#dedicated-servers
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Grab some good Alder Lake or AMD Ryzen Zen 3 then... and tune Your server (basic: swap area, memory etc, CPU performance profile etc.)
it is a rented server
Open a ticket then.
Third server crash this evening putting me back to the last save at 14:59 again.
This might well be the end of my game if it can't be resolved.
The tick rate determines the scheduler speed. In other words, how much time there is to do everything. It's "responsiveness", but for the most part - a tick rate of 30 is perfectly fine, increasing it won't be noticeable if your system is not struggling to keep it up.
Log?
This? 106MB...
It's text, it'll compress well.
@terse acorn @cloud beacon the whole "duplicate body" thing happens when player authentication fails; you either still have a seemingly identical player connected, or the EOS services are having hiccups. Sometimes it resolves back to your old body, and sometimes... not.
Right... I actually wanted the runtime-xml context file. My bad. I keep forgetting that, more often than not, the stack trace isn't in the log file.
Got it open in notepad++ currently
<ErrorMessage>Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 2946 from an array of size 2946</ErrorMessage>
Welp, that's a container-related crash. Looks like it might be an inventory.
Basically, an array of size 2946 has items from 0 to 2945. Attempting to access item of ID 2946 (i.e. the 294__7__th item) will result in failure.
It's a bit generic.
I'll post the content of the xml file in the QA site as a ticket.
You'll need to add the log as well, because that's a very generic assertion.
Meaning - it'll be difficult to know what actually crashed without having the log of what was happening right before.
It's kinda like this: your game crashes while driving on a highway, and the error was "One of the screws on a wheel was loose."
Which screw? Which wheel? Hell, which vehicle?!
This is essentially the same situation. We're told that some container was out of bounds. We don't even get the container type, much less the actor it belongs to.
But from the size (2946 items) we can deduce that it's an inventory of some sort.
(Not many things in the in-game world that customarily hold that many items)
And I think it was, once again, rain-related. Not sure why rain would trigger a full object/actor resolution (seems like a waste of resources), but... there it is: UE4Server_FactoryGame_Win64_Shipping!AFGRainOcclusionActor::ResolveTracedEntries().
Keep in mind that many of the issues experienced on the DS are actually game logic errors, so they affect all multiplayer. They will get resolved, sooner or later. :D
yes we just have to be patient :)
For example, the player duplication (i.e. new body) bug - it also happens on p2p MP.
I haven't played a lot of p2p so don't know a lot about that
(likely because it's part due to the networked nature of multiplayer, and part due to the networked nature of player fingerprinting)
Long story short, it can in theory affect SP too.
(and we've seen it before, now that I think about it)
It's never rained in my game on dedicated server, something is borked there too.
Yes, that's still not implemented properly. But from what I can tell, the DS does process rain.
It just doesn't end up on the client.
Thanks for your insight on this, Kad, appreciated.
Too bad it isn't actually helpful (in terms of a resolution).
I'm not expecting it to be, to be honest. Just locating the right files help enough.
We're so far off the beaten track that anything is possible.
I actually commented today on how stable I felt U7 was.
Shortly after it all turned to shit.
I am going to put the server story on hold a bit
Funny. I'm having none of y'all's issues on mine. ๐คฃ
Maybe because I start a new playthrough each time a major update drops?
anyone willing to help me design better? multiplayer with me? I'm off work this week as far as I know.
I think #satisfactory or #satisfactory-experimental might be better options to ask; this channel is mainly used for helping others get their dedicated servers going.
Possibly the #looking-for-group-old channel @heady nest
Though I'm not saying it's "improper" to ask here or anything... you just might have better luck there.
Agreed, I play on a dedicated server but mostly solo and every time my mate logs on he builds some monstrosity which makes my eyeballs twitch.
Any time
Heh, that's part of the multiplayer experience though, isn't it? The point that other people are not you? ๐
I generally just drop shit (small one-off assembly lines) wherever I happen to feel like it, so whenever I visit someone's world, I just play tourist.
Just so I don't piss everyone off. :D
lol, yep I would be the same.
Visit the sights, oooh and ahh, and quit. :D
I even try not to take any trains, because knowing my luck - I'll completely fuck up their main supply line or someshit.
If you've got something to add it's always welcome. But for god's sake don't make it worse.... That's my philosophy.
Jumping trains is the way on my server.
That or hypertubes.
And how can you tell what would be "better"? Converting an assembler concrete line to wet concrete? Who's to say they didn't have other plans for that area? :D
"Hands off" is mine.
Look, but don't fuck with.
So we build by superseding, e.g. build something better and make the existing redundant.
I don't touch his builds other than in update 5 and trains were pretty unpredictable and I had to work on his rails.
Plus he didn't really get signalling and I did. Even with that knowledge it used to do some weird stuff.
Trains heading off down the wrong route etc.
The other design philosphy is; if it ain't broke, don't fix it.
Satisfactory is usually a massive collection of single points of failure held together with will power and firefighting.
true
nice, would you mind another player on your server?
Player/tourist/ help eachother improve etc, but yeah I won't make anything worse
If you can get on you're welcome; satisfactory.valebridge.net
The server is over the UObject limit so you'll need ini file edits.
It's started crashing tonight and rolling back to the last autosave.
Which is really annoying as I've made the same vertical conveyer edits 3 times in the new Ficsmas factory at the hub.
Might want to wait until that crash is resolved.
But if you're just mooching it doesn't matter.
There are still some factories to build;
All the Rebar, some Nobelisk, some others as well.
Free areas are Dune Desert, some of the Swamp, Titan Forest, Spire Coast.
yeah please let me know when that's fixed then I'll give it a shot:)
where do I put those ini files at
C:\Users\<username>\AppData\Local\FactoryGame\Saved\Config\WindowsNoEditor
%LOCALAPPDATA%\FactoryGame\Saved\Config\WindowsNoEditor\
what port to add the server?
ahh, how and will it mess with my local game
Are you on U6?
?
Update 6
Ok on steam you would need to opt into betas by right clicking on the game in the library > properties
i just changed steam settings to download.....yep that's it lol
you were like 2 clicks ahead of me lol
9MB down. almost done
900 of 1.04gb
done
jees that's fast.
connecting to server
yeah I haven't seen 9MB down for a while, it was really nice to see, what was that like 5 minutes for 1.04 gb
I'm not on at the mo, 3 crashes has taken the wind out of my sails for tonight plus it's 23:22 here.
You need the ini files in place
ahh gotcha, it's 622pm here
make them read only
Sorry I should have said that, the game will try to overwrite them.
ok they are read only now, restarting and attempting to connect
ahh ok, I'll downloa fresh just in case
files replaced, starting again
connecting attempt. brb gotta get trash collected
The majority of build is in Grass Fields, out towards Islands for Nuclear power, Rocky Desert is the densest build.
Blue Crater is power, Swamp is Black Powder, Nobelisk and Nuke Nobelisk.
Crystal Oscillator factory opposite the hub doubles up as central storage.
There's also central storage on top of the smaller of the two power stations at blue crater.
Gas Filters are north of the hub next door to the iodine filter factory.
(I should really drop a store of those at the hub)
There is some equipment in the storage at the hub.
Hazmat suits, iodine filters, rifles, ammo, hoverpacks, jet packs etc.
In the Ficsmas factory floors 6 to 10 are snowballs and 3 types of fireworks
You can't miss it, it's next door to the hub.
There are shuttle trains from the first factory at Blue Crater out towards and beyond the Swamp, named "end of the line". That's as far as the rail network goes on the eastern edge of the map.
You can literally jump on a parked train and cancel docking to have it take you to its destination.
There are explorer vehicles at the hub and in the Rocky Desert.
Also there's an extensive hypertube network which links the factories together.
Expect each new area you force to load to lag the game but once it's loaded locally will be fine... possibly.
I noted a condition I've not posted about yet which is new, was present in 7.0.7 and I don't know if it is present in 7.0.8.
After visiting Nuclear Plaza today and moving back to the hub, when I faced in the direction of Nuclear Plaza the frame rate dropped to 4 to 6fps.
When I looked away from Nuclear Plaza the frame rate returned to normal (around 40-45fps).
sweet
lets go exploring:)
oh WOW THIS IS A DREAM WORLD!!!
I gotta find a way to break this down so I can do something like this
I could speak at length on it.
The concept is modular, each factory makes one thing.
Trains are the logistics.
Have a mooch and if you've got any feedback I'm all ears because I'm well aware I don't know everything.
Plus any questions, e.g. why is something the way it is?
There's no coincidence in there at all.
There's a lot which is unfinished and should be fairly obvious.
The game saves .ini files on shutdown, but it shouldn't remove entries that are valid. From what I can gather, this half-truth probably originated from people that tried to edit .ini files while the game is running.
Worth remembering that
Also, setting the .ini files read-only is asking for trouble. It's not as bad as setting the default .ini files read-only (some other game players advise doing that, it's a terrible idea), but it certainly doesn't help.
