#dedicated-servers

1 messages ยท Page 25 of 1

blazing halo
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The server normally uses three ports: UDP/7777, UDP/15000 and UDP/15777.

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However, it also comes with a built-in router, which takes packets from port 15777 and redistributes them over localhost to its own ports 7777 and 15000.

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Since the thing can be bugged to hell, I strongly advise you not use it.

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By disabling it, you revert back to 7777/15000/15777. However, you do not have port 7777 forwarded.

fast ocean
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so if I shut off the packet router I need to forward 7777

blazing halo
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Yes.

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Also, I don't know what that TCP/15000 is doing, because that's not Satisfactory.

fast ocean
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well then that explains it

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that's the steam query port

blazing halo
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For what?

fast ocean
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which I'm not using so I'm pushing -port=15000

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I'm using 7777 elsewhere

blazing halo
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So, you have a cursed config, is what you're saying.

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The game uses all three ports.

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And it's not a STEAM query port.

fast ocean
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not if you tell it to use another port

blazing halo
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Easy assumption to make, but nevertheless wrong.

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Again. The game uses three ports:

fast ocean
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like I said this update is cursed not the config

blazing halo
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  • game: UDP/7777
  • beacon: UDP/15000
  • query: UDP/15777
fast ocean
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we've been playing on this config for about 3 years

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but I'll try your suggestion

blazing halo
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And it's been wrong for 3 years,

fast ocean
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lol

blazing halo
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but only recently you tried changing it, and it came to the surface.

fast ocean
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asshole alert

blazing halo
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_<

fast ocean
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no I changed it cause the update broke it

blazing halo
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You go on believing that buddy.

fast ocean
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you see they released this update, and after the update everything is broken

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I got 5 other people that play on there

blazing halo
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Yes, and it was working, but in Packet Router mode, which only uses UDP/15777 externally.

fast ocean
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yeah, so what you mean is they broke their packet router

blazing halo
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No, I didn't say that. I did say that the damn thing is bugged to hell, and I advise you not use it. ;)

fast ocean
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It'

blazing halo
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Has always been.

fast ocean
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just recently, cause it's worked fine up until update 7

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in windows it was trash

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but after I switched to linux everything ran great until just a few days ago

blazing halo
fast ocean
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but you just said you disabled it

blazing halo
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Yeah, but other people don't, and they come here for help?

fast ocean
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so did you disable it or do you have it enabled and are having problems twice a week?

blazing halo
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I'm not the one having problems.

fast ocean
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oh I see

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alright then thanks

blazing halo
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And again: the game does not use STEAM's query protocol.

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It uses its own Beacon and Query protocols, so it needs all three ports.

fast ocean
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I'M NOT USING STEAM PROTOCOL, I'M USING THE PORT

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-port=15000

blazing halo
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But then you must remap port 15000 to something else.

fast ocean
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cause I have another game running on 7777

blazing halo
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I get it.

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But the game requires 3 ports.

fast ocean
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I'll change the other game to a new port and try what you said

blazing halo
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It can be 20001 20002 and 20003 for all it cares,

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but it needs three.

fast ocean
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without the packet router you mean

blazing halo
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Yes.

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I mean, internally always.

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Externally, with the router.

fast ocean
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got it, that literally answered my question

blazing halo
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The reason only you can connect

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is because only you can see all three ports.

fast ocean
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yes yes, I do this for a living it was just a quick question that turned into you being mr know it all

blazing halo
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...

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Seriously?

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It works now?

fast ocean
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all you had to say was "if you disable the packet router make sure 7777 is available"

blazing halo
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And also, it was likely actually using port 15001, because 15000 was busy (being used by the Beacon protocol).

fast ocean
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not inbound

blazing halo
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Does it work now?

fast ocean
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I have to play port shuffle, I'll let you know thanks for the helpp

blazing halo
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OK.

fast ocean
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every damn game uses 7777

blazing halo
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It's the default, it seems, and nobody changes it.

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Be happy you can remap them.

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(in pre-U6 versions, the Beacon protocol was fixed to UDP/15000)

fast ocean
blazing halo
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Yeah?

fast ocean
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so I can just change the beaconport

blazing halo
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Yes.

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It's in the same table.

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This "know it all" wrote that, by the way. ;)

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I honestly don't get it... If I'm here to help, aren't I supposed to "know it all"? :D

fast ocean
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it's the way you talk condescending no the information you put out

blazing halo
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If you actually stopped for a moment and listened, instead of lashing out? It wouldn't have looked that way.

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Anyway.

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You can remap all three, and I recommend you remap them close to each other.

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There's no reason for them being all over the place.

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Save you some time playing port shuffle.

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The server will only step the port up if the one it's supposed to be using is busy. In a sane environment, it shouldn't be busy - and if it is, there's something else running there, and you need to find out what it is, and how to kill it.

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So, there's no issue with setting them as consecutive numbers.

fast ocean
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just in a bad mood dealing with this crap, everything was fine until the update

blazing halo
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In all likelihood, the packet router started misbehaving,

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and when you started playing around with the config, the original misconfiguration gave you grief.

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Perfectly understandable.

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I have my server on 200nX, where X is 1, 2, and 3 (and n is server number, but that's sort of beside the point).

fast ocean
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yeah I apologize

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I'll get this all configured in a row somewhere I can fit it and just set the query beacon and port

blazing halo
blazing halo
fast ocean
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makes sense

blazing halo
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A bit wasteful, but I only host something like 12 games, so I can waste the space.

fast ocean
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more organized than wasteful

blazing halo
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I never leave a game on a default port if I can help it. It'll either run according to my rules, or not at all.

stray ivy
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i tried running the satisfactory server from steam and I cannot get to connect to it, keep geting connection timed out

blazing halo
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I also recommend installing via steamcmd wherever possible. It ensures the whole thing is decoupled from any game launcher.

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It also gives me freedom on when to update.

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(some Experimental updates are... problematic, so I let others be my canary :D)

fast ocean
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yeah I have steamcmd

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and my systemctl prestart is an update check

blazing halo
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I suppose.

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Like I said, I prefer to update on my own terms, so I don't do the whole preexec song-and-dance.

fast ocean
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well only time it's restarted is when it crashes so I like to validate after every crash

blazing halo
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Also, if you're not using IPv6 globally, you can go ahead and kill it system-wide - it's not really useful for anything, and can get you in heaps of trouble with "IPv6-first" applications.

fast ocean
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up until a few days ago it had 122 days of uptime

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I've restarted the service so many times in the last couple days so I can see what you mean there

blazing halo
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Because it auto-restarts every 24 hours by default.

fast ocean
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well besides the auto restarts

blazing halo
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Ah, ok.

fast ocean
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which I'm usually not around for

stray ivy
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any idea how to deal with this

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running a server setup from steamcmd

blazing halo
stray ivy
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yes

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its running on my machine

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this appears

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but when I click on join game, it fails

blazing halo
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Dumb question, but: do you have 60 other gaming machines in your LAN?

stray ivy
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nop

blazing halo
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So why is your LAN IP .1.62? :D

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I know, I know, it's auto-assigned by the router.

stray ivy
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i did try to run a satisfactory server from my linux machine a while ago but stopped long back

blazing halo
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Anyway, funzies aside,

stray ivy
blazing halo
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it's likely a firewall issue.

stray ivy
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u want me to use localhost instead ?

blazing halo
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Nah, I just find it funny when people come in with IPs like .1.146 or .0.79, and it's liek five PCs in that network... Counting phones...

stray ivy
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firewall stuff

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TCP and UDP allowed on 15777

blazing halo
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Okay.

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Please shut the server down, and run it with an extra parameter: -multihome=0.0.0.0

stray ivy
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alright

fast ocean
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I got ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -multihome=0.0.0.0

stray ivy
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wait

blazing halo
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Looks good.

fast ocean
stray ivy
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i clicked join without added multihome=0.0.0.0 and it worked

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lol

blazing halo
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Hey @fast ocean - remember how I mentioned we get like bi-weekly router issues? ๐Ÿ‘†

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๐Ÿคฃ

fast ocean
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lol yeah I see it

blazing halo
stray ivy
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alright

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will do

blazing halo
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Looks like you're all set.

fast ocean
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alright I'll give it a go with the fellas tonight and see how it works cause it's been hell the last few days

stray ivy
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i have a laptop with amd ryzen 5500u, 8gb ram, with fedora, how well can I run a server on it

blazing halo
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Two of those ports (Beacon and Game) can also be set via .ini files. The Query port cannot, however - it's not exposed as an .ini option, sadly.

fast ocean
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Game.ini?

stray ivy
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not even 4 players ?

blazing halo
blazing halo
fast ocean
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ok

blazing halo
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The game server requires about 10 GB to start.

stray ivy
stray ivy
blazing halo
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On your 8 GB machine, you're already 2 GB short.

fast ocean
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ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000```
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what are those rates in?

blazing halo
# fast ocean ok

It's all there on the wiki. I'm pestering Jace for access to someone who can explain some networking stuff for me, and when I have that - I'll also put it in there.

blazing halo
fast ocean
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ok

stray ivy
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my PC is 16gigs ram, 6 core 12 thread cpu, with 1650 super, can I host a server and play without issues ?

