#dedicated-servers

1 messages · Page 27 of 1

hot scroll
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thanks man i appreciate it

blazing halo
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This log doesn't carry crash info. You'll need to check the Crashes folder for the info.

sacred lynx
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Install Folder\FactoryGame\Saved\Crashes\UE4CC-Windows-{GUID} - that's where I got that log from. Folder contains:
CrashContent.runtime-xml (76kb)
CrashReportClient.ini (1kb)
FactoryGame.log (4.8Mb)
UE4Minidump.dmp
any of the other files of any use then?

blazing halo
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Also, cautionary tale: it's very easy to "lose" the 3 auto-saves. I forgot that, in U7, throwing explosives at an actively hostile enemy may trigger them to detonate. Threw a nuke nobelisk at a critter; the nobelisk went off immediately, I died. Ended up being thrown gods know where under the map by the blast - couldn't move, couldn't respawn, nothing. Had to disconnect; lost autosave #1.

On reconnect, find I have no death crate. While getting there, autosave #2 got overwritten. And when I tried to load an older save, it turned out I couldn't get into the manager - it kept saying "disconnected" as soon as I connected. Had to disconnect to enter the manager... and lost autosave #3.

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As it stands, my earliest save is the one immediately after spawning naked in the HUB. Thankfully, I have a save from several hours ago. Let's see what that saved.

blazing halo
sacred lynx
blazing halo
# sacred lynx

Yup, rain crash -- AFGRainOcclusionActor::ResolveTracedEntries().

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> the crashes seem to come in waves and then stop for a good number of hours. strange

Yeah, it stops raining.

sacred lynx
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starts raining, game goes: "nope, ain't havin' that" crash ... lol

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thanks for checking, Kad - appreciate it

austere chasm
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Is there a way to edit the port configurations in a .ini, like the serversettings.ini? Or how could a .bat get setup like a service? End goal being a server running on non-default ports that are configured through a batch currently that will auto-start if the game crashes or the server reboots.

austere chasm
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Windows 10

blazing halo
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Okay, so the Wiki tells you how to override ports both in the command line and .ini files.

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It also notes that 2/3 can be set in .ini files (Beacon and Game). Query must be set on the command line.

austere chasm
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Thanks Kad, been looking at the wiki the last 2 days and never saw that for some reason...

blazing halo
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@austere chasm As for running it as a service - either srvany or nssm. You'd then point to the .bat file instead of the server launcher. And to be perfectly safe, remember to put full (non-relative) paths everywhere. Also, running it under SYSTEM will have implications in terms of AppData location (somewhere in /Windows).

stark shuttle
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possible to turn ficsmas off on dedicated server?

marsh island
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Anyone getting these crashes lately?

Dec 16 08:13:04 satisfactorysrv1 UE4Server-Linux-Shipping[11805]: PIE: Error: Only Local Player Controllers can be assigned to widgets. BP_PlayerController_C_2147437030 is not a Local Player Controller. Dec 16 19:10:06 satisfactorysrv1 UE4Server-Linux-Shipping[11805]: LogCore: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674] Array index out of bounds: 180 from an array of size 180 Dec 16 19:10:11 satisfactorysrv1 systemd[1]: satisfactory.service: Main process exited, code=exited, status=139/n/a Dec 16 19:10:11 satisfactorysrv1 systemd[1]: satisfactory.service: Failed with result 'exit-code'. Dec 16 19:10:11 satisfactorysrv1 systemd[1]: satisfactory.service: Consumed 15h 56min 15.817s CPU time. Dec 16 19:10:12 satisfactorysrv1 systemd[1]: satisfactory.service: Scheduled restart job, restart counter is at 5. Dec 16 19:10:12 satisfactorysrv1 systemd[1]: Stopped Satisfactory dedicated server. Dec 16 19:10:12 satisfactorysrv1 systemd[1]: satisfactory.service: Consumed 15h 56min 15.817s CPU time. Dec 16 19:10:12 satisfactorysrv1 systemd[1]: Starting Satisfactory dedicated server... Dec 16 19:10:29 satisfactorysrv1 systemd[1]: Started Satisfactory dedicated server.

lofty slate
austere chasm
blazing halo
blazing halo
wooden yarrow
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Hey guys i am having a bit of an issue trying to figure out how to upload some blueprint designs to my shockbyte server. When i go into the FTP files I cant see the savegames folder within the saved folder. Am i missing something?

blazing halo
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In other news, I went back to my Original Spaghet world... and finally fixed my first nuclear setup. This resolution is brought to you by the number 5 (as in hours I just sunk into it) and the number 69 (as in fuck me), as well as a general motto of "What the fuck was I thinking?!"

blazing halo
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(or they just do it by e-mail, and ask you to send the blueprints to them that way... 🤣)

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(because it's not like they can't just map the damn user folder via mount -o bind, right? *hint, hint, Shockbyte*)

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My Original Spaghet world not only has stable nuclear now, but I went ahead and expanded to available waste processing capacity. Basically tore down and re-did about 2/3rds of my original setup. 🤣

wooden yarrow
blazing halo
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I don't particularly care why they chose ~/.config as the location for their saves. I don't care why it's under Epic (though I do happen to know - the game originally released as Epic Games exclusive, and it - and the fact that it uses EOS infrastructure for everything - is historical baggage of that).