I certainly didn't need to set my .ini files read-only to configure UObject limits and the like.
BLAndrew575 was advised by the devs to make his edited ini files read-only.
Specifically for the UObject limit override.
But yes I agree that the next upgrade could significantly change the ini files and cause a world of pain as they would be not be updated.
It's on my radar.
Okeydoke, need sleep 00:18 here.
Have a great day you lovely people.
eek, well past pumpkin time.
It's just me and my tortilla here, now...
... and soon... it'll be...
just
me...
... 
yes I like modular trying to see the start to finish, where did you bring in basic materials at, ore and such.... sleep well, we'll chat later.
So I've been playing on a save for about 17/18 hours now and the average tickrate has already fallen by 9, is there a reason as to why that might be?
The specs on my machine is a R7 2700x with 32 gigs of 3200MHz CL16 ram (so unfortunately they run at 2966 MHz or whatever)
update 7 on 3950X 64Gb 3466mhz kit stable 30 tick rate with around 7-8 players playing might be your cpu those 2700X have a lot of core but this application prefers IPC and clock rate for better performance
Thing is, last christmas it ran at 30 tick rate even after getting to late game.
Also for some weird reason, none of the nutrition collectables render where I started...
They are still there, but I can't see them or collect them
well last year this game wasn't on update 6 which was a lot Havier then update 5 and update 7 is just as heavy as update 6 so this game is getting more complex and seems requirements for server are getting higher.. so as time goes on yeah is would be harder to run
Well yeah, but by this much? literally 14 extra ms of usage per tick
tick rate is always 30 with no players because it's literally just listening for players to join
only way it wouldn't be is if the box is checked to run the simulation without players
Is there a way to run two servers on one machine? I have two groups of friends who want to play and seems using different ports isn't working
I'm running them in a panel so already do have the different names, I did use different ports and see this in console:
[2022.12.06-03.31.42:695][875]LogNet: NotifyAcceptingConnection accepted from: 192.168.1.123:58732
but showing server offline on satisfactory side. I presume it's since I only input the one port not sure where to change others client side
pretty sure only one port is broadcasted and the server responds with the other two ports
that's what I figured as well but wasn't sure
sure everything is not blocked by firewall and port forwarded is configured for those extra ports?
Yeah I have the simulation always running, but still it seems wrong that it is already at 21 tps
yep it's not the first server I've setup on my network just second satisfactory one
Because the cpu usage is only 2%
it's only one heavy thread
Actually not even that, more like 0.3 to 0.5%
These are three ports I was trying all port forwarded to the public IP over on my Network dashboard side
that's for sure your server's IP?
yes
trying to join to 16777?
I've done a restart and rotated through all three set as primary.
i don't even know what "primary" means ๐คฃ
It's just one this panel uses as the first ip then randomly assigns the other two the server needs
I'm running the pterodactyl panel on my dell poweredge nodes since it makes game server setup easy
When I connect in game shows up as server name pending authentication needed on the left but server offline on the right
Umm, apparently a completely new game is also 21 tps
Don't mind the names
Or is that due to not restarting the server?
Naah, still 21 tps after restarting the server
So like I don't think that's supposed to happen...
Found my cause was a config on my panel side was still using wrong beacon port
it might still be doing some early start up stuff, it should be 30 even on a potato processor for the first several teirs
Yeah, that's the thing that's weird, cuz in total my savegame only has like 50 machines I think
It should've been 30 tps until semi late game at least
something else running on the same core as the simulation?
Well the game, but not something that would slow it down that much
could there be anything else in background? (task manager show anything?)
Basically only the game and the server running
Why eve run a DS if is not always running I always keep mine running 24/7
so anyone can play whenever they want
talking about simulation, as in all the factories are running when no one is connected
by default, it doesn't simulate unless there's players connected
Yeah but I always check to keep running even when no player is connected there is not point to run a DS that stop when no player is connected
yes there is, because anyone can come and go as they please rather than pestering the host to start the game
DS also doesn't consume nearly as much power/resources as non-DS because it doesn't invoke 3D tasks
with DS there is no host well beside the server but there is not need to as the host to start the game...
anyways this is beside the point that i get 30 tick rate even in late game things never seen it go below 30 in save with over 300+ hours or so
i don't think it's hours that matter, it's how many buildings need to be simulated per tick
What's anyone experience with hosted servers?
any platforms which are recommendable?
need minimum 12 GiB RAM no matter which service you use...that'll eliminate a lot of them
12GB of RAM ๐ฎ
and in most cases if you rent a server for like 6-8 people they only provide you with 6-8GB RAM
Fresh save with 0 players? Yeah, I'm getting solid 60 on an i7-3770. Something's wrong with your setup.
this is my server with 0 people on it about mid-late game @terse acorn so yes you need a lot
yes
Considering the game will reach 6 GB of RAM use and then quit, yes.
so does this mean nobody is renting SF gameservers?
that most server hosting website won't give you enough I used one before and the experience was horrible so much lag when we got passed mid game
I don't know of any good ones myself
ok, so we need to make our own servers, nice
I just looked and indifferent broccoli gives you a 2 day trail so maybe try that if you want to rent a server
upload a late game save and see if it's playable
well that's the one I was using yesterday
and it got me disconnected 4 times just with a new savefile
after I lost my inventory I gave up 
It looks like most hosts are still living in the U5 era.
yeah but is there a way to check this?
That sounds like a player ID glitch (which this game also suffers from sometimes).
The easiest way to check this is to see how much RAM they offer.
yeah, i get that when Epic Games disconnects (become a 3 digit number)
If the page says 6 or 8, skip.
that's like every hosted service ๐
but I do like the fact you guys are quite open about it
We're not affiliated with any of them, so I don't see why we'd hide anything. ;P
If they don't want your business, that's their problem.
If they can't keep up with the game's evolving requirements, that's also their problem.
you can rent a server and put satisfactory on it yourself I'm pretty sure that would work don't know how much that will cost tho never used it myself
Hello ! Do you guys have serv so we can play together ?
So I'm in a bit of a weird predicament and not sure where to start looking to debug this:
I have a kimsufi dedicated server with Satisfactory running under systemd. The server is running behind UFW with UDP rules for 7777, 15000 and 15777.
As far as I can tell, there server is running with full uptime, the process is running, the ports are open, and they're reachable via means other than Satisfactory.
The problem however, is that Satisfactory seems to think that the server is sometimes offline. I have to restart the Satisfactory client several times before it believes the server is online and I can join normally.
This problem is far less prevalent after a server restart, though does sometimes still happen.
How would I go about debugging this?
i have the same problem...Satisfactory is just extremely derpy ๐ฆ
the fix is simple: a refresh button, but alas, it does not exist
What I personally think is dedicated server should be put on hold until it is more stable
Mines been pretty stable since they fixed the belt issue, only had a real issue with everyone being booted when a player saved a blueprint but it didn't happen again.
It's stable enough to be provided and they need people using it to give bug reports and feedback of issues to improve.
No gain in shelving it now, it would be a net loss for me as I run a server on my nas for a group of us which they can all join which saves us having to keep passing saves around if we aren't on at the same time and just want to do a little bit
yeah, it's not perfect but it's usable
they said it's very early acces but wanted to get it out so they can get feedback because if we play and report the bugs it can be fixed way faster then if they have to find all the bugs themself
I can definitely see it a problem with generic game server providers as they generally provide the crappiest hardware allocations where satisfactory needs that ram to run as well as some CPU grunt.
Works well enough if you host it on a decent machine at aleast. I'd be very worried if they released it with 1.0 in this state but it is very much getting there and is good enough to use for now with some inconvenience
and if you want to build really big you would almost need a server for performance servers are really good
Yep, I also consider it useable. Once I'm ingame it's 100% stable. It's just getting in the game that is hard, and I would agree at even a refresh button would make life so much easier.
Sure, could remove the refresh button at a later point in the dedi-server lifecycle, when it's no longer as buggy, but for now... it would be appreciated.
Oh, there's a qa-site post for it, upvoted: https://questions.satisfactorygame.com/post/63370482ca608e0803520fd5
Yeah, I don't know what it could be tho
what I do I just press add server and retype the ip then it works again instead of having to restart the whole game
I don't think the problem is the start script at least (the ip won't work it's not mine per say, it's a "lan" ip from hamachi (yes I have to use it due to being on a double NAT internet where I can't port forward in the outer one))
is there anyway to make DS save and close from the terminal?
How many people can you have on one server?
by default, 4, but there's means to raise it
Gotcha. I wanted to start one with some friends (7) - any recommended VPS's?
Is there any news to dedicated server on arm64 ? last official update i saw was more than a year ago
I was actually curious if the dedicated for linux is in the steam channel yet?
It has always been? I've been running dedicated server on linux through steamcmd since day 1
LoL for the point 7 release.