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@blazing halo

blazing halo
fast ocean
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I'm just wondering what those rates are

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that should be plenty if that's KB/s

blazing halo
stray ivy
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ic

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how many players ๐Ÿค” ? more than 4 ?

blazing halo
fast ocean
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you can set [/Script/Engine.GameSession] MaxPlayers=X in your game.ini where X is the number

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they don't recommend

blazing halo
fast ocean
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but I've had upto 7 people

fast ocean
stray ivy
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but can my specs handle more than 4 ๐Ÿ‘€

fast ocean
blazing halo
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I don't think it's a matter of player count.

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It'll be more related to how much you build and explore.

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(RAM consumption grows with diff to base map)

stray ivy
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ic

blazing halo
# fast ocean yeah that makes way more sense

Do note that a) this may be ignored, because the game uses the Scalability options instead, and b) you're still slave to TotalNetBandwidth, and MinDynamicBandwidth / MaxDynamicBandwidth.

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Even then, this setting only adjusts what is available. It does not dictate how much will actually be used.

fast ocean
blazing halo
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> It does not dictate how much will actually be used.

fast ocean
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yeah I get what you mean

blazing halo
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Notably, the game runs on ticks.

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Think of it in terms of FPS, but for the server.

fast ocean
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true

blazing halo
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It has a limited amount of time per tick, so sending big chunks of data isn't going to happen.

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(default target TPS is 30)

fast ocean
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even with jumbo frames?

blazing halo
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Jumbo frames also only dictate what's available.

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If I only have to send 1kg of bird seed,

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does it matter if I send by bike, by train, or by plane?

fast ocean
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I get what you mean

blazing halo
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The game, by its design, only really sends small updates around.

fast ocean
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makes sense

blazing halo
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Gameplay is such that all of that data goes stale very quickly.

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You don't care about the amount of steps to the left you made 5 seconds ago, right?

fast ocean
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right

blazing halo
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Jumbo frames are a headache and a half, in the end. A lot of infrastructure doesn't support it, so you can get painful surprises.

fast ocean
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unless I end up going back 5 steps cause it didn't register lol

blazing halo
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They also tend to lean towards throughput, meaning - the netstack may wait a bit longer to fill the frame.

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Which is not what you want for the game packets.

fast ocean
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yeah it wouldn't matter since every router between here and wherever would have to have the mtu matched

blazing halo
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Or perform packet fragmentation, yeah.

fast ocean
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it's udp anyway so

blazing halo
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But something I've noticed is that many routers on the way don't deal with JF correctly,

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and I've had painful surprises while trying them out.

fast ocean
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yeah they don't

blazing halo
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My LAN was blazing-fast, but many Internet-related things didn't like me much.

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So I gave up on it.

fast ocean
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most have static mtu at 1492 or so

blazing halo
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Or so, yeah. I've seen as low as 1470.

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But it doesn't matter.

fast ocean
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yeah jumbo frames def help to the local nas though

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almost double when sending larger files

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cause less tcp overhead but you right, this is all tiny udp so it wouldn't mean anything

blazing halo
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Still, with gigabit networking (I'm still waiting for 2.5 GbE to stop costing 1/4th of a GPU...), my disks are such that I can't really push any more beyond about 110 MiB/s.

fast ocean
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it's like having a 10G adapter plugged into a 100M router

blazing halo
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Which, for a gigabit network, is damn near close to perfection anyway.

fast ocean
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I got a 10G net, from SSD to SSD I get about ~190MiB

blazing halo
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Respectable.

fast ocean
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so not a huge improvement for the price

blazing halo
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If you count in all of the various OS-level overhead costs, 190 MiB/s is good for a remote write.

fast ocean
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yeah, it's mainly the JF keeping all the handshaking down so frequently

blazing halo
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With NVMe-s becoming more of a thing, that'll gradually improve.

fast ocean
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as long as it's a big file, small files you get the same problem

blazing halo
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Yeah, but that's not really a networking issue at its core.

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If you've ever duplicated thousands of small files disk-to-disk, you know exactly what I mean.

fast ocean
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yeah just a ton of transactional data

blazing halo
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Yeah. At the point where the overhead easily becomes more than the transfer...

fast ocean
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exactly

blazing halo
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But eh, if it means all of my files are exactly where I left them, I can live with it. :D

fast ocean
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lol true

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all the validation and everything is covered for you

blazing halo
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โœ“

fast ocean
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ok I'm thinking there is an issue with the server manager query port

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I've re-added the server with the correct port but it's showing offline

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gonna try something else

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is the server manager tcp?

blazing halo
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Everything is UDP.

fast ocean
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alright

blazing halo
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Check the server's log to make sure that's what it binds.

fast ocean
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Created socket for bind address: 0.0.0.0 on port 15001

blazing halo
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Should say that twice - once for the Beacon port, and once for the Game port.

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Query... isn't mentioned. Don't know why.

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You can also ss -lnup | grep -i ue4 to check what it's doing directly.

fast ocean
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systemctl didn't like all the switches

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dropped them in a script and pointed the service at that

blazing halo
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... that's new.

fast ocean
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yeah it was plugged

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it didn't want to go past that

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crap it doens't wanna work now

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lol

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fml

blazing halo
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+x on the shell script?

fast ocean
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yeah

blazing halo
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Full path in the script?

fast ocean
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yeah

blazing halo
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Full path to the script?

fast ocean
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the script launches

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the server starts up

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but the server manager says it's offline and needs a name

blazing halo
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Did it have a save loaded?

fast ocean
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and now it takes a good minute and a half to reload

blazing halo
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If it did, give it, like, a minute.

novel lava
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i got 15777/udp, 7777/upd and 15000/udp ports opened on linux server and forwarding done on router, is there something I am missing, still showing server offline offsite, but I connected local

blazing halo
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And how are you testing offsite?

novel lava
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i used docker, a friend trying to connect

blazing halo
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Public WAN IP?

novel lava
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i have DNS, about to try the # now

blazing halo
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No, I mean - is your WAN IP public?

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(It should work just fine with a DNS name.)

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(unlike STEAM, which resolves the DNS name and stores the IP...)

novel lava
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not sure if its public, its what my router says my WAN ip is

blazing halo
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Is it within 192.168/16, 10/8, 172.12/12 or 100.64/10?

novel lava
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starts with 71.71.#.#

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factorio server worked on it

blazing halo
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Okay, that looks public.

fast ocean
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lol server is just rebooting over and over now

blazing halo
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Also, once you changed the systemd services (and reloaded the change, I assume), make sure the old server isn't running.

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I don't recall how systemd behaves when you change a running service, but it may lose track of it?

fast ocean
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no I shut it down and did a daemon-reload

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[2022.12.09-17.47.11:128][  0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.09-17.47.11:128][  0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2022.12.09-17.47.11:128][  0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.09-17.47.11:128][  0]LogOnline: OSS: Creating online subsystem instance for: STEAM
[2022.12.09-17.47.11:128][  0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2022.12.09-17.47.11:129][  0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2022.12.09-17.47.11:129][  0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2022.12.09-17.47.11:129][  0]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2022.12.09-17.47.11:129][  0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.09-17.47.11:129][  0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2022.12.09-17.47.11:129][  0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.09-17.47.11:129][  0]LogWorld: UWorld::CleanupWorld for DedicatedserverEntry, bSessionEnded=true, bCleanupResources=true
[2022.12.09-17.47.11:129][  0]LogStreaming: Display: Suspending async loading (1)
[2022.12.09-17.47.11:151][  0]LogPoolSystem: Error: Stopped spawning, world is tearing down
[2022.12.09-17.47.13:120][  0]LogStreaming: Display: Resuming async loading (0)
[2022.12.09-17.47.13:121][  0]LogExit: Preparing to exit.```
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[2022.12.09-17.47.13:127][  0]LogDeviceProfile: Device profile begin destroy: [0x7fbc13917000] Default__DeviceProfile
[2022.12.09-17.47.13:127][  0]LogDeviceProfile: Device profile begin destroy: [0x7fbc13916f40] LinuxServer
[2022.12.09-17.47.13:130][  0]LogOnline: Error: OSS: Leaderboards Interface Requested
[2022.12.09-17.47.13:130][  0]LogOnline: Error: OSS: Leaderboards Interface Requested
[2022.12.09-17.47.13:195][  0]LogDemo: Cleaned up 0 splitscreen connections with owner deletion
[2022.12.09-17.47.13:215][  0]LogExit: Game engine shut down
[2022.12.09-17.47.13:365][  0]LogExit: Object subsystem successfully closed.
blazing halo
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This is immaterial, it doesn't use STEAM.

