I can see it responding on ports 15000 and 7777. Port 15777 can't be tested manually, but if the other two work - I assume it works as well.
do you have a command to test it ?
I just use netcat.
Taking advantage of the fact that the Beacon port will reply with BCON to any 4-letter string, and the Game port will reply with GAME to any 4-letter string.
but yeah I followed all the wiki instructions to open all 3 ports
Okay.
First off - restart your game client. See if it resolves the issue. Low chance, but the client sometimes gets silly ideas that it doesn't want to let go of.
oh I've done that more than a few times but okay xD
If it works this time, I have an AI koan to tell you. :D
same
I can give you ssh access in private if you want to take a look
Sure.
Oh sorry, yeah everything works great!
dedi is crashing a bunch after patch
Any "last words", as it were?
AKA "does the log say anything"?