#dedicated-servers
1 messages ยท Page 25 of 1
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.
Since the thing can be bugged to hell, I strongly advise you not use it.
By disabling it, you revert back to 7777/15000/15777. However, you do not have port 7777 forwarded.
so if I shut off the packet router I need to forward 7777
Yes.
Also, I don't know what that TCP/15000 is doing, because that's not Satisfactory.
For what?
So, you have a cursed config, is what you're saying.
The game uses all three ports.
And it's not a STEAM query port.
not if you tell it to use another port
like I said this update is cursed not the config
- game: UDP/7777
- beacon: UDP/15000
- query: UDP/15777
And it's been wrong for 3 years,
lol
but only recently you tried changing it, and it came to the surface.
asshole alert
_<
no I changed it cause the update broke it
You go on believing that buddy.
you see they released this update, and after the update everything is broken
I got 5 other people that play on there
Yes, and it was working, but in Packet Router mode, which only uses UDP/15777 externally.
yeah, so what you mean is they broke their packet router
No, I didn't say that. I did say that the damn thing is bugged to hell, and I advise you not use it. ;)
It'
Has always been.
just recently, cause it's worked fine up until update 7
in windows it was trash
but after I switched to linux everything ran great until just a few days ago
It really didn't. Get a problem related to the router 'bout twice a week or so, here.
but you just said you disabled it
Yeah, but other people don't, and they come here for help?
so did you disable it or do you have it enabled and are having problems twice a week?
I'm not the one having problems.
And again: the game does not use STEAM's query protocol.
It uses its own Beacon and Query protocols, so it needs all three ports.
But then you must remap port 15000 to something else.
cause I have another game running on 7777
I'll change the other game to a new port and try what you said
without the packet router you mean
got it, that literally answered my question
yes yes, I do this for a living it was just a quick question that turned into you being mr know it all
all you had to say was "if you disable the packet router make sure 7777 is available"
And also, it was likely actually using port 15001, because 15000 was busy (being used by the Beacon protocol).
not inbound
Does it work now?
I have to play port shuffle, I'll let you know thanks for the helpp
OK.
every damn game uses 7777
It's the default, it seems, and nobody changes it.
Be happy you can remap them.
(in pre-U6 versions, the Beacon protocol was fixed to UDP/15000)
Yeah?
so I can just change the beaconport
Yes.
It's in the same table.
This "know it all" wrote that, by the way. ;)
I honestly don't get it... If I'm here to help, aren't I supposed to "know it all"? :D
it's the way you talk condescending no the information you put out
If you actually stopped for a moment and listened, instead of lashing out? It wouldn't have looked that way.
Anyway.
You can remap all three, and I recommend you remap them close to each other.
There's no reason for them being all over the place.
Save you some time playing port shuffle.
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.
So, there's no issue with setting them as consecutive numbers.
just in a bad mood dealing with this crap, everything was fine until the update
In all likelihood, the packet router started misbehaving,
and when you started playing around with the config, the original misconfiguration gave you grief.
Perfectly understandable.
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).
yeah I apologize
I'll get this all configured in a row somewhere I can fit it and just set the query beacon and port
I accept. We're cool.
My organisation method is around game/server/port, so for instance my official ARK servers are on 14xxx, and my experimental ARK servers are on 15xxx. The breakdown is GGSSP, where GG is the game number (ARK = 14, 15), SS is server number, and P is the port being used.
makes sense
A bit wasteful, but I only host something like 12 games, so I can waste the space.
more organized than wasteful
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.
i tried running the satisfactory server from steam and I cannot get to connect to it, keep geting connection timed out
I also recommend installing via steamcmd wherever possible. It ensures the whole thing is decoupled from any game launcher.
It also gives me freedom on when to update.
(some Experimental updates are... problematic, so I let others be my canary :D)
I suppose.
Like I said, I prefer to update on my own terms, so I don't do the whole preexec song-and-dance.
well only time it's restarted is when it crashes so I like to validate after every crash
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.
up until a few days ago it had 122 days of uptime
I've restarted the service so many times in the last couple days so I can see what you mean there
Did you configure the SF server to never restart?