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What happened was before the first line.

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Just post the whole thing.

fast ocean
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[2022.12.09-17.47.11:121][  0]LogGame: Warning: Telemetry, no local player found.
[2022.12.09-17.47.11:121][  0]LogGame: Telemetry instance started without a platform.
[2022.12.09-17.47.11:122][  0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2022.12.09-17.47.11:122][  0]LogLoad: (Engine Initialization) Total time: 3.56 seconds
[2022.12.09-17.47.11:122][  0]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.12.09-17.47.11:122][  0]LogInit: Display: PreExit Game.
[2022.12.09-17.47.11:127][  0]LogWorld: BeginTearingDown for /Game/FactoryGame/Map/DedicatedserverEntry
blazing halo
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> note: exit was already requested

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Earlier.

blazing halo
# novel lava factorio server worked on it

That looks public enough. Check your forward, check the firewall on the machine the server is running on (though considering you can connect, should be fine). You didn't say what command line you used to start it, so I don't know if you're using the built-in router or not.

novel lava
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dunno, why but my friend got in now, so working..

blazing halo
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[2022.12.09-17.47.11:039][ 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.

novel lava
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thank you for the help

fast ocean
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I set everything to default

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I killed off all the instances -9

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screw it let me reboot it

blazing halo
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My approach is to set the other two ports in the .ini files, and then launch it with /var/NVMe/SATISFACTORY_Dedicated_Server/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome=0.0.0.0 -ServerQueryPort=20010.

fast ocean
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sooo -DisablePacketRouting works

blazing halo
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Good to have it confirmed.

fast ocean
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but not -multihome=0.0.0.0

blazing halo
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That does the same, + disable IPv6.

fast ocean
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so that's interesting cause aren't they the same thing

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ahh ok

blazing halo
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No, they're not. I expect this is because it wants to use 127.0.0.1, or ::ff:127.0.0.1, so setting it that way may not let it auto-route.

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(if it's dumb enough :D)

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So... -DisablePacketRouting disables just the router, while -multihome=0.0.0.0 disables that and IPv6.

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(mainly because that's an IPv4 space)

fast ocean
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still does the same thing at the defaults

blazing halo
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Oh, remember to close and reopen the game client.

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It sometimes caches the responses and gives up retrying.

fast ocean
blazing halo
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Each time you restart the server, restart the game client as well.

fast ocean
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lol

blazing halo
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At least while you're debugging connectivity.

fast ocean
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so now they can connect from the outside but I can't from the inside

blazing halo
fast ocean
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I'm so lost

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I had my client shutdown

blazing halo
fast ocean
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yeah I'm gonna try the multihome again

blazing halo
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Did you re-add the server with the new port?

fast ocean
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I tried earlier

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then went back to defaults

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gonna try again with multihome

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see if they can connect

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lol

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I can't see the server on the local network now

blazing halo
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Dumb question, but I assume your server machine has a static DHCP lease assigned?

fast ocean
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yeah

blazing halo
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If people over the Internet can connect, it should work over LAN as well.

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If it's not, you likely missed something.

fast ocean
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lol yeah must be my game client is hung somehow

blazing halo
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Remove the server, close the client, reopen it, and re-add the server.

fast ocean
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I tried removing the server, then exiting, then opening and re-adding, then closing again and opening but nothing

blazing halo
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You're adding it via the server's LAN IP, right?

fast ocean
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fml I'm an idiot

blazing halo
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Forgive the dumb questions, but I want to be sure.

fast ocean
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I was using the wrong IP I'm stupid af

blazing halo
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You're not, you're just tired of it all at this point.

fast ocean
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yeah that's spot on

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can't see the forest for the trees

blazing halo
#

So, the server should work with -multihome=0.0.0.0 (that's my go-to because it gets rid of both the router and IPv6 - fastest way out of the damn bog that is them both being broken together).

fast ocean
#

yeah it's all working now with multihome

blazing halo
#

โœ“

fast ocean
#

thanks again, we'll see how the bugs work out now hopefully we won't have to restart every 30 minutes or so anymore

blazing halo
#

Here's hoping.

fast ocean
#

I can already tell it's running better

#

thanks again for the help, guess I could have just read what you wrote to begin with ๐Ÿ˜‰

blazing halo
fast ocean
#

and me as well

shadow meteor
#

Hi! The DS inform players that will reboot after 30 minutes. And do it! He does this once a day. Why? And how can I switch off this function?

blazing halo
#

Disabling this is ill-advised.

shadow meteor
shadow meteor
blazing halo
#

You can try setting that value to 0, but be aware that you may experience issues.

shadow meteor
#

๐Ÿคฆโ€โ™‚๏ธ

blazing halo
# shadow meteor Why?

The reason the server auto-restarts is to clear issues that tend to build up over hours and hours of operation. Yes, I agree this shouldn't be a thing... but it is.

shadow meteor
blazing halo
#

Not sure which scripts you mean. As for remote administration... maybe. We'd need the network protocol details to do that, though.

#

But it's fine as-is.

#

If you want management software, there are plenty of people who are willing and able to build some.

#

(as soon as the devs release the protocol documentation ๐Ÿ˜‚)

#

For client administration... I honestly don't see the issue: the scope of administration is where it matters - in the game client.

#

RCON would be welcome, however.

shadow meteor
#

I want see statistics and all

blazing halo
#

As far as I'm aware, no server allows direct management, or produces statistics. You need external software for that.

#

In most cases, it's RCON.

#

However, this game doesn't use RCON.

#

Which is sad.

shadow meteor
#

((

#

Sorrowful

#

Maybe in future?

blazing halo
#

Maybe. But like I said, the developers would need to release protocol specifications for it to happen.

#

(the game requires you authenticate before giving any info)

#

Hmm... the Query protocol is known, however, and it does tell you the server version.

#

It tells you two things: the server build, and the Beacon port.

shadow meteor
#

How I can give server build number?

blazing halo
#

So basically you send 0x00 0x00 0x0000000000000000 -- and in the 17-byte reply, byte 11 is state (0x01 idle, 0x02 loading, 0x03 playing), and bytes 12-15 give the server version.

#

@shadow meteor

shadow meteor
#

So brutally... Hehe))

#

Thx at all!

manic rune
#

I keep getting a lot of Array out of bounds errors with the server shutting down for good right after. I have to manually restart it.

Array index out of bounds: 171 from an array of size 171
...
[267]LogExit: Executing StaticShutdownAfterError
blazing halo
#

Yeah, known issue seemingly related to blueprints.

blazing halo
#

You can even ask it to reply with JSON you can then parse for whatever.

green thicket
#

Can anything be edited in a dedicated server? Like changing recipes, unlocking things or giving materials? I have one and want to know.

winged walrus
#

looking for established community dedi servers to join up with , was semi retired since update 5 started , looking t ocome back and work with a group. Do any such groups advertise dedi servers here? or is there another channel for that?

scarlet crater
green thicket
#

Thanks

maiden trench
#

I get this error when connecting to the dedicated server I have set up

oak axle
#

Hey. How is dedi server doing? How buggy is it? I havent tried it yet.

charred rose
# oak axle Hey. How is dedi server doing? How buggy is it? I havent tried it yet.

Looks to be going well - I got one up and running for EA-U7, intending to keep it going until 1.0 to give it a thorough test.

So far only bug I have seen is a tractor with no wheels that glitched when i drove it forcing a restart.