I ran the update in steam and steamcmd and show version missmatch
just tested on my docker server, moved from Ex to Ea. worked. linux should be working on U7
I get this love after updating
[2022.12.06-15.39.45:331][305]LogGame: Generate Dependencies Complete: took 0.011 seconds
[2022.12.06-15.39.45:527][305]LogSave: Warning: New/Old Root size mismatch!
[2022.12.06-15.39.45:572][305]LogGame: World Serialization (save): 0.573 seconds
Non-issue. Always shows that.
Last time I checked, a) the game relies on SSE4 which arm doesn't do (there are emulation layers I'm aware of), and b) one of the plugins they're using is explicitly prohibited from licencing for ARM.
So... not likely.
Can you show me a client log from such an instance? I'm curious. If you have a matching server log that shows the other side, that'd be cool as well.
Im trying to setup windows gsm rn but windows says its dangerous. Should i trust?
Yep, this is one such client log. No matching server logs because the server doesn't generate any logs when it fails
Someone can help me, when I launch the game he crash after a few minute a give me this report crash
Does anybody know how to turn off the auto save as I'm having loads of glitches on my server and think it's to do with that?
Have you tried verify your files u might have corrupted files
there are no suppliers offering satisfactory servers with 16gb of ram? I found some offer but there is no mention about ram quantity
this technically isnt experimental but have they released the dedicated server patch of update 7?
Will try it after work
That log is essentially a log of the game's start + immediate shutdown. :) Got any older logs? ;]
How about you increase the delay to something like 30 minutes first? I'm not sure if setting it to 0 will disable them, but I do know that you can increase the autosave period.
That's literally all I've got for you. That's me starting the game, checking the dedicated server menu to see if it detects my server as online, and then restarting.
Waiting longer changes nothing. Only restarting seems to.
Restart until success
it is, the update just doesnt apply to the server until i restarted steam for some reason
Either the game doesn't even try, or it doesn't log attempts.
Because the log is literally - startup... 7 seconds of nothing, and then shutdown.
Which is why I was asking for more debugging options here. Logs don't seem helpful, connection can be made just fine and is stable once connected.
I'm curious if there are better ways to gather information describing the problem.
for no reason now my game work after 5 or 6 relaunch lol
Seems like the logs literally don't output anything useful in that time. Tried adding a new server, readding the server, lots, no log output in that time.
playing on my dedicated server, found this bug after the update 7
swatch applies only to doors on the client side but if fixes after reconnection
Just want to ask if someone had this issue before ๐
updated the server and everything is still working, great job guys!
How can I keep my dedicated server at Early Access and not experimental? My update server line is - "C:\Program Files (x86)\Steam\steamcmd.exe" +force_install_dir "C:\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
So I have the same game running under wsl and it runs cleanly at 30 tps
So what could be causing the 21 tps then?
That is how you keep it at Early Access. You can add -beta public if you want to be extra sure, but unless you switched at some point - it won't switch automatically.
Strange, for some reason it was updating to the experimental with that bat file. It didn't match the early access version until the update today which has been the first time in a while that I could log on with an early access client instead of the experimental. Hopefully it will stick.
As far as I can tell, there was some hiccup with the EA getting updated early.
(or with the wrong package)
Ah ok thanks!
I think it started sometime around Dec 2nd, or maybe 3rd.
So... under plain Windows it was dropping, but under WSL it's stable?
Could be something specific to your particular Windows setup. WSL adds an interface layer between the ELFs and the Windows kernel, so while ELFs run natively, they don't access Windows-specific stuff natively.
Therefore, it could be some sort of "advanced" functionality behaving like a muppet. My thinking here is: this advanced functionality isn't exposed via WSL, and so the Linux version of the server doesn't try to use it (and ends up running better for it).
Sort of like the difference between a solid last-gen GPU vs crappy current-gen GPU - as soon as the game tries to make use of the current-gen stuff, the crappy performance of the GPU makes itself known.
Cant think that would be the cause
Well, there's clearly something that doesn't work right when using Windows natively, but does work right when using it via WSL.
Hey folks!
My Dedicated Server is running on Ubuntu serverโฆ
I am running the update/install command but it still on Update 6, anyone had this issue?
I am using Early Access branch
What game version is it reporting?
Used command steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
And what game version is it reporting?
Well, that is very strange, I just reconnected again an it worked! .... not sure if it auto-upgraded or it took time to upgrade...
but now it is working with no issues
Anyone having issues with blueprints on dedicated? I can create and save blueprints fine, and they store in the local directory on my machine, but trying to load bp's that were previously created (that are in the same location as those I've just made), only the new BP's appear within the designer, the previous ones don't appear (though they work fine on single player)
/edit - also ensured the dedicated server was already updated + restarted, still the same. I've also tried downloading one from the satisfactory calculator site, that doesn't load in dedicated but works fine in single player
Dedicated server blueprints are saved on the server.
The Wiki indicates they are stored in %LOCALAPPDATA%\FactoryGame\Saved\SaveGames\blueprints{SESSION NAME}
The last blueprint I created (on the dedicated server itself) saved in the same location as above, same place where the other blueprints I had were stored?
I also can't get downloaded (or copied over from a single-player save) blueprints to show up in the server's game.
They are. For non dedicated servers. For dedicated servers they are saved similarly. In short one step back from where your server savegames are, and down into the blueprints folder
You need to restart the server after putting them in the correct folder
Will try, thanks.
EDIT: yup, restarting the server helped. Thank you!
Weird that my dedicated BP's I've just created are stored locally on my machine then? The FIXMAS and Constructer ones I've just made work fine, yet the earlier created one for Assemblers created pre-u7 doesn't show. Is it an issue with the server provider then as I don't/can't see where the blueprints folder would be if it's up a level from these?
Chances are they are also on your dedicated server
That's the wrong server folder ๐
Depending how you installed the server, the folder can be in different places
Yea and you clearly don't have the "SaveGames" folder in that one you linked above ๐
That doesn't really explain why the new ones I create work/save then? Unless they are stored on BOTH and I just don't have visibility over the actual folder on the server? All the actual saves on the dedicated server are stored in the "savefiles". I've done a search for the blueprint names, nothing shows server side but they all show locally
They probably are stored in both. I transferred among both local and server way to often during exp to remember if they are and I'm not near a designer atm
The server loads them from the blueprint folder on the server during startup
All the new stuff works fine, so maybe I just need to recreate them all instead, just trying something by removing the .sbpcfg files and try loading them using just the .cfg ones instead
Yeh, sorry I meant sbp xD
Yea np. It should definitely be possible. you just lose all informational data for them afaik. Didn't try since transfering between them for me is easy
If the server's offline when you've booted up the game, then you'll get the message "This server appears to be offline". Subsequently booting up the server you'd imagine this message would disappear, but it doesn't appear to do so. The only solution I have found to date is simply to reset my game.
Is there an actual way to "refresh" this state nor, or is a game-reboot still the way to go?
I always just reboot the game as I've never found a way to refresh
Very annoying. Just hotlinking F5 to be a forced function to send out request packets would solve it ๐ฆ
Did you ever get an update?
I did actually. There was a checkbox that they had about seasonal events on their end that wasnt checked. They checked it, we now have ficsmas. Send in a support ticket to them and they should have it fixed pretty quick
ok, thanks
Thanks for your help before @odd crown, server hosting issue. I contacted them after a full reinstall and trying a few other things, it does indeed seem that it saves files both locally and on a server.
FYI for anyone searching who uses Host Havoc as a dedicated server provider - They've enabled the blueprints folder on my server manually but they advise that they're looking into enabling it for all other users. If it's not working for you, raise a ticket with them, was solved for me in under 10mins ๐
Just go to server settings tab and back to the session one, it should refresh, or at least that is how I do it without rebot
So if you added them manually on the DS would they appear normally?
I'd hope so, I have them both uploaded on DS and in the local location (where it seems to save a copy anyway) and still showing nothing in game after having restarted the server
Hey what are the currently ram usages you need ? im a bit confused regarding that ... most say 12-16gb ram but i see so many server provider selling 6gbs of server and unsure if they even work nowdays since update 6 ๐
https://cdn.discordapp.com/attachments/1036051121648709672/1049795625920774184/image.png found this info but seeing so many server provider offering way less ... seems weird to me ?
or can you change some sort of config regarding ram usages ?
also what server providers are you guys using + what plan for the specific provider?