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What does bother me, is the fact that there's no option to reconfigure the path. :/

wooden yarrow
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yeah thats fair enough and It would be nice to reconfigure it

blazing halo
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"Who'd want to change the save path?" -- uhh, most people who have hosted game servers ever? 🤣

ornate osprey
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I'm curious if anyone here is running their dedicated server in unRaid that might be able to help me get that up and running

bold atlas
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Hello, I am running into this error when creating a new save and attempting to join the session once it finishes creating. When I attempt to load a save and launch it through the save manager the same problem occurs. This server is running through LGSM, however I have the exact same issue when running it normally. Any other supporting logs I should include?

ornate osprey
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@bold atlas are you on the same network as the server? just curious because if yes you could use the internal IP address and that might resolve the issue...

blazing halo
blazing halo
ornate osprey
blazing halo
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There are clues to be had. First, the Server Manager console is mentioned, so the connection must've gone through at least to Query, then Beacon (it also implies DTLS handshake worked like it's supposed to). And secondly, assuming the default config, connections to port 7777 happen last in the chain (game join).

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No word is given on whether it worked before, though. So it could be a simple misconfiguration (missing the port forward and/or fw exception for 7777, assuming NAT reflection or external host).

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I'm about to fall asleep at the keyboard, so I'll hit the bunk. Later.

novel yarrow
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So.. our experience from yesterday's gameplay on DS.

  1. multiple client freezes (4-5 during session); game on HDD, AMD Radeon card and low memory system (8GB); this wasn't happening before, on U6.
    DX11 or either lowering graphics does not help; if nobody else is on the DS looks like more stable with no frequent freezes. Client needs only 3200MB to run game, I don't belive this is memory issue.
    Only this client freezes.
  2. I got killed myself several times via Nuke Nobelisks due desync while aiming at enemy (generally during large area wipe); seen dropped box with loot, which doesn't spawn on a map. However, SCIM confirms there's a loot.
  3. Once autosaved occured while I was travelling in Explorer; position was correctly saved I spawned on a map instead under it like it was in U6. Seems fixed or at least I was lucky.
  4. No DS crash itself; it's still running stable without manual restarts. No network-related issues.
novel yarrow
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hmm... That's weird, I was connected but unable to finish research. After reconnect research is ready.

toxic sentinel
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Does anyone experienced login to your server and ending up in a location you never went at all on map ? I just connect to my server and I was on my tractor on the top of a montain , far away from my Desert base. I never went anywhere else than in the desert and I'm certain having disconnected while not on my tractor, I spawn on the tractor in a total random location on the map. Something is wrong with dedicated server ...

blazing halo
frosty gale
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so back on the handshake issue, i found more info in testing

in further testing with a local windows server
LAN [MTU 1500] [0ms] - works
WAN [MTU 1500] (direct) [21ms] - works
WAN (tunnel to OVH) [MTU 1420] [40ms] - fails

now one could suspect MTU differences and fragmentation breaks the handshake

blazing halo
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The (D)TLS handshake would be vulnerable to this sort of thing, because it's much bigger than the typical record size (several kilobytes) and needs to be heavily fragmented.

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The game MUST employ PMTU discovery precisely for this reason - to determine the smallest MTU available for record size.

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(because according to the spec, a DTLS record MAY NOT be fragmented in transit, since UDP doesn't guarantee order or delivery of fragments)

blazing halo
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Nice. :D

random slate
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hey, quick question, our blueprint manager is going crazy on us, not able to load any blueprints, saving is fine. anyoone else encountered the issue? Server restart didnt help, rebuilding it didnt either.

blazing halo
random slate
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nah, the ingame blueprint manager, doesnt allow loading Blueprints in it, to exchange belts. There are existing ones, but he cant load them anymore

blazing halo
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Oh. Well, I'll sit this one out, as I've little experience with the in-game Blueprint Designer and its workings.

ornate osprey
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I've had a VM running a dedicated server perfectly fine for a while now. I'm trying to move it to a container... the container appears to start but I can't figure out why I can't connect... here are all the logs I have so far... https://pastebin.com/ctYshFTw ... any help would be appreciated

random slate
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MFW blueprint designer deleted all my reinforced iron plates... therefore i didnt have the building materials anymore ._. i was so sure i had them because i was working on the same blueprint before

desert walrus
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When you clear the designer, all the mays go to a box on the console

blazing halo
ornate osprey
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this is part of my problem, I'm not used to unRaid yet... so I can pull up the console of the docker image but I don't know where to go in there to check anything... I think it's running based on when I run the Top command it shows UE4Server-Linux if you have any commands you want me to run I can run them and provide output

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as for RAM, 32 GB is in the unRaid box so it should be plenty for whatever Satisfactory wants to chew up

blazing halo
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(if you have multiple, you'll probably want something more ss -nulp | grep -i ue4 | grep 20010 | cut -d '=' -f 2 | cut -d ',' -f 1 where 20010 is one of the ports used by the particular instance)

ornate osprey
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went into /proc and there is nothing when running the ps command you listed

blazing halo
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Uh, not sure what you mean.

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Running the command chain should give you a process ID.

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Then you go looking into /proc/{id} for what it has open.

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For instance, one of the handles in fd will be tied to the open .log file.

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(fd = file descriptor)

ornate osprey
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same result if I cd to /proc first

blazing halo
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That doesn't matter.