Also seen a map sync glitch with clients but that is not a problem, mainly about load distance.

oak axle
#

I see thanks.

novel yarrow
novel yarrow
marsh thorn
#

lets see if 32gb is enough for satisfactory

#

๐Ÿ˜„

novel yarrow
marsh thorn
#

its running 11 gb atm

#

so yeha should be fine ๐Ÿ˜„

runic zinc
#

Anyone know when Nitrado is getting server updates for Update 7?

desert walrus
#

They should have already

oak axle
#

wait, so If I want to setup a dedicated server on my "server" 2nd PC that is behind me, I need a 2nd copy of the game?!

novel yarrow
runic zinc
desert walrus
oak axle
#

so I started the dedi server on 2ndpc. Now Im starting the game on my 1st pc and it says:

#

If I press here (1st PC) continue, then it kicks me out on 2nd PC.

novel yarrow
oak axle
#

yeah, Im reading that. I actually had dedi servers for multiple games, so Im not a fully beginner, (space engi, valheim, ark, empyrion galactic survival, etc), but I didnt have this problem with those games. I successfully avoided steamcmd in the past. So you are saying I do need that to run satis dedi srv?

#

base don the page you also linked, I dont need that

novel yarrow
#

But You're logged on both PC via the same account, right ?

oak axle
#

yes

novel yarrow
#

When You pick up Satisfactory Dedicated Server from the list there should be more than 1 option available eg. Install, Stream etc. Can You select there run on this PC ?

#

Cause the way You ran this looks like it's streaming.

oak axle
#

I only have a big green launch button in steam on my 2nd pc for satis dedi server

novel yarrow
#

Coffee Stain is currently working with Valve to make the Dedicated Server visible in the normal Steam client to accounts which do not currently have access to the Satisfactory game client. However, you can still use SteamCMD to download and install the files without needing a Steam account. -> that means it's still counted as separate license ๐Ÿ˜•

charred rose
#

Anyone noticed HDD's not showing on Dedis?

novel yarrow
oak axle
blazing halo
oak axle
#

I see, thanks. Meanwhile I did it with this stupid steamCMD.

#

well, not really, I got Network error, but thats a different issue

blazing halo
#

This "stupid steamCMD" is platform-agnostic, doesn't force auto-updates on you, and can be automated in scripts - so it's not all that stupid, you know. ;)

#

But I feel you.

oak axle
#

yeah, I mean stupid, because at my age I dont like dealing with new stuff. You will understand this once you get there ๐Ÿ™‚

blazing halo
#

For what it's worth, I've been using it to install all sorts of game servers for years now.

blazing halo
oak axle
#

Im lvl40. I like to say this way, its much better.

blazing halo
#

Also, I'm aware that steamcmd isn't the most user-friendly. Much server/automation stuff isn't, I'm afraid.

#

Hmm...

#

Maybe it's my experience with it, then.

#

(I'm 38 myself, just turned in November)

oak axle
#

you have 2 more years then

blazing halo
#

I can see myself disliking changing how I do things, that's true... though I'm trying to fight it.

#

I'm actually kind of scared of that, because I see a lot of it from my father who's 65.

#

I want to stay in this field, and it's changing quite fast.

#

Still. You can try launching the STEAM-installed one, and seeing if it requires STEAM to run. My bet is - it doesn't. And like I said - if it does, adding -nosteam to it may solve that issue.

#

The server is available for download by the anonymous login, so it technically shouldn't require a valid STEAM account.

oak axle
#

FactoryServer.exe -log -unattended -nosteam

#

this way?

blazing halo
#

Yes, that way.

oak axle
#

it doesnt work. So I no longer have the original problem. Im starting up the server by running FactoryServer.exe -log -unattended -NOSTEAM
On the 2nd PC in server manager the server is visible. I start a new session there, I can see a lot of happenings on server cmd line window, but then the client stays at the server screen instead of throwing me into the game.

#

And at the end of this server appears as offline

blazing halo
#

How much RAM does your server PC have?

oak axle
#

16

blazing halo
#

That sounds like enough.

#

Can I see the server log?

oak axle
blazing halo
#

Okay. Please shut the server down (Ctrl+C), and re-launch it after adding -multihome=0.0.0.0 to the launch arguments.

oak axle
#

yep, that worked, I "almost" got in, but in the last minute it finally didnt:

#

pfwd is done

blazing halo
#

pfwd?

#

Ah, port forward.

#

No, that doesn't change anything LAN-side.

#

You're officially the second person who knew not to hide the LAN IP, but to hide their STEAM ID. xD

#

Notice: it may take a moment (about 30 seconds to a minute) for the server to load the world and begin play.

#

But afterwards you should have no issues joining.

#

Firewall?

oak axle
#

nah, its not happening :S

#

no fw

blazing halo
#

The game needs 3 ports open - UDP/7777, UDP/15000 and UDP/15777 (in the default configuration).

#

(all three may be changed, as well)

oak axle
#

ducking hell. Im getting a 2nd afternoon coffee

blazing halo
#

But thing is, it should work over LAN fairly quickly.

#

It's usually the port forward that's the issue, or the built-in router (which we disabled using -multihome=0.0.0.0).

oak axle
#

I successfully managed to pay attention ONLY to the 1st row on the wiki, so I pfwd-ed only 15777. GG Gabor.

novel yarrow
blazing halo
#

(barring very specific circumstances)

oak axle
#

well, but for external conenctions its needed

blazing halo
#

External, yes.

#

But you're timing out over LAN, correct?

#

I would like for you to get your LAN side going before you tackle public visibility.

oak axle
#

yes, over lan.

#

nope, not happening.

blazing halo
#

I would need to see logs, then.

#

Client-side mostly.

oak axle
#

this one? AppData\Local\FactoryGame\Saved\Logs\

blazing halo
oak axle
#

hhmmmm, now Im in.

#

I disabled windows firewall just for test. I did this already once for test, and it didnt work, now it worked

#

and it still works after reenabling win fw

blazing halo
#

Interesting...

oak axle
#

I didnt see option for enabling/disabling onboarding or how it is called. So the option when you skip the very first part of the game.

#

it seems, onboarding is enabled in this dedi session

blazing halo
#

No, there is no such option. It's skipped automatically, with the first tiers already completed.

#

If you have onboarding, you're in a SP session.

oak axle
#

oki, not really a problem, doesnt really matter, it would be like 20min extra gameplay anyway.

#

bytheway man thanks for the helps, tips and everything.

blazing halo
#

Sure, no problem. I'm glad to help.

oak axle
#

hmm, my client "forgets" that server is running, I mean it says its offline, but it in fact it is running. if I restart my client, hen it correctly sees as online.

#

timeout. I guess I have to restart the server

#

hmm, its gonna be the win fw.

blazing halo
blazing halo
oak axle
#

there is ๐Ÿ™‚

#

I will make a rule late ron

oak axle
#

where are the dedi saves?

muted flame
#

Good morning everyone! I'm interested in started a dedicated server but I'm wondering what I need to know/do to start a dedicated server and does anyone know what a 24/7 one would cost roughly in USD?

naive grove
#

Would anyone happen to know whether the FICSMAS Calendar is shared or not between players, on a dedicated server? thinking_helmet

blazing halo
# muted flame Good morning everyone! I'm interested in started a dedicated server but I'm wond...

As for what you'd need: you would need a machine (a PC, a rented server etc.) that has 16 GiB of RAM and a decent, contemporary x86-64 CPU (so ARM platforms are non-viable).

Disk space is generally negligible, as the server itself requires 20 GiB, and the save files and blueprints are tiny (I would expect you'd accrue at most 200 MiB on average over the lifetime of the server). The logs may be an issue long-term, as they can reach up to about 20 MiB/log and are not automatically deleted.

As for the cost - that would primarily need to factor in: a) the component cost, b) the maintenance costs, and c) the utility costs. All of these are often rolled into a one final cost when renting the server machine.