Because it auto-restarts every 24 hours by default.
well besides the auto restarts
Ah, ok.
which I'm usually not around for
I assume you're within the same network as that machine, yes?
yes
its running on my machine
this appears
but when I click on join game, it fails
Dumb question, but: do you have 60 other gaming machines in your LAN?
nop
i did try to run a satisfactory server from my linux machine a while ago but stopped long back
Anyway, funzies aside,
didn't get you
it's likely a firewall issue.
u want me to use localhost instead ?
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...
Okay.
Please shut the server down, and run it with an extra parameter: -multihome=0.0.0.0
alright
I got ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -multihome=0.0.0.0
wait
Looks good.
Hey @fast ocean - remember how I mentioned we get like bi-weekly router issues? ๐
๐คฃ
lol yeah I see it
I would strongly recommend you run it with -multihome=0.0.0.0 anyway. It'll save you the trouble of debugging nonexistent connection issues.
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
i have a laptop with amd ryzen 5500u, 8gb ram, with fedora, how well can I run a server on it
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.
Not at all.
Game.ini?
Engine.ini actually.
Not even half a player.
ok
The game server requires about 10 GB to start.
holy
that laptop only for server, I have a desktop to play on
On your 8 GB machine, you're already 2 GB short.
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.
KB/s I believe, note ISO KB not KiB
ok
my PC is 16gigs ram, 6 core 12 thread cpu, with 1650 super, can I host a server and play without issues ?
@blazing halo
There's very little reason to mess with those settings, though.
... maybe. The game client wants some 8 GB of RAM, the server will eat 10... it might work, and it may not even swap too badly.
You know what? Let me check that real quick.
4 by default
you can set [/Script/Engine.GameSession] MaxPlayers=X in your game.ini where X is the number
they don't recommend
Nope, I was incorrect. It's bytes/sec.
but I've had upto 7 people
yeah that makes way more sense
but can my specs handle more than 4 ๐
testing will tell you
I don't think it's a matter of player count.
It'll be more related to how much you build and explore.
(RAM consumption grows with diff to base map)
ic
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.
Even then, this setting only adjusts what is available. It does not dictate how much will actually be used.
I have a ton of bandwidth, you think it would help to up those a little
> It does not dictate how much will actually be used.
yeah I get what you mean
true
It has a limited amount of time per tick, so sending big chunks of data isn't going to happen.
(default target TPS is 30)
even with jumbo frames?
Jumbo frames also only dictate what's available.
If I only have to send 1kg of bird seed,
does it matter if I send by bike, by train, or by plane?
I get what you mean
The game, by its design, only really sends small updates around.
makes sense
Gameplay is such that all of that data goes stale very quickly.
You don't care about the amount of steps to the left you made 5 seconds ago, right?
right
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.
unless I end up going back 5 steps cause it didn't register lol
They also tend to lean towards throughput, meaning - the netstack may wait a bit longer to fill the frame.
Which is not what you want for the game packets.
yeah it wouldn't matter since every router between here and wherever would have to have the mtu matched
Or perform packet fragmentation, yeah.
it's udp anyway so
But something I've noticed is that many routers on the way don't deal with JF correctly,
and I've had painful surprises while trying them out.
yeah they don't
My LAN was blazing-fast, but many Internet-related things didn't like me much.
So I gave up on it.
most have static mtu at 1492 or so
yeah jumbo frames def help to the local nas though
almost double when sending larger files
cause less tcp overhead but you right, this is all tiny udp so it wouldn't mean anything
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.
it's like having a 10G adapter plugged into a 100M router
Which, for a gigabit network, is damn near close to perfection anyway.
I got a 10G net, from SSD to SSD I get about ~190MiB
Respectable.
so not a huge improvement for the price
If you count in all of the various OS-level overhead costs, 190 MiB/s is good for a remote write.
yeah, it's mainly the JF keeping all the handshaking down so frequently
With NVMe-s becoming more of a thing, that'll gradually improve.
as long as it's a big file, small files you get the same problem
Yeah, but that's not really a networking issue at its core.