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(i.e. where you are on the filesystem doesn't matter for that)

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Can you ss -nlup | grep -i ue4 for me?

ornate osprey
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ss isn't in the container, however I can install additional pieces as needed

blazing halo
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No idea, to be fair. Try apt update followed by apt install net-tools or something?

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Ah, it's in iproute2 actually.

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so apt install iproute2 instead.

ornate osprey
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no results from the ss command

blazing halo
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(net-tools would probably give you stuff like ping, host and netstat)

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So it's not running.

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Okay...

ornate osprey
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but if I run top the amount of time is increasing

blazing halo
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Hmm...

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Show?

ornate osprey
blazing halo
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Are you sure you're running the commands inside Docker when trying them? What does ss -nlup show?

ornate osprey
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show's the listening ports for the server

blazing halo
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It looks like -p isn't working.

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Here's the difference:

root@arkserver:~# ss -nlu  | grep 20010
UNCONN 0      0            0.0.0.0:20010      0.0.0.0:*

root@arkserver:~# ss -nlup | grep 20010
UNCONN 0      0            0.0.0.0:20010      0.0.0.0:*    users:(("UE4Server-Linux",pid=1072650,fd=35))
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netstat?

ornate osprey
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shows connections but not the processes using them

blazing halo
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netstat -nlup?

ornate osprey
blazing halo
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You need --cap-add=SYS_PTRACE

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for the Docker image.

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That should give you the proc ID.

tacit spindle
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How can i fix this problem

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multiplayer mode is not working

blazing halo
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That's not DS-related.

tacit spindle
ornate osprey
blazing halo
blazing halo
tacit spindle
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sorry I don't understand exactly what you mean

blazing halo
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Your problem is not related to the dedicated servers.

tacit spindle
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ohh sorry

blazing halo
tacit spindle
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thanks

blazing halo
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ornate osprey
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I'm probably gonna have to take getting --cap-add=SYS_PTRACE to an unRaid help server because I'm not sure how to get unRaid to add that to the docker setup. Thanks for the help so far @blazing halo

blazing halo
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Also, ask them about running network services. It's possible that you need to "forward" a port from the main NIC to the Docker.

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Or something.

ornate osprey
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I've got it on a dedicated IP so I don't need forwarding at least, it's how I setup some other services such as adguard for DNS filtering and because I'm using dedicated IPs forwarding isn't needed

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I at least know the networking 🙂

blazing halo
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Cool. :)

vocal fossil
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For creating a personal deidicated server, do people use the Epic version, or Steam CMD?

blazing halo
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No difference. Same code & contents.

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(unless EPIC is derping and serving the EX instead of EA, or the game client instead of the server... as it actually did, both, in the past)

blazing halo
nocturne topaz
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Would the concept of a server-side mod that literally just exposes the playerlist on a server be feasible? 🤔
Obviously it'd be publicly available, and I wouldn't have an issue with that

blazing halo
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I'd much rather have it exposed via the Beacon protocol. And I have to assume that it's possible, because it is possible to manage players on a DS. (it's just in the most idiotic place I'd last expect it to be :D)

nocturne topaz
blazing halo
nocturne topaz
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Heh yeah, but none of that is available with any external REST APIs or similar, or any normal way for expose the data 😛

blazing halo
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And that will likely not change, because it seems that the developers are very intent on hiding all of that information behind encryption.

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On purpose, as in.

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Here's a fun DS-related bug...

When the DS is saving:

  • hit ESC to free the mouse
  • move the mouse to another display
  • wait for the DS to finish saving
  • move the mouse back

Now, the ESC menu stays, cannot be interacted with, and cannot be used. The game remains in the blurry, menu-covered state. ESC does nothing. To quit game, Alt+F4.

ornate osprey
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@blazing halo so apparently I'm dumb as is unRaid/Unifi networking... I moved a VM of my Unifi controller to a container on unRaid and when I did that it screwed up my vlan settings... so even though I could ping across to the server it wasn't letting other traffic through

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I appreciate the attempted help earlier

blazing halo
wooden hare
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im trying to make a server but when i do it says "this server appears to be offline" can anyone help?

desert walrus
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Did you claim it?

wooden hare
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it wont let me

desert walrus
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Make sure you did all the steps there

blazing halo
wooden hare
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yeh i did the address and the port

blazing halo
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Be as specific as you can, please.

fading quarry
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Hey guys, I have not kept up with updates for the past 6 months, is there a noticeable performance increase running dedicated servers? I ran a dedicated server on a dual Intel X5650 CPU server with 192 GB of memory, yet server would bog down to 5-10 ticks/second when approaching end-game severely impacting the experience playing on the server (I know this is because the CPU mentioned is old and its single thread performance is nothing in comparison to newer generations of CPU's).

merry bolt
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Ever since update 7 arrived on early access, i have been getting frequent server crashes. They usually happen while dismantling things, but also sometimes while building things. Are these server crashes reported automatically, or do i need to manually report them somewhere?

loud minnow
runic mesa
merry bolt
calm jacinth
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still no way to save & exit from the dedicate console window?

novel yarrow
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We have some findings regarding DS stability.
When we played over same NAT forwarding rule there were instability during connections causing client to hung completly (game freeze).
Like a 4-5 times in a row.
Now I play over VPN, my 2nd player goes via NAT forward rules.
Not a single client crash. Maybe cooincidence with admin & usual player both joing over NAT rules and causing this mess?