In terms of operating systems, the server is made availabe for Windows and Linux.

muted flame
#

Thanks, I'll have to research it some more (I don't even know what you mean by ARM platforms lol) I'd just really like to have some company in-game and thought it might be easier just to set up my own and make it 24/7

naive grove
#

ARM is a different architecture standard, commonly used on mobile devices and Macs, for example. You'll want something that can run windows, linux (ex ubuntu), for example. The majority out there will work for you.

robust abyss
#

Is it a fairly straight forward process to take a save from my main machine and move it to my dedicated server? It should just be copying the file and then loading it up once I connect to the server correct?

naive grove
#

Correct

robust abyss
#

Cool, thanks

naive grove
#

The process of finding the file is harder than the process of actually moving it, that in itself is a drag and drop ๐Ÿ™ˆ

robust abyss
#

I setup a dedicated the other day and played on it a bit, but would like to move my main server over and play there so that things keep running without leaving my game running all the time. ๐Ÿ™‚

#

Hehe, yeah, I know where the files are and such and copying them over is no biggie, I was just curious on the server side process. Thanks @naive grove

naive grove
#

There are some growing pains to the dedicated servers, but I feel like the perks (continuously running factories, the ability for friends to pop in and out as they please, etc) far outweighs the downsides.

Besides, those downsides will only get fewer and fewer ๐Ÿ™‚

blazing halo
#

The game and server only run on x86-64. Apart from the fact that the game's code relies on the SSE4 instruction set (which is not available on ARM), one of the plugins used by the game is expressly prohibited by its licensor from running on ARM platforms. So... no ARM for us. :D

blazing halo
naive grove
#

Kinda counting that as the same kinda downside as "you need to pay, download and install the game to play", increasing returns require increasing inputs :p

blazing halo
#

Yeah, except in an ideal world - you'd have a lot more knowledge, only some of which applies to hosting services.

#

But eh, now that's a fairly dry debate to have. :D

naive grove
#

Eh, there are enough hosts out there that just searching "Satisfactory Server" game me a Pay'nPlay host as my third result, even that knowledge requirement is shrinking fast. ๐Ÿ™ˆ

blazing halo
#

Yeah, replaced with knowledge on how to determine which is a good one to use, how to not step on a landmine (Nitrado, G-Portal, Shockbytes etc.), and how to not pay too much.

#

Honestly? I find networking and admin knowledge + the cost of parts + power costs - to be much more straightforward. The network switch isn't trying to lie to you.

naive grove
#

Iunno, I've just hosted on a barebones Kimsufi server for the past x amount of years, yearning for the day I'll have a strong enough internet to simply host it all at home.

#

$28.6 for DDOS, 16Gb, 2Tb and an i5 2300

#

I feel like I'm getting shat on, but I also honestly couldn't care. It's about five or six cups of coffee for countless hours of entertainment for both me and my friends.

#

And so many hours of painstakingly learning how to do the network and admin stuff tired_jace

blazing halo
#

Yeah, a VPS is something else.

#

They're not usually trying to lie to you (though you should consider CPU time and other such metrics as suspect in terms of overprovisioning).

#

But gameserver hosts in particular have a spotty history. G-Portal makes backroom deals with game devs so that the only servers available are via G-Portal (instead of, say, releasing one to the public). Nitrado lies to its users to entice them to pay for the service, hoping it'll be too much of a hassle to demand a refund. Shockbytes offer SF servers that are not fit for purpose.

naive grove
#

I mean, on a barebones you can test for that though. For something just handing out a gameserver it's much harder to verify.

blazing halo
#

I just find that, in view of all of that, paying a bit extra on the utility bill is agreeable.

#

Especially since I usually have a few spare motherboards and lots of junk gathering dust.

naive grove
#

I had to use Nitrado for Astroneer, it was the only way we could play MP the way we wanted/needed while also earning achievements.

#

...Their website has subsequently been blocked from my network.

copper brook
#

i can do everything with manage saves except download them to my local client. Will that be coming? I don't have host / filesystem access to the dedicated server.

fleet wadi
#

where would my blueprint folder be located on a shockbyte server?

magic trout
#

Can someone send a server EU where we can play and keep resources working and not pausing when you close the game

humble reef
#

I got a dedicated server from a host. restarted the server and it won't allow any more connections to it. It constantly times out every connection. Any ideas on how to troubleshoot?

blazing halo
blazing halo
#

You can always ask the server's administrator to provide you access to the saves.

smoky leaf
#

Which one should I do?

rapid radish
#

so. I am still getting "lag" on the server I am using. I am not sure if its my save file or the server provider that the "lag" is coming from.

humble reef
blazing halo
rapid radish
# blazing halo Can you describe this "lag"?

Yes.
the lag does not constantly happen, its more of a few times in the span of an hour. The situations I am describing as lag are as follows.

I will place down a constructer, the image remains in a hologram kind of state for a moment, I try to switch to the deconstruct tool, the tool may change but I do not get a promt to highlight the constructor for deletion. I way for maybe 45 seconds or so and suddenly the materials fly out and the constructor builds.

OR

I will try to deconstruct a handful of things I am not using anymore. Lets say I selected a few walls, a floor or two and a catwalk straight. I have all of those selected to be deconstructed at once, I press and hold to decon them, then nothing... they just stay highlighted that orange hue. again... close to a minute later EVERYTHING catchs up and completes what ever my ingame request was.

#

My favorite is riding trains.
I will be riding from Point A to point C.
Lets say I am just passing point B station.
SUDDENLY, As though the train struck a brick wall it will HALT in place, Then with the same incredible force WHIP backwards meters or just a few feet. It will repeat this process approx. 5 times in the same location over the course of lets say 45 seconds to a minute only to seem as though the game has settled on deciding it is happy with my new location and speed and resume travel at my previous speed AS THOUGH none of this supernatural train haunting took place.

#

These are stories of the "LAG" I am experiencing. I am playing with med - high settings, on a 165 megabit/sec connection with a I7-8700k & Gigabyte RTX 3080 at a 2k resolution with 32GB RAM.

WHAT I AM LOOIKING FOR:
What is the likely source for this "LAG"?
The g-portal server I am playing on?
My computer?
Game Code?
That time I didnt pet my cat?

copper brook
copper brook
rapid radish
copper brook
rapid radish
blazing halo
#

You can just drag the file into Discord.

rapid radish
#

kk. Didnt know if Mods Papis would dislike it.

blazing halo
#

Okay, this is a client log. I'm sorry, I should've been more specific. I'd like to see a server log.

rapid radish
#

oh.

#

lemme see.

blazing halo
rapid radish
#

thats rent for some people

blazing halo
#

That's 1/3rd of my income. ๐Ÿคฃ

rapid radish
#

This what you lookin for my dude?

blazing halo
#

I could buy a GPU for like 4 months of that service. xD

blazing halo
#

Okay, so your save time is taking less than 15 seconds. It would account for issues up to about 15 seconds.

#

"over the course of let's say 45 seconds to a minute" - are you sure it's actually that long?

rapid radish
#

It certainly feels longer that 15 seconds. As well, the same timer I think is suppse to be every lke 3600 sec

blazing halo
#

Autosave: [2022.12.10-16.46.29:116][ 75]LogGame: Generate Objects From RootSet Num: 1
Autosave: [2022.12.10-16.51.39:341][234]LogGame: Generate Objects From RootSet Num: 1

#

16:46 -> 16:51

#

It's on the default 5-minute timer.

rapid radish
#

MFer!!!!

#

That could be doing it then.

blazing halo
#

Next one: [2022.12.10-16.56.49:539][825]LogGame: Generate Objects From RootSet Num: 1

#

Yup, 5 minutes.

rapid radish
#

Sigh.
VENTING: I hate how these sites give you a option to set these settings up but do not take the time to leave a BOLD message letting you know that "Hey, this is only a Autosave for the SERVER back up, NOT your ingame save file, you should go to XYZ to change that user. "

blazing halo
#

Doesn't it say "in-game auto save" though?

#

I don't see how that could be ambiguous.

#

Well, they do say If you have any suggestions or have any problems, please chat on Discord or email me. Your feedback is appreciated. so... ;-)

rapid radish
#

idk. at this point I am empting my cup, I know nothing lol.

#

okay. so.

#

To update the 5 minute timer I go where please?

#

Ingame Server Manager?

blazing halo
#

From the console, FG.AutosaveInterval <seconds>.

rapid radish
#

gotcha.

#

Just found the wiki from the link in the pins. TY TY โค๏ธ

#

This fix should help me out. I can justify the "lag" when I know its the auto save, I just didnt think it was THAT what was cuasing it.

#

But now I know better.

#

+1

blazing halo
#

We still don't know for sure if it's that - but it's usually a safe bet. :)

rapid radish
blazing halo
#

Mainly because the server goes incommunicado during saving/loading.

fresh spindle
#

anyone else crashing a lot since update 7 came out?

vagrant wasp
#

is anyone else at end game having trouble with trains now working right

#

???????????

blazing halo
#

> trains now working right
That should be good then, right?