If you've ever duplicated thousands of small files disk-to-disk, you know exactly what I mean.
yeah just a ton of transactional data
Yeah. At the point where the overhead easily becomes more than the transfer...
exactly
But eh, if it means all of my files are exactly where I left them, I can live with it. :D
โ
ok I'm thinking there is an issue with the server manager query port
I've re-added the server with the correct port but it's showing offline
gonna try something else
is the server manager tcp?
Everything is UDP.
alright
Check the server's log to make sure that's what it binds.
Created socket for bind address: 0.0.0.0 on port 15001
Should say that twice - once for the Beacon port, and once for the Game port.
Query... isn't mentioned. Don't know why.
You can also ss -lnup | grep -i ue4 to check what it's doing directly.
systemctl didn't like all the switches
dropped them in a script and pointed the service at that
... that's new.
yeah it was plugged
it didn't want to go past that
crap it doens't wanna work now
lol
fml
+x on the shell script?
yeah
Full path in the script?
yeah
Full path to the script?
the script launches
the server starts up
but the server manager says it's offline and needs a name
Did it have a save loaded?
and now it takes a good minute and a half to reload
If it did, give it, like, a minute.
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
What's your server start command?
And how are you testing offsite?
i used docker, a friend trying to connect
Public WAN IP?
i have DNS, about to try the # now
No, I mean - is your WAN IP public?
(It should work just fine with a DNS name.)
(unlike STEAM, which resolves the DNS name and stores the IP...)
not sure if its public, its what my router says my WAN ip is
Is it within 192.168/16, 10/8, 172.12/12 or 100.64/10?
Okay, that looks public.
lol server is just rebooting over and over now
What does the log say?
Also, once you changed the systemd services (and reloaded the change, I assume), make sure the old server isn't running.
I don't recall how systemd behaves when you change a running service, but it may lose track of it?
no I shut it down and did a daemon-reload
[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.```
[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.
This is immaterial, it doesn't use STEAM.
What happened was before the first line.
Just post the whole thing.
[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
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.
dunno, why but my friend got in now, so working..
[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.
thank you for the help
I set everything to default
I killed off all the instances -9
screw it let me reboot it
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.
sooo -DisablePacketRouting works
Good to have it confirmed.
but not -multihome=0.0.0.0
That does the same, + disable IPv6.
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.
(if it's dumb enough :D)
So... -DisablePacketRouting disables just the router, while -multihome=0.0.0.0 disables that and IPv6.
(mainly because that's an IPv4 space)
Oh, remember to close and reopen the game client.
It sometimes caches the responses and gives up retrying.
Each time you restart the server, restart the game client as well.
lol
At least while you're debugging connectivity.
so now they can connect from the outside but I can't from the inside
Yeah, I was baffled as well.
Did you restart the client?
yeah I'm gonna try the multihome again
Did you re-add the server with the new port?
I tried earlier
then went back to defaults
gonna try again with multihome
see if they can connect
lol
I can't see the server on the local network now
Dumb question, but I assume your server machine has a static DHCP lease assigned?
yeah
If people over the Internet can connect, it should work over LAN as well.
If it's not, you likely missed something.
lol yeah must be my game client is hung somehow
Remove the server, close the client, reopen it, and re-add the server.
I tried removing the server, then exiting, then opening and re-adding, then closing again and opening but nothing
You're adding it via the server's LAN IP, right?
fml I'm an idiot
Forgive the dumb questions, but I want to be sure.
I was using the wrong IP I'm stupid af
You're not, you're just tired of it all at this point.
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).
yeah it's all working now with multihome
โ
thanks again, we'll see how the bugs work out now hopefully we won't have to restart every 30 minutes or so anymore
Here's hoping.
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 ๐
Perish the thought, good sir! We wouldn't have had our wonderful conversation! ;)
True that, now you know for sure it's in bytes/sec ๐
and me as well
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?