blazing halo
calm jacinth
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terrible. design. :C

blazing halo
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Deffo ain't arguing there, but it's not that bad.

calm jacinth
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it is when autosave is set to 60 minutes and you have no idea if there's been any server activity since then

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also, servers restart for reasons like Windows Update

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if it isn't taking the hint to save on shutdown request, welp, loss guaranteed

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and...heaven forbid it save during a shutdown

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corrupt save assured

blazing halo
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(disregard that, I still haven't woken up)

blazing halo
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Oh, you probably meant that it restarts like Windows Update nowadays - i.e. not asking for permission, just going ahead and doing it, fuck your work.

calm jacinth
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yes

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well it warns you about it but if you miss the warning, it'll restart anyway off-peak hours

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DS needs to assume save and exit, moreover, it needs to accept console commands like exit-nosave

blazing halo
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(again, disregard, still half-asleep)

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Yeah, it gives you three warnings I believe. I tend to just exit and restart manually when it does that.

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It does help that I have it set to save on player disconnect, and nobody else is playing on it.

blazing halo
calm jacinth
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Terraria does

blazing halo
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This would be much easier if you could just connect to the server, and tell it to save & shutdown.

calm jacinth
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i made a wrapper program which enabled it to even play nice with a UPS 😄

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you shouldn't have to "connect" when you're literally looking at it the command window

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the command window should be coded to accept plain language commands and what you do via game -> server manager should be handled as commands in the command window

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ergo, commands are fully logged and visible to whomever is looking at the window

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and again, there's a lot of reasons for an application to close that doesn't involve a client

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hell, just today C: was full and Windows was probably on the verge of killing the process to make room

blazing halo
calm jacinth
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most DS do

blazing halo
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For most game servers, this happens via RCON, which you do need to connect to.

blazing halo
calm jacinth
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as i said, Terraria, Minecraft, GoldSrc dedicated servers

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Satisfactory is literally the first i ran that didn't

blazing halo
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As far as I recall, goldsrc don't. They have RCON.

calm jacinth
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they have rcon in addition to stdin

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granted, that was a long time ago so might be misremembering

blazing halo
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You are misremembering.

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So, as far as I can tell, Terraria and Minecraft both do have the option to type into the console window.

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And for me, that's a very unusual thing for a server to do.

calm jacinth
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it's so practical

blazing halo
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My knowledge of game servers that accept console input:

  • Terraria ✓

  • Minecraft ✓

  • hlds ✗ (uses RCON)

  • ARK ✗ (uses RCON)

  • Conan ✗ (uses RCON)

  • DnL ✗ (uses RCON)

  • Cryofall ✗ (uses internal console)

  • 7 Days to Die ✗ (uses internal console)

  • Out of Reach ✗ (uses internal console)

  • Atlas ✗ (uses RCON)

  • Satisfactory ✗ (unknown/none)

calm jacinth
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rcon is better than what Satisfactory has because it's at least relatively easy to make a manager

blazing halo
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Yes, but it's not encrypted.

calm jacinth
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doesn't really need to be

blazing halo
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And as I understand, the entire point was to encrypt the traffic.

blazing halo
calm jacinth
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i mean just RCON can be unencrypted but needs some creative way to do the initial authentication handshake

blazing halo
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The only things you can get without authenticating and doing a DTLS handshake are: version, state, and BCON port.

blazing halo
calm jacinth
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or, whitelist RCON sources

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RCON is usually on a separate port that obviously wouldn't be DTLS

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vastly simplifies the design

blazing halo
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It usually is, yes. And it's also typical of STEAM games.

calm jacinth
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because it dates back to quake

blazing halo
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Satisfactory however, is EOS-centric.

calm jacinth
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which GoldSrc and Source are based on

blazing halo
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I know, I was there when they got made. I remember.

calm jacinth
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point is, i need a way to save and close; don't really care about the specifics

blazing halo
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I'm slowly working on understanding DTLS, and once I have enough knowledge, I'll try to make a client for the BCON protocol.

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There's no way that I know of, that can trigger an auto-save via console however.

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The best I could do, at this point, would be to monitor the log, and then when the restart hour comes up - waiting to catch the auto-save, and then shutting down a few seconds afterwards.

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Which you already can do, by the way.

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Monitor the log, and after it auto-saves - send the termination signal to the process.

calm jacinth
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except that means it would kill the process everytime it autosaves

blazing halo
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Not if you schedule it so that it only runs at the time you want it to restart.

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Start it 5 minutes before scheduled restart.

calm jacinth
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if the last time someone was on the server 5 days ago...

blazing halo
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What does that mean?

calm jacinth
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it's a messy solution that Coffee Stains is better off fixing

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should be trivial for them to hook into System Events

blazing halo
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Into WHAT now?

calm jacinth
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(which they should be doing anyway for prudence sake)

blazing halo
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What System Events?

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Dude, can you please stop moving the goalposts?

calm jacinth
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my bad, Service Events

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Windows raises an event on power loss, on standby, on power restored, on request shutdown, etc.

blazing halo
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Yeah, well, I have yet to see a game server that is built like a Windows Service.

calm jacinth
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as i said, i made a wrapper for Terraria that does these things

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all powered by stdin and stdout

blazing halo
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And you're not the only one - nssm and srvany exist.