#

Also, can you explain what "not working right" actually means?

#

And while you're at it - have you tested this in SP? It might not be a DS-specific issue.

copper brook
#

i dont know if the core game loop is just too heavy or its not optimized for more cores or what but it seems like vertical scaling the host is the only thing that helps as the world gets big

blazing halo
#

Everything happens by the Unreal Engine scheduler, and as far as I can tell - that's single-threaded.

blazing willow
#

hello

#

I have a Problem with early Access Server

#

this error come when i start the Server on Debian on Hetzner

novel yarrow
#

That's interesting. A crash occured when I've tried kill 2 hogs and.. for the first time I'm in new body on DS ๐Ÿ˜•

#

This is this place. No orphaned body, no personal box left...

#

Grabbing the logs from client & server, reloading last autosave.

novel yarrow
desert walrus
novel yarrow
# desert walrus Upload save to scim

Loaded up broken save. On an Options -> Players tab no orphaned player. This is the only thing left - Boombox.. I'm already further in game progress after reloading autosave before incident. I've been unable to recreate client crash.

desert walrus
#

Very strange

steel citrus
#

Hi having issues seeing myself and other players on the map or compass in my current save on dedicated server. When i join on someone else's dedicated server i see other players and the player option on the map. Any suggestions on i have configured incorrectly? thx in advance

odd crown
#

Known multiplayer bug for clients

prime wharf
steel citrus
prime wharf
#

im not sure then, it is a known issue though, the multiplayer is in such a sad state which is sad since this game is awesome with friends

blazing halo
frosty gale
#

why dedicated servers require GPU ?

blazing halo
#

They don't.

frosty gale
#

oh.

#

Can i run in Intel Xeon ?

blazing halo
#

As long as it's x86-64, it'll run.

#

Not sure about the performance, but you'll find out when you build out a bit I guess.

#

You'll want to watch the total save time. It's reported in the log.

golden lynx
#

Hey, I have a question regarding the Server tick rate "Average tick rate". My tickrate is hard locked at 30. I'm running my dedicated server with a Ryzen 9 5900X. The CPU is basicly idling on all cores. Is there a setting I need to change for the tickrate to unlock?

#

My friend has a server hosted with a cloud provider that has an old intel xeon CPU, his tickrates is bouncing between 70-119

unreal quest
#

is dedicated servers your server or what it is

golden lynx
#

It's running on my homeserver (win11)

#

R9 5900X, 64GB RAM

#

I tried this, but the Server is still running at a capped 30

blazing halo
#

Did you modify the correct file?

golden lynx
#

I hope so lol ๐Ÿ˜„ . C:\gameservers\satisfactoryserver\FactoryGame\Saved\Config\WindowsServer\Game.ini

blazing halo
#

Looks correct... Is that entry still in the file?

golden lynx
#

Yup, entry is still there.

blazing halo
#

Ah, looks like I have to amend that message then.

#

There.

#

I'm not sure why I said Game.ini.

golden lynx
#

ohhh...

#

๐Ÿ˜„

blazing halo
#

Thanks for bringing this up!

golden lynx
#

Thanks for knowing this stuff lol. I literally searched for this one setting for like 3 hours

#

nothing on the net

#

wiki, reddit etc

#

Documentation regarding dedicated servers is quite thin sadly when it comes to low level configuration lol

#

Still locked to 30 tho @blazing halo

golden lynx
#

Where did you hokus pokus that one from lol ๐Ÿ˜„

#

Found nothing in the wiki

blazing halo
#

Just added it.

golden lynx
#

Oh lol. SnuttsGood

#

Thanks a lot

#

๐Ÿ™‚

blazing halo
#

Please test.

golden lynx
#

on my way

blazing halo
#

It should be noted however, that if your hardware can't keep 30, it won't be able to keep 120.

#

In other words, it's not a performance fix.

#

I have also heard from players who've had weird issues with values higher than 120.

golden lynx
#

Might take 5 mins, need to restart my server rlquick.

golden lynx
blazing halo
#

If your hardware can keep it up, it might be a "smoothness" benefit.

#

Though note, the clients must also be able to keep up.

golden lynx
#

Ryzen 9 5900x should be plenty... I HOPE ๐Ÿ˜„

blazing halo
#

The one thing that CPU will help is save times. Otherwise, not sure. :D

#

Still, that's some hefty hardware to throw at a server machine. :D

golden lynx
#

I'm a it sys admin trainee, had enough with running VMs on a shitty nuc

#

๐Ÿ˜„

#

Proxmox and some CPU power

#

and voila you have a workable machine

blazing halo
#

True enough.

#

So, works y/n?

golden lynx
#

Quick unrelated question, in the unlikely case someone would delete the gameserver folder to cleanse all the configs he or she has broken... After a reinstall of the Satisfactory Server... Why wouldnt they re-appear?

#

๐Ÿค

#

Gimme a sec...

blazing halo
golden lynx
#

๐Ÿ’ฉ

blazing halo
#

So, shut it down at least once after wiping, and they should re-appear as if by magic.

golden lynx
#

Got them back ๐Ÿ˜‰

#

The more you know... lol

#

Lovely

#

worked

#

๐Ÿฅณ Thanks a lot

blazing halo
#

Great. That means the new Wiki section can stay. :D

golden lynx
#

Even have some overboost, when joined ๐Ÿ˜„ ๐Ÿ˜„

blazing halo
#

... that shouldn't happen.

golden lynx
#

๐Ÿฅธ

blazing halo
#

Huh. Well, as long as nothing breaks...

golden lynx
#

Ini looks fine

blazing halo
#

Mighty fine.

#

... ;]

golden lynx
#

Well I'm gonna scream if someone breaks right off, but it looks fine so far ๐Ÿ˜‰ .

#

Thanks

blazing halo
#

โœ“

nimble sapphire
#

so what was your difference in CPU consumption by changing tickrate?

#

also what is the main benefit?

blazing halo
#

My personal experience was "no change at all", which only really goes to show that either the game is designed well enough, or that I don't build enough megastructures to be affected either way. CPU consumption seems as it was before, really.

#

It might have benefits for multi-user runs... or it might not.

#

Much like with FPS, unless you need it for competetive play (which, here, you don't), you only really notice the TPS when it drops below some level - and that level is still below 30.

#

In Conan: Exiles, increasing TPS helps a little to mitigate desync, but that server is already doing so much that I don't know if there's a TPS value that will make it not desync, even just a little.

#

Same story with ARK.

#

And, much like with FPS - you will only really get as much as your hardware allows. If it can only do 35, you'll get 35 regardless of what the setting is.

granite violet
#

Hi trying to Trouble shoot a strange issue that i am having with hosting the server on a dedicated. all of a sudden it will experience fatal errors relating that just flash up and then the server shuts down entire. checking through my hardware logs everything looks fine in server logs show only one error on each crash (TaskgraphThreadHP 15) crash etc. Anyone have any idea's what is relates to and what might be causing this error scrolling through the logs i can't see anything(I must admit I'm not the best at investigating logs however)

blazing halo
#

Can you provide a sampling of the crash stacks?

granite violet
#

That is all of my logs extracted for the last few days

blazing halo
#

Okay, so the crahses you're experiencing - all to a one - seem to be rain-related. I've been seeing an increased incidence of these over the past week or two, so it looks like there's something in U7.

#

And before you say "But I don't get any rain" - it seems that the server does actually process the rain, it just never makes it to the players.

granite violet
#

I see is there anyway that you can disable weather server side in order for a work around

blazing halo
#

As far as I am aware, no.

#

Please go ahead and put up a QA posting.

polar adder
#

Hi, does anyone know how to increase server ticks and how to decrease the amount of crashes on the server

nimble sapphire
#

as for the crashes, it depends on the reason so you need to figure that out to fix it

oak axle
#

Hey. So Ive been runing a dedi sserver on own 2nd PC for 2 days by now (thanks for the help for kicking it in). I know its experimental, I know its buggy. But I just ran into memory issues. I have 16GB on this 2nd PC. I saw, its force closed my chrome, I saw, memory usage is at maximum, and I think I saw something memory related errors in the server console but it was also got closed before I could read it. Ok, so not enough memory. Can this be the reason for the unstable server? I mean somebody here wrote thats its pretty stable. But for me I always have restart it after a couple of hours, and we are also experiencing a lot of bugs. Like I have to rebuild a lot of belts, because items are not moving at all, stuck. Im starting to think, a lot of these anomalies -if not all- but minimum the server crashes are because of the not enough memory issue. Before I jump into 2nd PC upgrade I thought I would ask for opinions about it here first.

novel yarrow
# oak axle Hey. So Ive been runing a dedi sserver on own 2nd PC for 2 days by now (thanks f...