The game auto-restarts every 24 hours. If you wish to move this time, start the server at the hour you want it to restart on.
Disabling this is ill-advised.
But he can't start automatically ... And manually I can't regular start it too.
Why?
You can try setting that value to 0, but be aware that you may experience issues.
๐คฆโโ๏ธ
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.
I wonder if there is a chance that a dedicated server will become a full-fledged and easy-to-administer application without using a client, scripts and other nonsense?
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 ๐)
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.
I have ESXi with Win Server. I can login to OS and manage settings manually. But with The Satis DS I can't do it. I may stop or kill server. But I want to see the DS version without connecting with the client app or open file properties .
I want use any console command from the DS himself.
I want see statistics and all
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.
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.
How I can give server build number?
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
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
Yeah, known issue seemingly related to blueprints.
Here, have a quick-and-dirty server query script https://github.com/Kadigan/ue4-game-tools/blob/master/satisfactory-query/sf-query.php
You can even ask it to reply with JSON you can then parse for whatever.
Can anything be edited in a dedicated server? Like changing recipes, unlocking things or giving materials? I have one and want to know.
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?
As far as I know, thats a no, unless you use a save editor
Thanks
I get this error when connecting to the dedicated server I have set up
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.
I see thanks.
Looks like usual timeot for me, so my guess firewall or internal (DS) router issue.
I'm running 3 currently, pretty stable. Some minor bugs adds more fun to coop play ๐
More than enough for single instance running on Linux...
Anyone know when Nitrado is getting server updates for Update 7?
They should have already
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?!
No. You'll need steamcmd and anonymous access.
My bad, server needed a restart.
No
It's avaliable as a tool through steam or as a standalone through epic
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.
Run it via steamcmd. Read more: satisfactory.fandom.com/wiki/Dedicated_servers. Steam thinks You "play the game" twice. Unless You log in separate Steam account on 2nd PC.
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
But You're logged on both PC via the same account, right ?
yes
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.
I only have a big green launch button in steam on my 2nd pc for satis dedi server
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 ๐
Anyone noticed HDD's not showing on Dedis?
Yes, but when You click empty space they'll show up in the inventory.
so does this mean, its not working as it works with the previously listed other games and Im forced to use steamCMD? Is this how "everybody" runs it?
While I haven't tried running the server from STEAM, I expect that if you launch the executable file on disk, it should not invoke STEAM to launch itself. If it does, make a shortcut to the file and add -nosteam to the launch params.
I see, thanks. Meanwhile I did it with this stupid steamCMD.
well, not really, I got Network error, but thats a different issue
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.
yeah, I mean stupid, because at my age I dont like dealing with new stuff. You will understand this once you get there ๐
For what it's worth, I've been using it to install all sorts of game servers for years now.
If I may ask - how old are you? I'm curious now.
Im lvl40. I like to say this way, its much better.
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)
you have 2 more years then
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.
Yes, that way.
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
How much RAM does your server PC have?
16
Okay. Please shut the server down (Ctrl+C), and re-launch it after adding -multihome=0.0.0.0 to the launch arguments.
yep, that worked, I "almost" got in, but in the last minute it finally didnt:
pfwd is done
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?
The game needs 3 ports open - UDP/7777, UDP/15000 and UDP/15777 (in the default configuration).
(all three may be changed, as well)
ducking hell. Im getting a 2nd afternoon coffee
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).
I successfully managed to pay attention ONLY to the 1st row on the wiki, so I pfwd-ed only 15777. GG Gabor.
me 3rd
Note: over LAN, port forwarding should not matter. If you're in the same network (IP-wise), no translation is necessary and no NAT should exist.
(barring very specific circumstances)
well, but for external conenctions its needed
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.
this one? AppData\Local\FactoryGame\Saved\Logs\
Yeah, that folder. Find the most recent one with your connection attempts.
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
Interesting...
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
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.
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.
Sure, no problem. I'm glad to help.
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.
That is a known problem, yes. It will at some point cache the "offline" state, and only a client restart resolves it.