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But yeah, I haven't seen a game server that hooks into Services.

calm jacinth
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yeah, no, my program allows users to do server commands via terraria chat

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it's very specific to Terraria

blazing halo
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But to be fair, the one you should be making that request to is Epic Games, the developer of Unreal Engine.

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Satisfactory devs can only use what is already provided for by the engine.

calm jacinth
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private void SystemEvents_PowerModeChanged(object sender, PowerModeChangedEventArgs e)

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nailed it the first time 🤣

blazing halo
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Yeah, sure. What about Linux?

calm jacinth
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easiest solution might be to code the DS.exe to check for existing instance with the same parameters and pass on any new parameters

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that can be made to be platform agnostic

blazing halo
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Not really. Linux doesn't have such events.

calm jacinth
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it must, just somewhere else

blazing halo
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Nope.

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You just get a SIGTERM, that's it.

calm jacinth
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well then it's crap and no one should use it 🤣

blazing halo
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Not really.

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There's no reason for the application to know why it's being shut down.

calm jacinth
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yeah really, applications have to be able to respond to physical space events...like temporary power

blazing halo
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Not really.

calm jacinth
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yes really

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save because goodbye world is coming

blazing halo
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The application doesn't care why it's being shut down.

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Only that it is.

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And saving before being shut down is up to the program in question.

calm jacinth
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not in this situation

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UPS is told to hard shutdown the computer in 3 minutes

blazing halo
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How does a low-power event differ from a scheduled-shutdown event, or power-off event, for the game?

calm jacinth
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if any running application needs more than a few seconds to save, it must be notified in advance

blazing halo
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Yeah, that's SIGTERM.

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If the program doesn't complete shutdown in the allotted time, it gets a SIGABRT which terminates it immediately, regardless of what it's doing.

calm jacinth
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that's what applications need to avoid

blazing halo
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Well, that's up to the application.

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Do you think Windows gives infinite time for stuff to shutdown?

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No.

calm jacinth
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yes, it does

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unless it was given a timeout parameter

blazing halo
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Which is given as a system default.

calm jacinth
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it's not

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i've had open documents prohibit shutdown for 8 hours 🤣

blazing halo
blazing halo
calm jacinth
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dunno, never encountered a situation where it would have been an issue

blazing halo
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You just said you did; but I assume that's on a desktop environment.

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(where leniency is given to allow users to save their data, on the assumption that there is an operator at the terminal)

calm jacinth
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yeah, it was on my computer where paint or something gets left open with junk data i had no intention of saving, but it stops the user-requested shutdown indefinitely

blazing halo
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Yeah, that's desktop env.

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Good luck doing the same on a server. ;]

calm jacinth
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anyway, services do support pause/resume functionality

blazing halo
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Satisfactory (or any game server) doesn't need pause/resume.

calm jacinth
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sure they do

blazing halo
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Nope. There's no difference between that and shutdown/reload.

calm jacinth
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time

blazing halo
#

?

calm jacinth
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pause/resume happens in <100ms, shutdown/start takes minutes potentially

blazing halo
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You do realise that the game server would need to have pause/resume coded into it for that to work, right?

calm jacinth
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of course

blazing halo
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And further, you are aware that it would need procedures that would make it happen, right?

calm jacinth
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yup

blazing halo
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So tell me, how does Satisfactory save a world state that takes 15 seconds to save, in less than 100 ms?

#

You can't.

calm jacinth
#

pause/resume doesn't save

blazing halo
#

Then what does it do?

#

What is different about handling a suspend/resume, from just being STR/hibernated without the app's knowlegde?

blazing halo
calm jacinth
#

suspends the service so it doesn't take any CPU clocks until it's ordered to continue

blazing halo
#

Okay, I see now what you're getting at.

#

I suppose it might be a "nice to have", in very specific circumstances.

#

Assuming SFDS was running as a System Service.

calm jacinth
#

which...all DSs really should 🤣

#

windowless background service

blazing halo
#

I honestly have no view on that, one way or the other. I should mention however, that they should also not require it, since installing system-wide services requires elevated privileges.

calm jacinth
#

requires elevated privileges to get network access

blazing halo
#

Is it possible for an executable to have Service capability without having to be hooked into it?

blazing halo
calm jacinth
#

oh right, but that's not a problem

#

install should require elevation anyway to set all the firewall settings and such

blazing halo
#

I suppose.

#

Though you'd probably have voices going against you on that one. But eh, life.

#

Not an argument for or against, I suppose.

calm jacinth
blazing halo
#

Then I suppose it's a viable option. You might want to contact Epic Games with this.

calm jacinth
#

how much of DS is custom code and how much of it is UE?

blazing halo
#

The executable wrapping their code is all UE.

#

If you want Windows Service functionality, it needs to go into the engine's source.

calm jacinth
#

i'd honestly just be happy with stdin and stdout 😄

blazing halo
#

Which, I supose, also needs to go there.

#

I usually don't give half a fuck, because RCON is typically a thing.

#

Except when it's not.

#

Having stdin functionality isn't all that useful in a Service environment, and it's not all that useful when the server is running remotely, necessitating logging into the machine first. And, again, assuming it's not running in the background.

#

It does open up options, though - you can usually open the FD for STDIN for a running process. Slightly more complicated on Windows, but doable.

calm jacinth
#

if you have stdin and stdout, you can create a separate windows service that manages the server

blazing halo
#

If you have RCON, you can do the same.

calm jacinth
#

rcon doesn't give you access to stdout tho

blazing halo
#

You can get it via other means. Many servers don't have stdout mapped, because why.