You have answered Yourself, that's clearly memory issue and server causes swapping, which gives You these delays. Dedicated servers are - in general - intended to run a specific app. eg database servers run only database engine; that's why Satisfactory runs better on a clean system without any addons that can "eat" memory in the background. This way I'm running 2 instances on 17-18GB total memory system.

oak axle
#

yes, I get the concept. My 2nd PC is acting like a universal "server" running 24/7, doing a lot of things. This is where I run dedicated servers for all kinds of games Im actually playing. Ok then. upgrade time... yey...

novel yarrow
#

For me best way was always deploy new OS (VM or better, container), assign around 16GB for it and keep monitoring CPU/memory usage using external tools. So I'm running 2 containers for DS, the 3rd is bare metal server.

novel yarrow
#

You can see there that single Satisfactory DS instance on U7 averages between 7.8 to 9.58GB usage. Since this is container it doesn't allocate all 16GB at once, saving it for other systems running in the background.

novel yarrow
#

@oak axle from this chart You can clearly see the issue - swap in use. So I've re-adjusted parameters, that required full container shutdown (sysctl parameters are read from host). Now swap is clean. I didn't notice this since both are running from fast NVMe.

azure sorrel
#

So I tried and it cannot do it. Not too sure what to do next.

azure sorrel
#

Does anyone else know how I can port forward?

#

As far as I know I do not have access to the router the server is on

#

So I need something that bypasses it.

magic idol
#

how often are your servers segfaulting?

novel yarrow
magic idol
#

i got once per week

#

~

novel yarrow
#

Blueprints in use?

magic idol
#

no

#

not yet atleast

#

but i should be able to make it retart on crash somehow

#

or as a reserve write a discord bot that friends can use to restart it ๐Ÿ˜„

novel yarrow
#

Is that large map? Many players connected?

#

Segfaults may be caused by memory module too.

novel yarrow
#

everything's normal ๐Ÿคฃ

scarlet fox
#

VPS hosted servers using SteamCMD don't automatically update right?

#

literally the moment the person who manages the server leaves for work they release a patch fml ๐Ÿ˜‚

novel lava
#

updated my server, it ask to claim it again, ok but now I don't see my saves to load.

#

I ssh into server and I see my game saves still there

novel lava
#

think I got it, had to transfer save to my gaming PC and upload in game to server,... got to be a better way!

blazing willow
#

hello

#

[2022.12.12-16.26.53:303][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.12.12-16.26.53:770][ 15]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2022.12.12-16.26.54:171][ 27]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).

#

on me there come this error messegaes

#

can some pls help me

#

its on every server i installed

#

this error comes

#

pls help me

novel yarrow
novel yarrow
blazing willow
#

yes but

#

after this messages there come nothing

#

this is the last messsage and the Server is not online on Satisfactory

obsidian rune
fossil radish
#

Hello, I have a problem on the server when I want to customize concrete foundations into other ones. The server stops and I get a disconnect. Can anyone help me?

carmine dawn
#

test

obsidian rune
obsidian rune
carmine dawn
obsidian rune
#

Disable mods and retry.

carmine dawn
#

without the same probelm

obsidian rune
#

Switch renderer to DX11. Why are you asking for client-side help in the dedicated server channel? :D

carmine dawn
#

because i cant write in the normal chat. i dont know why. there comes the info that it dosnt work to uplaod anything

carmine dawn
obsidian rune
#

In-game, or by adding a -DX11 or -d3d11 to the game's launch parameters (these both do the same thing).

carmine dawn
#

ok, thx i will try it

obsidian rune
#

Okay, yeah, it's a known crash that seems to be related to the rain effect.

#

(specifically AFGRainOcclusionActor::ResolveTracedEntries())

#

Don't really know why. Not that it matters. There should be a QA post about this, please go upvote it and leave a "me too" style comment. ;P

obsidian rune
wooden light
#

when will the dedicated server be updated?

blazing halo
granite goblet
#

Hey guys ! I've been tryna setup a dedicated server with a friend of mine, we wanted to give update 7 a shot
Does dedicated servers work for that last update ? Or is the channel description not up to date on purpose ?

blazing halo
#

I tested that location, and it seems to be configured correctly.

granite goblet
#

alright thanks ! I wasn't aware that the error message exposed the adress xD i'll try to reinstall my game to see if it changes anything

blazing halo
#

Advise your friend to relaunch the server with -multihome=0.0.0.0.

blazing halo
granite goblet
#

ahh xD alright
about the .conf file, any idea of where could we find it ?

blazing halo
#

(unless you don't have a server password, in which case you could get a griefer... but I haven't seen it happen yet)

granite goblet
#

ohh nvm, i thought that'd have been smth to change in some file

granite goblet
blazing halo
#

Can you show me a log from your game?

granite goblet
#

i got nothing else besides the screenshot i already sent

#

is there an actual log file i can find in local files ?

#

here's the message i get when i try to connect

blazing halo
#

And now you've exposed your own IP. ๐Ÿคฃ

#

Also, you probably cut out the bits I'm interested in.

#

You can delete the whole "log", it's useless in that state.

blazing halo
granite goblet
#

really ? Alright

blazing halo
#

Cool.

granite goblet
#

what would you actually need to help us ?

blazing halo
#

I doubt I can help you. I'm just trying to confirm a suspicion.

#

Did your friend launch the server with -multihome=0.0.0.0? Because I still saw IPv6 in those logs.

granite goblet
#

yea he did

blazing halo
#

Was that log after he did?

granite goblet
#

yes

blazing halo
#

Then he did it wrong.

#

-multihome=0.0.0.0 will, among other things, disable IPv6.

#

There should be no ::1 or ::ffff in that log.

vapid nova
#

like that ?

blazing halo
#

Yes, that should do it.

#

Is that a - or a long dash though?

#

It needs to be a minus sign.

vapid nova
#

it is

blazing halo
#

As long as you're sure.

#

Can you show me a log that you're sure is after the server restart with that param in, with connections? You can hide the IP using # (e.g. ###.###.###.###).

#

You can go ahead and DM me with it.

#

Okay, I see nothing jumping out at me from that. I also can't tell if the IPv6 is still there or not, because you simply removed IPs instead of replacing them like I asked.

#

(so I have no way of knowing if you removed just the IPv4, or anything else)

granite goblet
#

Oh my bad, 1sec

#

There, sent an updated one like you asked

blazing halo
#

Okay, so I assume the only IP addresses you now have in the log, are of the form of N.N.N.N where N is a value between 0 and 255. Correct?

#

No extra colons, letters a-f, and so on.

granite goblet
#

Yes, there's a port number as well
N.N.N.N:Port_Number

blazing halo
#

Okay.

fresh spindle
blazing halo
#

So... I don't see any of the symptoms I expected to see. All I see is - the connection being made, and then subsequently lost.

granite goblet
#

Uhhmm I see.. Thanks a lot for your help !

#

that is so frustrating though, none of us can actually tell what's going on even after reading server logs :/

blazing halo
#

All of the ones you've posted follow this trail:

UFunction::Invoke()
  - AFGCharacterPlayer::execOnRep_ActorPerceptionInfo()
    - AFGCharacterPlayer::OnRep_ActorPerceptionInfo()
      - AFGCharacterPlayer::RemoveActorPerceptionInfo()
        - crash
fresh spindle
#

Differnt error code

blazing halo
#

No, they're all EACCESSVIOLATION.

granite goblet
#

I just found em, i'll send you the file asap

agile rapids
#

Hi everyone, I'm trying to stop my server to be able to update it, but I can't send any Console commands from the server manager menu... Anyone could help me out here?
#1051954906333978624 message

blazing halo
#

For starters, if you don't exit Select Mode in that CMD window, you will soon be disconnected from the server.

#

(that while square, and the word "Select" in the title, provide a hint that you're in Select Mode)

#

(hit ENTER or right-click to exit Select Mode)

#

Second - to terminate the server from the console window, press Ctrl+C once.