I'm using Host Havoc atm, was fine on 8gb ram until update 6 came out at which point it started hitting the RAM cap and crashing. Upgraded to 12gb and been fine ever since, save has been running for 4k hours and costs $60 quarterly. Probably cheaper options, but I've never really had any issues with them over a long period of usage and other games like Ark too... they respond VERY quickly for tickets, the one I submitted earlier was responded to in 7mins
so you are paying 20 bucks / month ?
yeah my current server that i own has only 8gb ram and is just perma crashing :yep
Yeh, works out around that. Can't say I really compared with other providers, just works fine for what I need and never had any real issues
yeah thats fine
just wanted to talk about the specs that i would need ๐
my server provider also has some servers that use 32gb ram for 25 euro ( with tons of sales ... sadly on black friday it would be like 11 bucks ...
but i was always fine with 8gb ram till now ๐
I do want to look at other options eventually maybe, it'd be nice to have more control over a server directly and remove/install other game servers as and when you feel like it, just gives a bit more freedom and something new to learn too
yeah my server provider has some gameserver installs - is offering satisfactory also but witho outdated ram ... so it will definetly crash
i contacted them and waiting for answer now ๐
I run a server on ubuntu but after updating it runs for a few seconds and stops, tried verify files and reinstalling, I found the log files but am not sure what I'm looking for to see what's going on.
They're stored on both, I believe.
I assume you either haven't ran a Satisfactory server before (or any other UE server, for that matter...), or you haven't since Update 6 was merged into EA. ๐
How much RAM?
i dint add any arguments to allocate any but i have 16gb
Quick question for the channel. I have a group of about 40 people who want to check out the game. My plan was to deploy a number of dedicated servers and divide up the people (mostly) evenly. I've run dedicated servers before but only had about 4 people interested in playing at the same time. How many servers should I get?
TL-DR; What's a good max player target to show a bunch of people the first 8 hours of the game?
Minecraft veteran, I take it?
Yeah last update i played was u5
Tahts why i was confused why my server wont ran anymore
yeah
But found the issue :p
Depends on the server you intend to run it all on. In general, the game is balanced/configured for 4 players per server, at about 10-12 GB per instance. You can allow up to 128 (127?) players with an .ini file change, but I'm not sure how things will behave. :D
Okay, so Minecraft with its memory configuration is the odd duck. It runs inside a virtual machine, and that is why you configure RAM for it. Most other servers don't have such a config option, and just take what they need (or crash if it's not available).
Still, 16 GB of RAM should be plenty for one instance. Can you post your latest log?
Haha yeah I was looking for some lived experience of going beyond 4. Four would be OK but I'm not eager to make 10 groups of 4 if the game would play alright and still be fun in 5 groups of 8 or 4 groups of 10.
I can't help you then, because I have trouble connecting/receiving connections for some odd reason, so I'm a grand total of 1 players most of the time. :D
But I suppose with a strong enough PC, fitting 10 people onto a server shouldn't be too much of a problem? Just watch your TPS (ticks per second), it's how the game schedules things. You should have a solid 30, but if it dips a little - that's fine. If it dips a lot (say, 20 and lower) or repeatedly, I would adjust the active player count down.
One thing I would advise watching, would be save times. The server fails to communicate while it's saving/loading the game, and with the default timeouts at 30 seconds - if that time's exceeded, connections will start dropping due to seemingly "dead" server. The auto-save interval is, by default, 5 minutes. The time is dependent on two things: size of the world affected (objects, modified world grid tiles etc.), and single-thread CPU performance.
Let's see now...
Here's your issue: 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.
Something is already running on port UDP/15777.
do you have that blueprints directory already on DS?
/home/satisfactory/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/<session_name>/
satisfactory@satisfactory:~/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/Dune_Meta_Play_1$ ls -l
total 8
-rw-r--r-- 1 satisfactory satisfactory 2577 Dec 6 21:52 iron-rod-test.sbp
-rw-r--r-- 1 satisfactory satisfactory 28 Dec 6 21:52 iron-rod-test.sbpcfg
Could it be the IP address, maybe DS reverted back to default IP? I had the same error when IP was changed to the default which was not routable or out of network range (another network)
Immaterial, unless you run a server with very tight and specific configurations (and if you did, you'd know exactly what's going on already).
The most likely reason is that you already have a server instance running.
Yeh, I uploaded them a while ago from the local files I had saved, though in game it was still blank on the DS but seems fine on single player. Host Havoc's last response in terms of the actual location they made visible (that was hidden till I contacted them) state that this is what they made available:
C:\Users\TCAGame_Svc120072\AppData\Local\FactoryGame\Saved\SaveGames\blueprints
is symlinked to the "blueprints" folder on your server
So your blueprints would need to be uploaded to
./blueprints/<SessionName>/
huh weird ill look into it, thanks
Go ahead and run something like ss -lnup | grep 15777 (may need to sudo it), see what's using it.
(if ss isn't a thing for you, try netstat in its place - should give similar results)
@scarlet basin
looking for the pid in htop
To expand on what I said: generally, port binding doesn't concern itself with whether the IP is routable or not. It's a simple call to bind(), so that the kernel knows that if communication comes in for that port, this is the program it should send it to. Whether or not communication can reach that IP/port combination... is sort of beside the point. :D
was another instance of the server running
Or just cat /proc/{pid}/cmdline | xargs -0 print I think.
Kad 1, rogue server 0. :D
all good, ty
Sure.
@blazing halo You are an Epic Log Monster! ๐ฅ
To be fair, most of the time it's the same 3 issues over and over again - instance already running, built-in router being a shit, and wrong install directory.
It's not glorious, but I enjoy doing it. :)
yet, very insightful...
Honestly? I have something like 20 years of IT experience of all sorts; this is something I do for fun. Simple problems, simple solutions, and a small dopamine hit when I can diagnose an issue from ten miles away in one shot. :D
Like I said, I enjoy it. :D
Also, a reminder: you don't need a mod to increase inventory and/or equipment slots. Open your Game.ini and add:
[/Script/FactoryGame.FGPlayerSettings]
mDefaultPlayerInventorySlots=1280
mDefaultArmEquipmentSlots=5
Adjust values to taste.
There's a number of other params that are agreeable to adjustment, which can be found in the default .ini files. Like... radiation configuration.
I can't seem to be able to modify the Sink's point curve, however. Curious, that. ;]
Managed to fix it, blueprints now working on dedicated server, only took 2 reinstalls of it to realise that the first time they "unhid" the blueprints path, the session name didn't actually match the session name of my server. I've since fixed that, copied the blueprints back into the directory on the dedicated server and they're now all visible for me again ๐
So something odd I'm experiencing on my dedicated server since the update. I built a blueprint designer and laid out a design. I created a category and a sub-category inside it. As soon as I went to save my server core dumped. I thought this was a glitch maybe so I restarted and did it again. Same thing.
I should say the satisfactory dedicated server process core dumped, not the OS.
Can I transfer world files from a single player game to a server?
Yes. And back. The game doesn't care what produced the save file, and will take any and all. Note: transfers from client to server are facilitated in the game UI; transfers from server to client are not (yet), and require access to the server's filesystem.
maybe it is somewhere in the files that start with FG, or somewhere like
/Game/FactoryGame/Recipes/Buildings/Recipe_SmelterBasicMk1.Recipe_SmelterBasicMk1_C
Well obviously, but I mean... there's a number of settings in the default .ini files.
They just don't seem to do anything when placed in saved .ini files, and I don't feel like modifying the default ones.
Fixed my problem. Some combination of uninstalling/reinstalling the game, deleting the local %appdata% blueprints folder and disassembling the blueprint machine.
Most likely? Deleting the blueprints folder probably did the trick, by allowing it to recreate it with the correct permissions.
A good way to crash the server is to save a blueprint file of 0 bytes, for example.
Maybe. It had stuff in there from the earliest update 7 experimental, so maybe that stuff was all kinds of corrupt
I sincerely doubt it, though. But hell, you never know. It's always a good idea to start from a blank slate, with a major update.
so yeah, DS just crashed again relatively unprovoked and...it fails to perform a trace
when it crashes, it kills the trace too
maybe because it's not running as admin and requires admin?
Hello everyone, have a friend who has setup a server through a 3rd party service. After some initial troubleshooting he is finally able to join the server but I am still unable to. Below is the error I am getting when attempting to load the server in the Server Manager screen: (I've censored out the STEAM ID information and server IP address and put them in italics
Usually I open the Server Manager screen, get this screenshot after 30 seconds and get the timeout error below
UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.23, Real: 30.00, Good: 30.00, DriverTime: 30.43, Threshold: 30.00, [UNetConnection]
RemoteAddr: Server IP address:15000, Name: IpConnection_2147480726,
Driver: IpNetDriver_2147480727 IpNetDriver_2147480727, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: STEAM: (STEAM)User Name [Unique ID]
Here is a better screenshot of the error after the timeout occurs
Was able to get logs from the server itself (again swapped out my IP with MyIPAddress)
Now that update 7 is out, is it possible to switch out of the experimental branch for the dedi, without losing progress?
๐ฉ i think it did it again
yup...data loss every time this happens too...ran the server now as admin
At least this time they're all crashing at the same spot, though.
but dunno what that spot is
it seems to be about every 5 hours maybe?
hopefully it happens again after an autosave and it can actually do the dump
By "spot" I mean - same place in the code.
Not in the world.
Both crashes are on container logic, this time.