#

Logs are much more useful, in most situations.

calm jacinth
#

the service starts the executable and captures stdin,stdout, and stderr and handles all of it

#

logs are sloppy/inefficient

#

have to have a separate thread which combs the log for new stuff every x time

#

stdout, you're constantly reading it

blazing halo
#

Capturing stdin/out/err on Windows isn't as simple. Doing it under Linux is trivial.

calm jacinth
#

it's super simple in .NET 😄

blazing halo
#

Of a running process that you didn't spawn?

#

Because I can already tell you that it's not that simple.

calm jacinth
#

just have to query windows for the process then i think you can get it from there

blazing halo
#

Nope.

calm jacinth
#

yup

#

GetProcess(several options here) and once you get it down to a single Process, it's the same as a Process you spawned

#

Process.StandardError, Process.StandardIn, Process.StandardOut

#
        {
            if (e.Data != null)
            {
                WriteToError(e.Data);
                Restart(true); // Stop and don't save
            }
        }```
#

example of handling the error data

#

i buffered StandardOut because apparently the game would overwhelm my application's ability to process it if it was direct

#

when Terraria spams (especially when loading or creating a world), it can lag behind a bit

#

i did some searching for Unreal Engine stdin and there is absolutely nothing...disgraceful :C

blazing halo
#

That's the keyword here. YOU SPAWNED.

blazing halo
calm jacinth
#

no, not

#

you get the ID, you can grab any process

#

once you have the process (regardless if already running or started by your own application), it's the same

blazing halo
#

Can you demonstrate?

#

Can you please write me a POC that takes the process ID of any process, and reads its stdout?

calm jacinth
#

GetProcessById(INSERT_VALUE_HERE).StandardOutput

blazing halo
#

You cannot do that; you can only ever use Standard{Input, Output, Error} if you started the process, and even then only from the process object that started it.

#

This tracks with what I know.

calm jacinth
#

if that's the case, then it's Windows blocking it for security/privacy reasons...arbritrary

#

can't think of any instance where it's practical to hook one you didn't start though

blazing halo
#

Except trying to read info/post data to a game server that's running.

#

From, say, a docker query, or a webserver. Or an arbitrary RCON.

calm jacinth
#

the wrapper program would start the game server

blazing halo
#

Good luck starting a multi-GB program from a webserver thread. :D

#

That's not how it works.

calm jacinth
#

who said anything about a webserver?

blazing halo
#

Well, we're talking about managing a server from external sources, so...

calm jacinth
#

if that was you're goal, you'd have three processes: game -> wrapper -> web

#

the wrapper filters what's accessible by the web/GUI/CUI frontends

#

wrapper has to be fast, it can't wait for users

blazing halo
#

That's the sort of complexity you don't want, and it's certainly beyond the purview of the server developer.

calm jacinth
#

server dev just needs to use stdin and stdout 😉

blazing halo
#

Which most of them don't do.

calm jacinth
#

hence the problem/complaint

blazing halo
#

Yes, but it's not a complaint for SF, it's a complaint to the game server developer culture.

calm jacinth
#

yes, laziness 🤣

blazing halo
#

Maybe.

#

Or maybe they've decided that, in most cases, it's not a requirement.

calm jacinth
#

it's never a requirement, but it makes life hell for ded server operators because not having severely prohibits management automation

blazing halo
#

No it doesn't. xD

#

As long as you have some way to manage the server remotely/automatically, it's not an issue.

#

The issue with SF is that it does not currently have such a thing.

calm jacinth
#

indeed...to be fair though, i hate the fact i gotta run a full 3D program to interact with the server at all

#

and...that program is installed entirely separate from the DS

#

so management from the server itself is...unwieldy

blazing halo
#

The fact that the management program isn't installed with the server is a good thing.

#

That way, the server maintainer isn't also tasked with maintaining the management program, and the community is free to create however many of their own they wish.

#

Mods on the DS are being held back, in part, due to the fact that the CLI and GUI clients for server-side mod management aren't ready.

#

Which is ridiculous. Not only do I know how to manage mods on a dedicated server (so I don't need a client to do it for me), I'm running a headless Linux server - so a GUI client is useless to me.

#

Notably, that's not the only thing holding mod support back, so I'm just using it as an example.

#

It's kinda like saying that you can't get the keys to your house, because the free-standing garage isn't done yet... meanwhile, you're sleeping on park benches.

#

Priorities - is what I'm saying.

spice heart
#

trying to get a server working with the beacon port of 10013, the game port of 10012, and server port of 10004, Using any of these ports just says server offline but when i use the server port it spams the console with [2022.12.19-05.20.02:326][ 15]LogNet: NotifyAcceptingConnection accepted from: my.ip:50746

#
[2022.12.19-05.31.55:724][  1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.12.19-05.31.56:225][ 16]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2022.12.19-05.31.56:593][ 27]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
blazing halo
#

(in normal nomenclature, there is "beacon port", "game port", and "query port")

#

Also, please use either -DisablePacketRouting or - if you do not care for IPv6 reachability: -multihome=0.0.0.0. Using either should disable the built-in packet router and allow you to connect.

spice heart
#

invalid name or whatever

blazing halo
spice heart
#

and yes

#

wait no

blazing halo
#

Okay. So your cmdline is essentially -port=10012 -beaconport=10013 -gamequeryport=10004, yes?

spice heart
#

game > 10004
server > 10012
beacon > 10013

#

i read it wrong

blazing halo
#

And you add your server to the manager using LAN IP and the port 10012, yes?

blazing halo
#

Again. You are using the LAN IP of your server, correct?