#

Note that any unsaved progress will be lost.

agile rapids
#

yes I'm new to running a server, and I was using the game Server Manager Console menu to do all commands

#

I'm surprised I can't send command even though it's a different game version, it should affect nothing to be able to still send commands despite the game version

blazing halo
#

Again - focus on that window, and press Ctrl+C.

agile rapids
#

any reasons I shouldn't do the ctrl+c?

blazing halo
#

The server will intercept the signal, and do a clean shutdown.

agile rapids
#

(I mean, alt+f4 and click the x window is the same at this point)

blazing halo
#

In order to kill it, you need to Ctrl+C twice.

agile rapids
#

oh really?

#

that's better then

blazing halo
#

You can even customise the signal it'll interpret as "graceful shutdown", though I'm not sure if it has any effect on Windows.

blazing halo
#

Okay. After much back-and-forth, we have determined that @granite goblet's issue is the same as mine, i.e. desync between client and server on handshaking (server thinks the handshake completed, client is still retrying).

fresh spindle
#

And again with that code I posted

#

Honestly this is getting to the point where I might just stop playing

#

Never had this issue with Update 6 honestly thinking theres a bug with 7 causing the crash

blazing halo
#

There probably is, you're not the only one having the issue.

fresh spindle
blazing halo
#

A variation on the RemoveActorPerceptionInfo() crash.

novel yarrow
#

๐Ÿ™‚

fast ocean
#

alright got a new one for you

#

saving a blueprint crashes the linux dedicated server

#

anyone having the problem

#
[2022.12.12-22.03.58:687][ 16]LogGame: Generate Objects From RootSet Num: 81
[2022.12.12-22.03.58:689][ 16]LogGame: Generate Objects Total Num: 275
[2022.12.12-22.03.58:689][ 16]LogGame: Generate Save Objects Inner: Took 0.001 seconds
[2022.12.12-22.03.58:689][ 16]LogGame: Generate Dependencies Complete: took 0.000 seconds
[2022.12.12-22.03.58:699][ 16]LogCore: Error: appError called: Assertion failed: itemsToWriteOut.Num() > 0 [File:D:/BuildAgent/work/78a794e88763017d/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGSaveSession.cpp] [Line: 1268]
Found circular dependency between saved actors OR a dependency was missing, see log for more info if not a shipping game

[2022.12.12-22.03.58:721][ 16]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2022.12.12-22.03.58:722][ 16]LogCore: Assertion failed: itemsToWriteOut.Num() > 0 [File:D:/BuildAgent/work/78a794e88763017d/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGSaveSession.cpp] [Line: 1268]
Found circular dependency between saved actors OR a dependency was missing, see log for more info if not a shipping game```
blazing halo
blazing halo
blazing halo
#

Apparently, this happens with "ghost splitters" - splitters that seem to be there, but actually aren't.

timid cove
#

Does someone else also have autosave issues with their dedicated server?
At least i think it is an autosave issue. Because the game freezes, i get a timeout and when the server is restartet it is at the stage when i first joined. So reset to the last save

blazing halo
timid cove
#

Its running on a nitrado server. In the RAM monitoring it says it uses 9GB

fast ocean
#

so no making blueprints at the moment I'm guessing

timid cove
#

I'm trying

#

yesterday and the days before it worked beautifully

blazing halo
timid cove
#

Well true

#

I've had it once in a while that the server died, but not with saving issues and not that frequently

#

Down there is the error

#

Appears to be some kind of memory-issue

blazing halo
#

Yeah, clearly. Also, this is the first time I'm seeing this.

#

Interesting.

timid cove
#

Huh, ill try to reinstall the server

#

Saving all the blueprints and the newest save file

#

Maybe the issue came with the update this evening

#

Well that did not work

open roost
#

Hey

#

My server is out of date, tried updating and now it won't work

#

can anyone help

blazing halo
#

How do you mean "it won't work"?

#

Can you be more specific?

open roost
#

hey

#

What does 0x606 error mean

blazing halo
#

Typically, "couldn't write to the game files". Whether that's because the disk is out of space, or the files are in use... that's up to you to figure out.

#

In general, you should always shut the server down before attempting an update, and you should have at least twice the size of the server (in terms of free space) set aside for an installation.

#

At the very least once again the amount required, anyway.

#

(at present, that's 20 GiB free)

open roost
#

Update state (0x101) committing, progress: 0.00 (0 / 9484712845)
Error! App '1690800' state is 0x606 after update job.

Steam>src\tier1\fileio.cpp (5307) : m_vecRegisteredWriters.Count() == 0

#

IT says that

#

I have 90Gbs free

blazing halo
#

Did you shut the server down?

open roost
#

Ya it isn't running rn

blazing halo
#

Retry then.

open roost
#

So here is what I am doing

force_install_dir Z:\servers\satisfactory

longin anonymous

app_update 1690800

blazing halo
#

You can issue those commands in a batch, you know.

#

steamcmd +force_install_dir z:\servers\satisfactory +login anonymous +app_update 1690800 validate +quit

#

Also, why disk letter z?

open roost
#

Just the letter I chose

blazing halo
#

I ask, because that's the letter wine likes to use, if memory serves...

open roost
#

Ya it is just the letter I chose when setting up my SSD

desert walrus
blazing halo
#

Is why I asked, yes. Wanted to clear that up if it was needed.

open roost
#

Anyways how do I fix this

blazing halo
#

The nuclear option would be to make a copy of FactoryGame/Saved so that it's retained, nuking the game server's folder, and installing from scratch. If there are any permissions issues, it would resolve them.

open roost
#

My server file

#

okie

fresh spindle
#

Can someone please help me figure out why I always crash loading the top left corner of the map

blazing halo
#

Something over there dislikes you.

#

Load the save up in SCIM and go to town on critters.

fresh spindle
#

No shit

#

SCIM?

#

Can you give me directions? I don't know how to do what youre talking about

zealous swallow
#

im getting the same error trying to approach my nuclear setup

fresh spindle
#

Makes me not want to play the game tbh

#

like I crash every single time I got there

zealous swallow
#

ive send the save to my friend and he was able to go to the desired zone

blazing halo
#

The error basically says that some actor over there crashes in the process of dealing with player awareness.

#

Most likely a critter.

fresh spindle
#

How do I get rid of them?

#

Can I just turn off monsters tbh?

hardy tartan
#

Server was just updated via SteamCMD and restarted multiple times. Still getting a version mismatch.

blazing halo
#

Load it up in SCIM (Satisfactory Calculator and Interactive Map), find the affected area, and just delete all critters.

blazing halo
hardy tartan
blazing halo
#

Are you absolutely sure you're updating to the correct directory?

hardy tartan
#

Yup.

blazing halo
#

Can you re-check? That's like the #1 error.

#

Either updating the wrong server,

#

or launching the wrong server.

#

I'm guessing it was one of those.

hardy tartan
#

Still trying things. No luck yet

blazing halo
#

At worst - backup FactoryGame/Saved (that's where your config ini files sit, as well as game logs), nuke the thing from orbit, and reinstall.

polar adder
fresh spindle
#

How do I delete enemies with SCIM? I can't find a way to even view them

#

@blazing halo Should I respawn the flora?

scarlet crater
green thicket
#

Anyway to run console commands on a dedicated server without opening another instance of the game? Like rcon since the 2 windows that open don't allow typing in either of them.

#

I feel like it is kinda needed considering my version of the game is more up to date then the server and now I cannot save and shutdown the server because the console is more up to date and I cannot refuse the update.

blazing halo
blazing halo
#

But you can do a graceful shutdown of the server by hitting Ctrl+C in the server's window (the one which it prints log entries into).

azure sorrel
#

Can anyone help me make the server available to the internet without being able to port forward with my router?

obsidian rune
azure sorrel
obsidian rune
#

Then run a tunnel.

#

(effectively a forward reverse proxy)

azure sorrel
#

And I'm guessing I can't do tht on windows

obsidian rune
#

The first go-to would be SSH tunneling (Linux). The second would be something like nc or similar (also Linux). I'm sure there are other solutions, but they're likely on Linux.

#

What you can try, is a VPN server on the Linux host (on the public Internet) which you'd connect to from your Windows machine, and then some routing magic on that Linux host to pass the specific ports over the VPN.

#

Note that the traffic would be rather minimal, so if the solution you find only works on Linux - you can always install a Linux VM on your Windows machine, and let that do the heavy lifting for you.