(attempting to access array position size+1, essentially)
trying to think if i accessed a container at that time for either case and I think the answer is no
i was moving around, I think, but that's not to say i didn't access something like a minute before which eventually lead to the crash
hopefully admin will make it actually dump
FYI, been working in the NPP and got 3 4 5 6 CTDs involving "FParticleSimulationResources::FreeTile()" likely invoked by server saving
Yeah so I just launched the server on windows again and still at 21 tps...
The only things I could think of is either it being due to attaching to a hamachi ip, or due to using filesystem compression on an ssd
So I just tested in the different cases and still locked at 21 tps
Even grabbed the linux configs and yet it's still locked at 21 tps
how to set up dedicated server i couldn't (bought the game from epicgames)
easiest way is via SteamCMD (because anonymous updates)
instructions are on here:
satisfactory.fandom.com/wiki/Dedicated_servers
Yeah so I literally just reinstalled the server and now it runs at 30 tps, wth happened
Umm I literally deleted the server config and changed the name and settings back to the original and now it's stuck at 21 tps, this issue seems really spurious...
Ait found the actual reason: Turns out having the server on a different windows desktop causes it to run slower than it should, which might be due to the server actually being a windowed application.
In general it is due to the console window not being on the current desktop, making it a background process.
The fix for this would be to make UE4 link it as a console application rather than a windowed application
admin makes no difference, it fails to trace
but, the time of the crashes...very regular
Are these potentially akin to these I have reported? I mostly saw the array +1 talk https://questions.satisfactorygame.com/user/Shanyuan
Which iface it's attached to should not make a difference. As for filesystem compression, the server doesn't load anything after loading the game in, so that's also out.
Ah, the cross-desktop shenanigans. But the server already is a console application (there is no other thing).
are ppl gettign problems to put covneyers after the update?
on my dedicated server its almsot impossible to play rn, conveyors dotn appear after i build them
DS crashed again :C
No the executable is built as a windows subsystem not console subsystem, making it prone to being slowed down in the background
all 4 of the logs were >30 MiB when the crash occurred...whole lot of warning spam
... seriously?
CSS, come on.
Who wants to bet that it's so that they can get rid of the console window by default? :/
Ugh.
Ugly hack...
It is Unreal Engine doing it ๐
I actually opened an issue on how to fix the console issue
Like last christmas...
... xD
When is the Dedicated server getting updated to 7 on on Epic?
im having some problems with conveyors at my dedicated server after update 7, after i build it the resources are consumed but it dont appear on the game. its almost impossible to play. foundations and other buildings work fine
Whatโs going on with dedicated servers
They crash fairly much in U7 in my experience... Sadly
so me and my friend were talking about what changed between update 6 and 7 that was causing the crashes with alphas and it hit us, they made it so you can change ai interactions so when the ai starts up something in the code is broken causing a hard crash is what we are thinking is happening
Anyone have any good server hosting sites?
These screenshots are for a QA post.
I visited my sky scraper (Nuclear Plaza) to force it to load on the dedicated server.
Then travelled back to the hub where the new Ficsmas factory is built.
The game lags to 4fps when looking in the direction of Nuclear Plaza.
Look away and the frame-rate returns 40fps+.
This behaviour is confirmed in the current release of Update 7 in early access.
It is not apparent when the same save file is loaded locally and therefore is a behaviour specific to dedicated servers.
Might be something there. Crash logs (almost) always help shine more light on the issue. Have any I could eat read?
not at the moment but when we get a crash I'll grab the crash logs from the person who crashed
Which is interesting, because the DS shouldn't have anything to say about rendering. But it's possible that the logic/renderer separation prevents stuff like preloading from working correctly.
It could also be an issue with passing UObject info.
(since there's probably a metric shit-ton of them there)
A log would shine some more light on the issue. Plz gib.
Notably, it wouldn't be the first Johnny-related crash the game has seen. Zago did some experimenting, and when she (I think 'she') spawned multiple, the second one blew the game up with it (back when the game logic assumed there could be only one at a time).
Knock yourself out Kad
I've had two crashes this morning, one which resulted in my character being reset and spawning back in the hub naked (has happened previously) and one where i logged back in and was able to continue. I've had the crash profile wipe a few times now.
Pour moi?
Kad would be you, yes? ๐
The save loaded locally shows all buildings from the Hub within line of sight, the sky scraper, 50p building and the power facilities at blue crater.
On the dedicated server you have to travel to all of those to get them to load.
The draw distance is very short on dedicated servers and is probably deliberate to improve performance.
But the skyscraper lagging the game when loaded and at the hub is a new feature.
Oh look, it's your old friends!
1: UGameInstance::CreateGameModeForURL()
2: Assertion failed: (Index >= 0) & (Index < ArrayNum) -- Array index out of bounds: 2614 from an array of size 2614
3: Assertion failed: (Index >= 0) & (Index < ArrayNum) -- Array index out of bounds: 1847 from an array of size 1847
4: Assertion failed: (Index >= 0) & (Index < ArrayNum) -- Array index out of bounds: 4244 from an array of size 4244
5: Assertion failed: (Index >= 0) & (Index < ArrayNum) -- Array index out of bounds: 1526 from an array of size 1512
Oh you mean this? https://questions.satisfactorygame.com/post/6387b28aca608e080352792d
๐
When you spawn at the HUB, do you have your health at full + hotbars reset?
Oh yes, quite.
Correct. It's happened a few times in the last couple weeks, on update 6 and 7 and leaves and unkillable offline player in the world
They are invariably preceded by GetLastError: The operation completed successfully. (0), so I think it's not actually an out-of-bounds error.
Do add more info if you please - Or link to an existing one
This particular error (The operation completed successfully.) is the weirdest WinAPI thing ever.
It basically means "the thing you asked for fucked up, but nobody really knows how".
What happens is, the error code returned is 0, but there's no result returned, or the return is invalid.
It used to happen a lot with the early Explorer ZIP implementations back in Windows XP.

The "operation" here being - you asked for X, and your query completed successfully. ;D
You never got X though. xD
Correction to my last. The log file i posted with character wipe i just realised was a death, i was not reset. Here's one from yesterday that definitely was a wipe and left the unkillable offline player in the world
It can sometimes happen when dealing with netcode.
No player should be unkillable, but mind: the only thing I know works is melee weapons.
It's not consistent when doing y though. It's happened during deleting item(s), building items. Just dropping down
Have tried melee'ing to death for ages, no success. One thing i note is this time i was using the candy cane basher (last time was xeno basher) and the presents that normally spawn on a hit weren't happening on the body but on the rocks and grounds next to it, so it didn't seem to be registering a hit
Unless you have modded yourself to god mode (which if you have, you're in the wrong channel) you can kill your alter ego
Okay, so both of these crashes were triggered by UStruct::IsChildOf(), called by AFGCharacterPlayer::RemoveActorPerceptionInfo().
not running any mods
rofl! I'm a special individual! ๐
Yes you are!
It's possible your crashed body is getting stuck in terrain...
another possibly relevant note is both times i had an unkillable body, i was in motion. The first time back in update 6 it was while running up a ramp and i found him sitting wedged in some rocks, this time he was actually dead, i revived him and he started sliding across the ground until hitting a rock
> reviving an empty body
Do you want zombies? Because that's how you get zombies.
i'd be happy with zombies if it meant i could kill them and get my stuff back...luckily this time i didn't have any hard drives but the last time i lost about 6 of them because i was out hd hunting ๐ฆ
More possibly relevant information: each time i was in a new area that i don't think anyone on the server had been near yet. The ramp one i was in the process of building ramps, this one i had just seen some spiders spawn ...maybe server loading new area or info?
I can head back to the body now if there's anything else you want me to try, or if i ask the server admin to send me a save game or any other files would that help?
Clearly actor-related, so maybe.
I think you should put up a QA post, and include both your crash data and a link to the save file (if you don't mind it being made public, of course).
It's a new crash (I think), so putting that in the title a'la Client crashing on DS while exploring, UStruct::IsChildOf(); new body, can't kill the old one might draw some attention.
will map markers be in the save file? if i mark the body on the map for easy location
Honestly? No clue. ๐
See how the presents are appearing on the rocks and trees around the body, the weapon doesn't appear to be hitting it. I'm assuming it was the same with the xeno basher i used last time but you obviously don't get as distinct a visual indication of the impact point
Try ducking and hitting the legs, or thereabouts.
Some part of that body must be reachable.
Ducking and striking....see the presents appearing on the rock directly behind him
asking the admin for the save game, any other specific server files i should grab...would it have any sort of log of the player crashes or profiles or anything?
A server run log could be helpful, as long as it's the log from the time you crashed.
i'll check....also just noticed something, if i walk into the body it pushes it a little but then it moves back, like its still in motion
not sure, i know the admin also tried to attack my body last week on the update 6 server with no luck but not sure if it had restarted between when i crashed and when he attempted
I've gotta go, back in an hour or so, thanks for all your help!