#

(I assume here that your server is in the same LAN as your gaming PC)

#

?

spice heart
#

its not the same ip as my pc, but for some reason if i use dnschecker.org to check if the ports are open it just says timed out even though they are open

blazing halo
#

Don't use online checkers, they tend to test TCP only.

#

Is your server hosted by a game hosting company?

stiff dirge
#

Server side question, I have dedicated server running through a hosting company - and one of my upgradeable options is dedicated CPU thread, is that something that would help with the game? If so, how?

novel yarrow
# stiff dirge Server side question, I have dedicated server running through a hosting company ...

It may or may not help; dedicated threads means other process on a shared hardware don't interfere with vCPUs You're using for Your system (eg. Satsifactory DS). However, modern servers tend to have multi-core CPUs which means lower clock per single core. So it may be not visible at all that You have now "own" dedicated 2,5GHz cores.. DS prefer high cores (5GHz+ range) for heavy loaded servers with 500k+ objects on a map.

novel yarrow
fading quarry
novel yarrow
#

I'm running 2 DSes on single system with i7-7700k non-OC yet, they're both 160k objects summary, still at tick 30 with 2 players.

fading quarry
#

My gaming rig with 5900X managed to run it perfectly fine having 500k~ objects with 4 players, tho that was multiplayer as there was no benefit running dedicated alongside the client.

#

except for some choppy loading at times, but the dedicated would just refuse to stream a huge portion of the objects to players at that point.

novel yarrow
obsidian rune
#

Generally, 30 is a default TPS that's the typical target. At 30, no player should experience any "undue" delays. Some delays are unavoidable, but in general, 30 should mean a smooth gameplay.

#

In fact, I think it's a UE default.

frosty gale
#

for added visibility

#

i have a server working now, but its less than ideal for security as its running right out the WAN vs thru the tunnel - so getting it resolved would be ideal

pallid jacinth
#

can someone help me with dedicated server on ubuntu? I tried to start the server as a service but this error comes out:

Job for satisfactory.service failed because the control process exited with error code.
See "systemctl status satisfactory.service" and "journalctl -xeu satisfactory.service" for details.
#

and the systemctl status is this

× satisfactory.service - Satisfactory dedicated server
     Loaded: loaded (/etc/systemd/system/satisfactory.service; disabled; vendor preset: enabled)
     Active: failed (Result: exit-code) since Mon 2022-12-19 15:05:04 UTC; 54s ago
    Process: 1778 ExecStartPre=/usr/games/steamcmd +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit (code=exited, status=217/USER)
        CPU: 1ms

Dec 19 15:05:04 v33277 systemd[1]: satisfactory.service: Scheduled restart job, restart counter is at 5.
Dec 19 15:05:04 v33277 systemd[1]: Stopped Satisfactory dedicated server.
Dec 19 15:05:04 v33277 systemd[1]: satisfactory.service: Start request repeated too quickly.
Dec 19 15:05:04 v33277 systemd[1]: satisfactory.service: Failed with result 'exit-code'.
Dec 19 15:05:04 v33277 systemd[1]: Failed to start Satisfactory dedicated server.
jagged lava
#

Can a Satisfactory server utilize more than 2 or 4 cores. If you have 10 cores and 90GB RAM, can you handle 40+ people on a server?

novel yarrow
jagged lava
#

Ok, which sub group is best to invite as many people as possible?

novel yarrow
jagged lava
#

My one concern would be that if someone were to join and grief it'd be painful for all. Should I just not worry about it?

#

would it also be chill to invite in the main satisfactory chat, or is that kinda spammy?

marsh dawn
#

You will have to dm those interested

jagged lava
#

Got it, thanks!

obsidian rune
obsidian rune
#

Or... evildoggoset up a second server instance, and redirect griefers to that one based on incoming IP... ;-] Let them play with each other.

jagged lava
#

This is paranoia/curiosity, in the case of the griever changing the password, how can you manually change it in the server files?

obsidian rune
#

You can't. It needs to be done through the Server Manager, as the password is saved to a binary file.

#

Without giving them the admin password, there's no way for a regular user to change the password.

#

And if you give out your admin password (why?), well... on your head be it. :D

jagged lava
#

Oh so there are two password, an admin password and then a normal user password, got it!

ancient bison
#

hey, how can I use the dedicated servers on an older version?

urban vault
#

Can somebody help? -How do i update the dedicated Server to this version?
app_update 1690800 -beta experimental (Does not seem to work)
Already reinstalled the App via Steamcmd

blazing halo
urban vault
blazing halo
ancient bison
#

where are the crash logs lol

#

[2022.12.19-19.31.01:711][ 0]LogOnline: Error: OSS: EOSSDK-LogEOSAnalytics: FinalizeInit did not occurr due to Tick happening during shutdown. every time I try to restart the server up

blazing halo
#

FactoryGame/Saved/Crashes

#

But this doesn't look like a crash.

#

That message only really shows up when the server is in the process of a controlled shutdown.

#

Meaning - it detected an error condition, and aborted.