In general, if you trust your network's users, there's no reason keep a firewall running inside your network, if there's no open access from the Internet.
where are the dedi saves?
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?
Would anyone happen to know whether the FICSMAS Calendar is shared or not between players, on a dedicated server? 
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.
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
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.
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?
Correct
Cool, thanks
The process of finding the file is harder than the process of actually moving it, that in itself is a drag and drop ๐
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. ๐
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
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 ๐
Well, you currently have two *semi-*competing platforms (CPU architectures) in the wild: x86-64 (AKA x64) which is the AMD standard (and an extension of Intel'x x86 standard) used in desktop PCs, and arm64 (sometimes called aarch64) often used in embedded devices, server platforms and so on - and recently, on the Mac, with its M1 platform.
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
One of the major downsides of running the DS is the networking and admin knowledge required to have success. But that can't be changed, as it's not a "Satisfactory" thing per se, but rather a server hosting thing. :D
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
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
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. ๐
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.
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 
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.
I mean, on a barebones you can test for that though. For something just handing out a gameserver it's much harder to verify.
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.
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.
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.
where would my blueprint folder be located on a shockbyte server?
Can someone send a server EU where we can play and keep resources working and not pausing when you close the game
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?
#looking-for-group-old I suppose?
What sort of server? VPS, or a game server?
If it will be - it'll likely be available for server administrators only anyway.
You can always ask the server's administrator to provide you access to the saves.
Which one should I do?
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.
VPS through a host
Any logs from the server?
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?
yeah i forgot he added a download link to the satisfactory.zone ui so i was able to download it and i'm just an idiot
yeah likely remote server, cpu, memory, or io introduced waits that cause client lag. We are currently running on a c6.xlarge for our world which is for 2 players that someone described as "megabase". I can try to use calc to get an entity count to give a better idea of actual size tomorrow. We kept hitting cpu issues. moving to a cpu with larger cache helped quite a bit actually
Sounds to me like I may want to look into another server provider then eh?
Yeah if you wanna try satisfactory.zone i can tell you the type of host currently being used so you can compare. you can also change how much $ you put in at a time over there by adding /?buyCredits=5000 on the url where 5000 = $50
Can you share a game log?
Its kinda long. Shall I post it on one of those sites you can dump logs?
You can just drag the file into Discord.
Okay, this is a client log. I'm sorry, I should've been more specific. I'd like to see a server log.
Holy shit, that's like $351/mo. :D (assuming the server is running 24/7)
thats rent for some people
That's 1/3rd of my income. ๐คฃ
I could buy a GPU for like 4 months of that service. xD
Yes, that's it.
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?
It certainly feels longer that 15 seconds. As well, the same timer I think is suppse to be every lke 3600 sec
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.
Next one: [2022.12.10-16.56.49:539][825]LogGame: Generate Objects From RootSet Num: 1
Yup, 5 minutes.
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. "
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... ;-)
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?
From the console, FG.AutosaveInterval <seconds>.
gotcha.
Just found the wiki from the link in the pins. TY TY โค๏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
We still don't know for sure if it's that - but it's usually a safe bet. :)
I will report back if it persits.
Mainly because the server goes incommunicado during saving/loading.
anyone else crashing a lot since update 7 came out?
is anyone else at end game having trouble with trains now working right
???????????
> 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.
well, 1. we only turn it on when we're playing and less hardware is more or less unplayable. our next step is to build a fast gaming cpu rig and self-host. also its like 2.5 hrs of work so its all relative
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
Everything happens by the Unreal Engine scheduler, and as far as I can tell - that's single-threaded.
hello
I have a Problem with early Access Server
this error come when i start the Server on Debian on Hetzner
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 ๐
This is this place. No orphaned body, no personal box left...
Grabbing the logs from client & server, reloading last autosave.
ErrorMessage: Caught signal 11 Segmentation fault
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.
Very strange
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
Known multiplayer bug for clients
a relog normally fixes it for me
have relogged and restarted the sever many times over the past week or so. It hasnt resolved the issue though.
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
All three are a non-issue.
why dedicated servers require GPU ?