Does anyone know any good server hosting thatโs cheap but good?
> cheap
> good
๐คฃ
Is shock byte good?
Apart from the fact that the server they offer is 8 GB, and that's not enough for the SF server?
I wrote out a lot in the Q-a-H thread you started - you would have known if you'd read it.
Do you have an old computer?
What this guy means is "Do you have a not-too-crappy PC you're not using for anything else?" ;)
no
On the website the q and a one I was at school so I couldnโt read it
No, in the #1038092680493801533 thread you started.
Ah
You can run a Sat server through a laptop. As long as the processor isn't crap. Just like... take the bottom of the case off and lean it on a desk fan. I've seen jankier.
I know.
Saving the game is going to be a bitch, since it'll probably un-turbo at the worst possible moment, but otherwise...
Fix dedicated servers crash after crash
That doesn't look like a crash. It looks like a disconnect.
Do you have a log?
So apparently @wind lichen figured out why the game crashes with belts in the blueprint designer... but he'll only explain it in VC. Anyone up for it?
"Downloaded"?
Did you put them in the folder named after the session name? The easiest way to do this is to save a blueprint in-game, and then find that blueprint on disk.
Can you link me to the blueprint?
I'll test it myself.
Thank you for linking me the blueprint. Testing now...
@vagrant dirge have you restarted the server after uploading the blueprint into the folder?
Because I did, and after doing so - I was able to see and select it for building.
I still think you're in the wrong place.
Can you verify the path for me?
So, @vagrant dirge's issue turned out to be that this is a rented server, and the provider has their own infrastructure to contend with.
What the hell is wrong with you๐
can I set creates to passive server wide or this is only client side?
i think there's a language barrier issue? not following
crates? as in player crates?
AFAIK, there's no way to lock them
servers are a free-for-all
Chances are they mean creatures ๐
If you connect to the server and authenticate as admin, you can then set the current save's aggression via the Advanced Multiplayer Settings menu. It will take for the current session (i.e. it's save-specific).
Hi, im not new for making servers for games I like to play, but this one is giving me some trouble. Im running the server on a dedicated machine with linux, forwarded all 3 required ports on each firewall facing the internet. Im only able locally but not from the internet. Any suggestions for what to check? Thank you!
Unless you have NAT reflection configured on your router, you won't be able to connect to any port-forwarded services on your WAN from within your LAN. Your best bet is to ask someone else to try connecting to your server, or use a different Internet hookup (like a phone tether) to test.
We already tried with friends to join, but they are not able, our only open is using a VPN hosted on the same LAN to join, but that is not the best way.
Any logs you can share?
Does anybody here know if it could be possible to upload my save to google drive or anything else so I can post it in my discord using a webhook? I use linux
sent in private
I assume 192.168.1.100 is your gaming PC?
yep
Should I open an issue on how to quickly fix the entire Windowed Application issue with the server?
Or should we let them figure it out themselves when they get around to fixing up the server...
Okay, so that log doesn't actually show any other connections. Were other connections attempted during that time?
Also, -nosteam does nothing for this server.
no other connection attempts, im using port checker websites to check connection for the internet, for other game servers it helps me to identify if its open to the internet
Most of those port checkers only test TCP ports, since they can be easily tested (if there's a service on a TCP port, it will send a mandatory ACK reply on connection). Most games use UDP ports.
That log is useless for troubleshooting purposes. I want to see how the server reacts to player connection attempts that don't result in a correct player session.
i'll try using my mobile internet to join from the net, sec
k
checked, in the game the server seems to be offline, no updates of connection attempts in the log file
What about the client log file?
i got it working, there was some miss spelling in the ufw setting, thanks anyways ๐
just a FYI i did not have a "Advanced Multiplayer Settings" menu. I was logged on as Admin.
hi everyone i have the problem that yesterday after a game crash i am no longer spawned in my actual character but in a completely new one now my old me is sitting around as an offline player in the area and i can no longer get to the items i had in my inventory. Kill the character can not. urgently need help with this. I use a debian Server
Apologies - Advanced Game Settings.
It seems you are affected by the same bug @honest locust is.
You could try downloading the save, uploading it to SCIM, and taking that body's inventory, then removing the player from the save.
i have no access to the save files -.-
Why?
it is a debian server and unfortunately i have no experience with it
Your saves are in the server user's home directory, in .config/Epic/FactoryGame/Saved.
(the home directory for the user running the server; in most cases it'll be steam)
Since it's a Debian, I can help you with setting up SFTP access to the server's disk.
Or, if it's in your LAN - SMB access to the server's disk.
DM me if that's something you'd be interested in.
i have access to the debian sftp but i have no experience there -.-
i have now the save file what i need now to do with that?
Upload to SCIM. Satisfactory online calculator and interactive map.
@blazing halo i have send you directly
question on dedi servers - ours keeps timing out. contacted nitrado who have said when save games get so big its a known issue where they time out and then kick the players out due to the software not being able to process it. we are working on tier 6 and 7 so the productions lines and power etc are getting much bigger and now encountering this issue.
is this true or the nitrado guys just not wanting to fix the issue lol.
that is NOT TRUE i do self hosting on my own hardware and this has never happen
with 8 players playing also
btw nitrado server are garbage better off sssaving your money and get your own hardware (just and extra pc) to host your games
Yes, this is a known issue if your save time exceeds the default 30 seconds. Either increase the timeouts in the .ini files for the server and all connecting clients, or ask Nitrado to do it for you.
If you're running from an LGSM image or a Pterodactyl egg, I've seen them have their timeouts set to 240 seconds (instead of the default 30). This may be contributing to it.
just running good old fashion windows CMD have default server setting beside player count
never had timeout issues exept for that time you gave me that save that used over 18GB of ram on my server lol
Can you check your timeout settings real quick? Or is your hardware powerful enough to not see 30+s save times?
yeah is a 3950X and 64Gb 3466mhhz ram kit is more than enough for this software.... yeah i can check for you but is all defult
my save time are 0.9 secs lol
this is all well and good, but getting a second pc compared to paying ยฃ6 a month is a bit of a difference!
thanks for this. i'll have a go at this and see if it resolves the issue
no in the long run if you think about it but hey is your money
I suppose so. Just so long you're aware that you're financially supporting people that have no issue with scamming you.
and you technically need only a modest CPU motherboard and ram and psu and storage no GPU needed for hosting server and you can get cheap PC on ebay for like 200 bucks that would perform better than nitrado hosting loll
hey no i get it. if i had the financial means to drop a few hundred pounds then i would. but me spending ยฃ6 a month with friends chipping into this essentially doesnt cost me anything to run this thing, even at most its ยฃ72 a year and although nitrado seem to be getting some heat here, tbf all other games ive used my service for like valheim, ark, the forest have never had issues. so i cant slate them too much.
at least there seems to be a practical fix here which is great. will give it a bash.
Explorer might be bugged. Maybe.
That does look like something someone should probably look into. At some point, I mean.
But hey, on the bright side... amazing suspension.
Where are server save files stored? ๐ค (linux)
For info, i had another crash yesterday that left an offline player in the world, but in this case it didn't reset and after reviving i was able to kill this one and loot it.
~/.config/Epic/FactoryGame/Saved
hez could somebodz help me with an server issue, i can see mz sevrer as online but mz friend cant could someone help me fix this or join to see if its a prooblem on his end onlz_
Hello, my server crashes when I paint my wall in concrete, any idea how I can fix that ?
I've done that twice and the server crashed both time
What does "mz" stand for?
"my"?
Tell us more about the server - where it's hosted, who's hosting it, how you're connecting to it, how is your friend connecting to it?
hi, sorry if that's already been asked, but is there a known bug where you cannot open new fics*mas days without restarting the server when running on dedicated?
I have a friend who keeps crashing while just running around, and every time he does, he ends up logging into a new character when he rejoins the game and the old character falls to the bottom of the world; is there any known workaround?
Not a bug, it's a server issue. I've seen this on unprivileged containers without some hardware-clock related commands locked. Ficsmas event needs server restart & autorestart every 24h enabled.
Mostly issues are generated by too low memory for the server. Usually hosting services can give You "up to XX GB" where in reality it will be limited to some value below since they simply overprovision their hosts to earn more $$$, that's the truth.
oh, that makes sense as I am in fact running it from an unprivileged container. I don't think that's worth the risk of running the container with privileges, so I'll configure it to restart every 24h, thanks
Do You have keyctl=1 ?
timedatectl should return: System clock synchronized: yes
I've been struggling through this...
/bin/sh: 2: timedatectl: not found
I guess not
You have the hint, get it fixed ๐
Satisfactory DS can run inside unprivileged container safely, however needs some system-related resources; in this case it's able to read system time.
I also use KSM memory sharing which saves some memory while running multiple Satisfactory DS.
how to find dedicated server ip address
is there a way to whitelist for dedicated server
white list in what way?
don't allow certain players on a server, only allow others on
You can use a password
thanks!
i don't know too much about unix system time handling, but it seems timedatectl needs read access to /run/dbus/system_bus_socket, which itself requires the container to run privileged
ahhh that's right thanks
Is all the map markers dissapearing on a dedicated server a known bug, or is it more likely someone deleted them all?
i don't plan on running multiple DS yet as it's only to play with a friend, but it's good to know for the future as the server easily shoots to 12-13G of memory
out of curiosity, how much memory are you able to share between them?
2 instances consuming 17,38GB total mem, where this number is shared (duplicated memory area). There are also other systems running in the background.
Before U7 update it was between 1 to 1,5GB shared.
seems quite close to the amount of memory the server uses before anyone connects and loads a save, which would make sense
The values don't change a bit while we're connected and playing, just small (+/- 100k objects) worlds. These values are with worlds loaded and running on both servers. I keep my games producing in the background...
just tested, right after restarting the server idles at 1.1G of memory used. when I connect, it goes up to 9G. doesn't go down when i disconnect though
this is example of performance-killer
oh, i'd be curious to see your ticket/points after so much production
i don't keep mine running in the background, cpu goes to 4-6% (from 140-150%), but the memory doesn't move the slightest bit
Around 150.000.000 points until next coupon ๐
just checked, the container is thankfully not using swap ๐
that'd be at least 1600 coupons if my math are connect, maybe much more if you're close to the next ๐
not close to that, even in my longest save to date, congrats
I'm sinking at rate 85k points only.
So anyway, over all these hours spend in game (or somewhere else) I had no hard crash.
just checking my old save as i started a new one recently to get an idea of what that represents, i guess some stuff's been encased in the oil part of the map ๐
i am at 70k points/min from what i see, and was already having performance issues on singleplayer
so great that 85k points works fine on dedicated with shared memory then!
It's just beatiful Mother Nature taking it's territory back.
I have someone whos able to replicate this one my server every time they change a mk1 ceiling node to mk2
fair fight after all the pollution we made
its hosted in gerrmany on nitrado and my friend is tryying to join from steam and i am on epiat tfirst he wanted to join server manager but for him it shows the server as offlin, then he rrtried to join with my seesion id but it says thaat there isnt a session with my id
Dedicated servers don't run on session IDs, so that obviously won't work.
He needs to continue trying to reach the server via the Server Manager. Nitrado probably gave you an IP (or domain) address, as well as a port. Make sure he's putting those in correctly.
If he's unable, you'll probably have to ask Nitrado for help here.
i mean i can see the server as online so ii dont see how they could help
I have no clue what sort of backstage supporting technologies Nitrado is employing, so I can't really help you with that. It is entirely possible (if unlikely) that your friend is being blocked by some security thing on their end. It wouldn't hurt to ask.
But like I said, make sure your friend is entering the server details correctly, as that is far more likely to be the cause of the problem.
i mean its copy pasted sos thhat probably isnt the problem
Well, that's all I have really.
Still, it usually doesn't hurt to ask. I've seen people do weird things, and you can't be sure until you've seen him do it with your own eyes. :)
Damn... If Bogdan comes asking about the ping and I'm not around, do pass on my apologies. Discord has been funky for me for the past few days - keeps shooting me up to much older points, and I sometimes reply to stuff that's hella old, or that I've replied to already... :/
What's the state of dedicated servers with update 7? Looking at getting some friends into the game but I was seeing there are maybe some screwy things with it going on right now?
I keep getting this error message on my dedicated server, are there any known work around or methods to keep this from happening? Or at the least minimize the chances of it happening so often?
When does this happen?
just now
When, as in "when you do what?"
I was changing mk 5 lifts to mark 1, last time I was putting down conveyor floor holes
It's not bad, IMO. I mean, as long as you allow for some stuff that comes with it being network-centric and not behaving like a local game in some instances.
Server log?
I'll pull that up rn, one moment
Actually, just find me this:
LogGame: Total Save Time took
It'll give you a value afterwards. I'd like to know what it is.
My current game says LogGame: Total Save Time took 0.510 seconds
What's yours?
It's normally located in the server's install directory, under FactoryGame/Saved/Logs. If you can't see that path, you'll have to ask low.ms for help locating it.
found it
could i have some help with dedicated servers after @stiff dirge please
Don't ask to ask - go ahead and ask.
is host NAT meant to say TBD?
It's not, but as far as I can tell, NAT testing is kinda broken.
Do you actually have a WAN IP that is public?
how can i check?
Log into your router, find your WAN IP. Note it down.
Go to whatismyip.com, see what it says. Note it down.
Compare.
Identical values = public WAN IP.
Not quite sure how to read this
It's a text file, but - sure, I'll check.
Okay, this particular log ends with a server crash, so it's natural that you've gotten a timeout.
No, actually. It's a game logic crash.
?
The problem is in the game, not the server hosting it.
Notably, someone recently mentioned a crash when replacing items in-situ, like you yourself mentioned. So... very likely the same crash.
i believe it is the same
says WAN information
with the ip
which is the same as when i search up my ip
Okay, so that would indicate your WAN IP is public.
ok, any workarounds, or am i stuck with this?
Wait for patch, or make (or find and upvote) a QA posting about it.
copy that
Actually, "Make (or find and upvote) a QA post" is a very good default thing to do.
Something broken = find a QA post about it and upvote; if not exists, create. ;)
i think there could be an issue here
How so?
copy that, figured I'd ask here just to see there was a down and dirty way of fixing it.
In most cases, there isn't - unless you can live with not replacing objects in-situ.
(as that seems to be a somewhat reliable way of triggering the crash)
i get that in the powershell
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
when running that
"Access is denied" usually means you lack the necessary permissions to carry out an action.
Have you tried running PS as Administrator?
Can you have someone test it for you?
(I'm having connectivity issues with SF, so I'm not a good choice.)
quite a few docker images listed at hub.docker anyone can suggest which one to use
I would personally suggest you run it naked. :)
wish i did, they all asleep bahahaha
Since you forwarded all three ports, I would also suggest you run the server with -DisablePacketRouting.
The built-in router is meant to be used with just 1 port forwarded, and can cause all sorts of connectivity issues. It's enabled by default, and since you forwarded all three ports - you don't need it.
do i put that in the start.txt file?
Not sure what a start.txt file is.
I would insist on keeping the port forwards as-is, and disabling the router instead. Like I said, it can be a source of additional troubles, and it has been seen to cause problems before.
@pine drift I can test it for You
where do i put that -DisablePacketRouting
okay ill get the session ID thank you
At the end of the server launch command.
The dedicated server doesn't run on session IDs.
what does it run on?
You have to provide your IP.
Regardless, IP connectivity is the only method of interacting with the server.
(via the Server Manager)
No clue.
Wait, which "join game"?
The one in the Server Manager, or the one in session management?
sorry my question is how does someone join the server
Add the server, click it, wait for the UI to come up, and there's a button to join it in the bottom-right corner.
I'm honestly not sure. Anyone?
I do know it involves editing the game's launch params.
its working now i think
Ah, yes. To force DX11, you add either -d3d11 or -DX11 to the launch arguments for the game.
May I have your IP? I can test for basic connectivity with the server.
yea check dms
Hey guys can you put mods on a dedicated server?
Yes, you can. They won't work, but you can put them there... xD
Or, rather, they will work, but not correctly.
(not correctly enough to get the server to load, at least)
We're in this weird reverse-limbo state, where the server does support mods... but the mods don't support the server.
The single point of failure, in this case, is SML. Once that gets banging with the server, all mods will (in theory) work.
Until it does, however... none of them do.
I don't know much about linux but what does ~ means? location ~/SatisfactoryDedicatedServer, so where is that?
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
Thanks!
I want to install the image to docker but have no idea what the path to config is to be.
docker run -d --name=satisfactory-server -h satisfactory-server -e MAXPLAYERS=4 -e PGID=1000 -e PUID=1000 -e STEAMBETA=false -v /path/to/config:/config -m 16G --memory-reservation=12G -p 7777:7777/udp -p 15000:15000/udp -p 15777:15777/udp wolveix/satisfactory-server:latest
The /path/to/config is any local directory on the system you're running it ๐
So if your home directory (echo $HOME) is /home/steam, you could set the config directory as /home/steam/satisfactory ๐
It's my Docker image, so if you need any more help, just tag me ๐
I keep hitting a server crash when trying to save a blueprint. Anyone know if this is a avoidable issue? I swear this was working fine a patch or two back
nvm found the issue had 2 mergers in the same space
Anyone else been experiencing client and server crashes since the update when building sometimes and using the blueprint maker? (vanilla game)
Does anybody know which file directory I can use to change the world file?
I found it. Do you know anywhere I might be able to ask about crashes?
can here but i'm no use on that...my server doesn't even trace on crash :C
Ah gotcha. Well, if anyone is able to assist here is the log:
You getting crashes too since the update?