They don't.
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.
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
is dedicated servers your server or what it is
It's running on my homeserver (win11)
R9 5900X, 64GB RAM
I tried this, but the Server is still running at a capped 30
Did you modify the correct file?
I hope so lol ๐ . C:\gameservers\satisfactoryserver\FactoryGame\Saved\Config\WindowsServer\Game.ini
Looks correct... Is that entry still in the file?
Yup, entry is still there.
Ah, looks like I have to amend that message then.
There.
I'm not sure why I said Game.ini.
Thanks for bringing this up!
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
Just added it.
Please test.
on my way
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.
Might take 5 mins, need to restart my server rlquick.
Nice to know
If your hardware can keep it up, it might be a "smoothness" benefit.
Though note, the clients must also be able to keep up.
Ryzen 9 5900x should be plenty... I HOPE ๐
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
I'm a it sys admin trainee, had enough with running VMs on a shitty nuc
๐
Proxmox and some CPU power
and voila you have a workable machine
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?
๐ค
Gimme a sec...
As (now... xD) noted in the Wiki page, the game writes to ini files on graceful shutdown.
๐ฉ
So, shut it down at least once after wiping, and they should re-appear as if by magic.
Great. That means the new Wiki section can stay. :D
... that shouldn't happen.
๐ฅธ
Huh. Well, as long as nothing breaks...
Well I'm gonna scream if someone breaks right off, but it looks fine so far ๐ .
Thanks
โ
so what was your difference in CPU consumption by changing tickrate?
also what is the main benefit?
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.
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)
Can you provide a sampling of the crash stacks?
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.
I see is there anyway that you can disable weather server side in order for a work around
Hi, does anyone know how to increase server ticks and how to decrease the amount of crashes on the server
Here is the info on the server ticks, but it depends on your and the servers power
as for the crashes, it depends on the reason so you need to figure that out to fix it
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.
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.
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...
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.
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.
@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.
So I tried and it cannot do it. Not too sure what to do next.
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.
how often are your servers segfaulting?
Between none and once a year, stable version ofc.
Blueprints in use?
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 ๐
Is that large map? Many players connected?
Segfaults may be caused by memory module too.
everything's normal ๐คฃ
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 ๐
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
think I got it, had to transfer save to my gaming PC and upload in game to server,... got to be a better way!
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
This happends for example, in Docker instalations, where are no persistent volumes configured. This way just purging directories on each update. The file in question is usually at location: .config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.PORT_NUMBER
They're only warnings seen normally on perfectly fine running server too. Not enough information to investigate.
yes but
after this messages there come nothing
this is the last messsage and the Server is not online on Satisfactory
These are of no consequence.
How are you connecting to the server? What address are you using? Where is the server located in reference to you? Which platform are you running on?
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?
test
I think it's a known issue, but could you post your server log from the crash?
The probability of a server issue is directly proportional to the distance between the admin and the server room. This is known. ๐คฃ
can anybody help me?
without the same probelm
Switch renderer to DX11. Why are you asking for client-side help in the dedicated server channel? :D
because i cant write in the normal chat. i dont know why. there comes the info that it dosnt work to uplaod anything
how can i switch? Ingame only?
In-game, or by adding a -DX11 or -d3d11 to the game's launch parameters (these both do the same thing).
ok, thx i will try it
ok here is the last log file from server.
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
Did they finally open that new server farm on the Moon or something? ๐คฃ
when will the dedicated server be updated?
It was, 5 hours ago.
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 ?
They work. I'm playing on one right now.
I tested that location, and it seems to be configured correctly.
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
Advise your friend to relaunch the server with -multihome=0.0.0.0.
Not like that changes much. It's OVH, so have fun trying to break in. xD
ahh xD alright
about the .conf file, any idea of where could we find it ?
(unless you don't have a server password, in which case you could get a griefer... but I haven't seen it happen yet)
What .conf file?
ohh nvm, i thought that'd have been smth to change in some file
sadly doesn't work ๐ no idea what's going on, so weird they're able to connect, and I'm not
Can you show me a log from your game?