Yup
Same. Server crashing quite regularly when building, customising and using the blueprint building
Nope, mine won't even boot from a new save file.
Amd the occasional client side crash
How can I reproduce crash?
Hello, I'm currently following the guide below to setup my dedicated server. I have a question though. Do I have to change the highlighted number? Or should it stay as is. Trying to setup a server for the experimental branch.
No, this is app ID in Steam DB, it's glued to DS. For experimental just add: -beta experimental
To the end of the line?
Have You been there? satisfactory.fandom.com/wiki/Dedicated_servers
No, havn't been there. Thanks for this.
Quick question though. If I setup a server on steam will people on epic be able to join too?
and vise versa
Players from EPIC & Steam platfroms join server via IP and NAT forwarding rules.
The tilde (~) symbol represents your home directory (usually /home/{username}). Notice that this is a variable, meaning it's different for every user that tries to access it.
That's an out-of-memory crash. PebbleHost needs to increase your RAM allocation for the server to start up correctly.
It's the best plan they offer. ๐คท
I did try to load up a pretty large world though.
How much RAM do they offer on that plan?
16 GB is the maximum you are allowed to purchase.
On the plan you're on now, yes?
Yup.
I see. Yeah, the size of the save probably has something to do with it, then. In theory, you should be able to complete the game on 16 GiB of server-side RAM.
It's a tier six save with only 50 hours of playtime. Not sure why it's crashing, 16 GB should be plenty.
In practice though, there is no upper limit on how much RAM it may consume, depending on the construction.
So, I'm getting mixed info. In one sentence you say "pretty large world", in the next you say "only 50 hours of playtime". Care to clarify?
My apologies. It has very large builds, and I would consider it large in the aspect of traversal, but not in terms of being able to boot it on a server.
It's late here, my bad for the miscommunication.
What's the size of the save file? That can provide some ballpark indication.
1.7 MB
Do I have to install satisfactory on the computer that the server is on to set it up? Or can I do that from a different PC?
You can set it up wherever. The game client and server are completely separate entities.
Okay, so you either have a lot of repeat content, or I have no clue what I'm looking at. Hmm... Can you run grep MemTotal /proc/meminfo on that machine?
It's not a dedicated server so I don't have access to the console of the operating system itself. I'll try to run those commands through the console though. Another thing to consider since it isn't dedicated could be noisy neighbors.
And as I suspected, those commands are not supported. It will only let me run commands through the game console.
So you don't really know how much RAM you have. A save of 1.7 MiB is not really big. I've played a save that's 5 MiB in filesize, and it only reaches up to 13 GiB in terms of RAM.
Try starting the server and creating a completely new game.
So you have less than 10 GiB.
(as that's about the minimum you need to have in order to create a fresh world)
Yeah, one second I think I found the issue & I'm going to investigate further.
Also, something to think about when you regex IP addresses - LogNetVersion: Set ProjectVersion to **.**.**.**. Version Checksum will be recalculated on next use. ;)
Very much so a Pebblehost moment.
๐
Top image is the invoice, bottom image is the panel.
They're simply overprovisioning hosts, that's why You're getting issue. On a paper it's 16GB; in reality it's 10GB or less..........
So yeah, go ahead and ask where's your 6 remaining GiB, if the game can't complete empty world startup.
I'm thinking you actually have 8 GiB, to be honest.
We have clusters with 1-2TB RAM range. I know what I'm talking about ๐
No, it says I have 16 MB for RAM.
I'm guessing they maybe typed the numbers wrong somewhere in the code? And didn't disperse the RAM in proper amounts. Some other form of technical issue along those lines.
Then somebody did a ooopsie and typed MB instead of GB in a script........
Request a refund for all days already paid or compensation eg. free subscription for that time.
I will, but it's only been 3 hours since I purchased it.
I've already opened a ticket with support.
"where the hell is my 16GB?"
It can't be 16 MiB, or the server wouldn't start up enough to allow you in.
Not sure, that's just what the panel says.
Well, it's clearly wrong.
Despite the current amount, the fact that I did not receive the amount I purchased still remains.
So bottom line: at 16 GiB of available RAM, at game version Update 7 - the server should at the very least allow a new world to be created, and 4 players to log in and play the game to completion, assuming the only thing they do is follow the laid-out production plan, as outlined by the Tiers and Phases. If the hosting server cannot guarantee that much, it's not fit for purpose.
I know it's clear to everyone here, but I'm just giving you a summary you can anchor yourself to, should PebbleHost start bringing up bullshit claims like "Oh you have to pay extra for extra players" or "We meet the minimum requirements" or somesuch.
That's what the game is designed for at its minimum. If they can't deliver that, they're not delivering the minimum.
Yup, main issue currently is very few services actually provide Satisfactory hosting.
I could order bare metal, but that's a lot of set up on my end.
Where are you trying to connect? What address? Where is the server located?
Server is on the computer to my left and i'm on a different computer
So all inside your LAN, then?
Yeah
What address are you putting into the Manager?
I did the port forwarding command too
The servers (PC's) IP and the :15777
port
So, LAN IP of the server, yes?
I ask, because people sometimes try connecting to their WAN IP - from within their LAN - and that's not something that'll work without specifically configuring for it.
I believe so yes
You believe so? ๐
Well I did ipconfig in powershell and added my port to that and that's what i put in satisfactory
IPv4 Address
Okay, so when you add it to the Server Manager, you put the IP in the top field (in the A.B.C.D form for IPv4), and then in the bottom field - the port (default 15777), yes?
Yes
Just asking to make sure because you said "and the :15777", so I want to be sure you're not trying to put in A.B.C.D:15777 into the top field.
No, port and IP seperate
Okay.
Since you're hosting this on a Windows machine, disable the Windows Firewall and retry.
If it works, you need to reconfigure the firewall. If not, we'll continue troubleshooting.
Sure
Just so you know, the computer im running the server on has Windows Server 2022 Standard Installed
So just disabled the firewalls and the same error keeps appearing
Can you show me what output of ipconfig shows, and what you're putting into the Server Manager?
Because there's very little that can break on LAN play.
How do i check what I put in
Or do I have to add another server
You have to add another one, as far as I know.
Oh
It seems like it works now
Yup, Im able to connect now
I tried to Port forward
I put this in as I was following a guide and the wiki
But not sure if it works
Also what IP to connect to
@blazing halo
This is not port-forwarding; this is allowing the server to accept connections.
If you need to port forward so that the server is reachable over the Internet, you will need to do so on your router.
oh
Do you need this server to be reachable from the Internet?
Yes
Okay. Is your WAN IP public?
To check:
- log into your router; find your WAN IP, note it down
- go to whatismyip.com (or similar), note down the value displayed there
- compare values
So the thing is I don't have access to my router as the server is at my school. (where i am currently) So I figured something out and I used Ngrok to forward my TCP so im able to connect outside now
Okay...
Can it forward UDP? Because the game uses UDP.
Does anyone know what causes this crash? Me and a friend have been getting it when playing on a dedicated server, but not in single player
oh
Not sure
Will have to check tomorrow because im at home now
hey guys, whats the best hosting platform for satisfactory ? maximum 6-8 players at once. or should I get a VPS and set it up myself
At the very least you need to be able to edit config files for max number of players. Whether you want it on a LAN if your own or hosted elsewhere is up to you really...
Oh, also - I asked, and the official stance on helping with issues on third-party gameserver hosters can be summed up as "Help if you wish to." So, if y'all feel like going through it with someone, there's no reason not to.
I still personally feel that it's in bad form to ask for volunteer help for a paid service (especially if said service includes technical support of their own, which most - if not all - do), and I will likely hold to that. But I wanted to make it clear that this is my personal stance on the matter.
for now, I gonna try hosting one on amazon ec2
Let us know how that goes, okay?
And how much they want in monetary terms.
Might be a viable option if it goes well.
well, im not sure what specs i need to use, any idea ?
so been running a dedicated linux server for quite some time, everything was fine until this last update, now the server bugs out during packet transactions and sometimes even causes the service to restart. anyone else having these issues?
I've tried disabling the packet router by configuring the multihome to the proper interface IP but then no one can connect, I've also tried disabling ipv6 with the packet filter on to no avail
the server is running from the base update not the beta btw
CPU as high as it'll go (no idea what they offer), at least 12 GiB of RAM.
You can try -multihome=0.0.0.0. I assume you're using IPv4?
I have both ipv4 and 6, if I set multihome to anything no one can connect except me cause I'm on the local network, even with 0.0.0.0
it actually runs really well for me that way but no one can connect, I can see the connections scrolling through the console but the client side times out
Cool, so do I, but IPv6 is useless for me. Are you using IPv6?
Like I said previously I have ipv6 turned off
I also disabled the second interface and removed the bond
Okay... So, am I correct in assuming that you only port-forwarded UDP/15777?
That's it?
I need TCP 15777?
that's all it needs to work
yes quite, it's been working all the way up until this update for about 3 years
Not quite.