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
And now you've exposed your own IP. ๐คฃ
Also, you probably cut out the bits I'm interested in.
You can delete the whole "log", it's useless in that state.
And now I have your Steam ID. :D
really ? Alright
Cool.
what would you actually need to help us ?
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.
yea he did
Was that log after he did?
yes
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.
like that ?
Yes, that should do it.
Is that a - or a long dash though?
It needs to be a minus sign.
it is
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)
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.
Yes, there's a port number as well
N.N.N.N:Port_Number
Okay.
Different crash but still happening around the same spot in the world
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.
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 :/
Not sure what you mean by "different crash", it looks exactly the same to me.
All of the ones you've posted follow this trail:
UFunction::Invoke()
- AFGCharacterPlayer::execOnRep_ActorPerceptionInfo()
- AFGCharacterPlayer::OnRep_ActorPerceptionInfo()
- AFGCharacterPlayer::RemoveActorPerceptionInfo()
- crash
Differnt error code
No, they're all EACCESSVIOLATION.
Client logs might help.
I just found em, i'll send you the file asap
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
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.
That window you see as a screenshot is a window that simply shows logs, I can't type in it, it's started from a .bat with this line in it
start FactoryServer.exe -log -unattended
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
Again - focus on that window, and press Ctrl+C.
I kinda wanted to do a clean close with quit command
any reasons I shouldn't do the ctrl+c?
The server will intercept the signal, and do a clean shutdown.
(I mean, alt+f4 and click the x window is the same at this point)
In order to kill it, you need to Ctrl+C twice.
You can even customise the signal it'll interpret as "graceful shutdown", though I'm not sure if it has any effect on Windows.
Thanks
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).
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
There probably is, you're not the only one having the issue.
A variation on the RemoveActorPerceptionInfo() crash.
๐
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```
Known issue.
s/a
Ditto.
Apparently, this happens with "ghost splitters" - splitters that seem to be there, but actually aren't.
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
How much RAM on the machine?
Its running on a nitrado server. In the RAM monitoring it says it uses 9GB
so no making blueprints at the moment I'm guessing
Getting disconnects on long save times is actually normal, once the save time hits 30 seconds. The server dying while doing so is not.
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
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
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)
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
Did you shut the server down?
Ya it isn't running rn
Retry then.
So here is what I am doing
force_install_dir Z:\servers\satisfactory
longin anonymous
app_update 1690800
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?
Just the letter I chose
I ask, because that's the letter wine likes to use, if memory serves...
Ya it is just the letter I chose when setting up my SSD
That'd be funny
Emulate the windows version of a native Linux program
Is why I asked, yes. Wanted to clear that up if it was needed.
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.
Can someone please help me figure out why I always crash loading the top left corner of the map
Something over there dislikes you.
Load the save up in SCIM and go to town on critters.
No shit
SCIM?
Can you give me directions? I don't know how to do what youre talking about
im getting the same error trying to approach my nuclear setup
ive send the save to my friend and he was able to go to the desired zone
The error basically says that some actor over there crashes in the process of dealing with player awareness.
Most likely a critter.
Server was just updated via SteamCMD and restarted multiple times. Still getting a version mismatch.
Load it up in SCIM (Satisfactory Calculator and Interactive Map), find the affected area, and just delete all critters.
Did you shut it down during the update?
yup
Are you absolutely sure you're updating to the correct directory?
Yup.
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.
Still trying things. No luck yet
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.
which file should i put this in
How do I delete enemies with SCIM? I can't find a way to even view them
@blazing halo Should I respawn the flora?
Only enemies near your player from the save point will show up
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.
You add it to the parameter list of the server's launch command. Where you put it depends on how you're launching the server.
No. Not yet, anyway.
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).
Can anyone help me make the server available to the internet without being able to port forward with my router?
Do you have a Linux machine that you control (or at least have enough admin rights to install software and set up networking on), sitting somewhere on the public Internet?
I can install Linux on a machine yeah
And I'm guessing I can't do tht on windows
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.