#

Windows?

ancient bison
#

no, headless server :)

#

running ubuntu server

blazing halo
#

Okay.

ancient bison
#

something about the world tearing

blazing halo
#

So read the logs, it'll tell you why it can't complete startup.

ancient bison
#

thats what im doing

#

hence why I asked where they were

blazing halo
#

Crashes != logs

#

Logs are in FactoryGame/Saved/Logs.

ancient bison
#

And you gave me the logs which I wanted, so you interpreted my question the way I wanted

#

Doesn't matter much that I made an error in my wording

#

But thanks anyway

blazing halo
#

But that's not a crash, so it won't produce a crash report.

ancient bison
#

As I said, bad wording, but you gave me the logs which was what I was looking for

#

all fixed tho

blazing halo
#

What was it?

ancient bison
#

Port binding, forgot to kill of the first instance

blazing halo
#

Ah. Yeah, that's a fairly common oopsie. Thankfully nothing destructive.

ancient bison
#

I thought I checked (ps) for already running ones but I must have miss read

#

Yeah understandable

urban vault
blazing halo
#

And what's your launch command?

urban vault
blazing halo
#

Hey, do me a favour and check if you have a C:\Program folder with the server in it somewhere?

urban vault
#

ouh... yes

blazing halo
#

And that, kids, is why we properly quote CLI params with spaces in them.

#

Replace C:\Program Files (x86)\Steam\steamapps\common\SatisfactoryDedicatedServer with "C:\Program Files (x86)\Steam\steamapps\common\SatisfactoryDedicatedServer" and you're set.

#

(notice the quotes)

urban vault
#

Thanks man... now it is updating....

blazing halo
#

ancient bison
#

Hey @blazing halo have you had any exp with running it on 8GB RAM?

#

It doesn't seem to like it which is why ive given it 16GB but im just wondering if its possible

novel yarrow
ancient bison
#

any ideas as to why its so high - I've had many other servers that have run with 8GB fine, even though they seem to be more intense then satisfactory...or am I wrong, is that normal?

blazing halo
blazing halo
novel yarrow
blazing halo
#

;]

novel yarrow
ancient bison
#

ah so just over 8GB

blazing halo
#

I'd like to look at commit and residential as well, would tell the complete story. There's also swap use, and I'm not sure if that's DS-related -- but if it is, it brings the total up by a GB higher.

novel yarrow
#

Have to implement cron for that.... 😕

stark kestrel
#

Ever since the latest update each time I log into my Server it starts me as a new player. I’ve noticed on my client it now shows me as “Logging into Epic” rather than logged into Epic like I saw previously. Not sure if the two things are related but is suspect they might be.

naive raft
#

yea, they are. you can test this by being on a singleplayer world and then signing in or out of your epic or steam account and rejoining

stark kestrel
#

Is there a way to “clean up” my former selves? It’s getting a bit comical. Not to mention my gear tied up in each of their inventories

blazing halo
stark kestrel
runic zinc
#

Having an issue with my dedicated server where every time I go to either save a blueprint or clear the designer the server just immediately crashes.

#

Can't tell if it's the saving or clearing that does it, but this is my fifth time trying to save it and each time it just shuts down.

fair ginkgo
#

Can anyone help me, my server crashes when I have to create a world, the vm has 12gb of ram and 2vcores

solemn matrix
#
  1. do NOT overwrite existing blueprints, always makes a new one, and delete the ones you don't need after server shuts down (or expects to shutdown)
#
  1. do NOT delete blueprints with the UI or through file explorer, it'll bug out when you save
#
  1. In case if you did not get it, do not try to touch existing blueprints while server is up
#

here's a sample server log file

#

so the first three lines is what happens after attempting to save a blueprint

#

but 3 more lines down, you'll see that server fails to try to read a blueprint that doesn't exist (because that was deleted by Blueprint manager UI)

#

and then you shall see the critical error message that brought down the server

runic zinc
solemn matrix
#

as I said, don't do it WHILE server is running, do it when you are about to shut down the server or when the server is offline

#

so you might make multiple versions of the modification, and deletes them when you are about to shut down the server

#

(or when server is shut down)

runic zinc
#

Thank you. Will update when i can get to the computer SnuttsGood

tawny bobcat
#

Is there a way to force a save automatically before a daily restart?

solemn matrix
#

you could technically have "auto-save when player logs off"

#

and people will logoff when they see the server restart, triggering the save

supple yarrow
runic zinc
#

Not editing anything or changing, just tryna save my first blueprint

solemn matrix
#

try check in your server log

#

it should tell you what's causing the crash

solemn matrix
#

all the way until it's about to close

supple yarrow
solemn matrix
#

what did you set your auto-save interval to?

#

like every 5 min shouldn't be that big of an issue if server restarts

runic zinc
#

I believe this is the related section to when I try to save the blueprint

solemn matrix
#

try verify your server files

#

and are you using mods?

runic zinc
#

Im running a hosted server

#

No mods or anything. vanilla

#

Through Nitrado

solemn matrix
#

so you rented a server?

#

ok

#

[2022.12.20-00.32.32:514][859]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2022.12.20-00.32.32:514][859]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

#

looks like it's your rented server's side issue

runic zinc
#

Ugh. I was hoping that wouldn't be the case

tawny bobcat
solemn matrix
#

eh, yes they do

#

I'm running dedicated server myself

#

it will auto restart everyday

#

and before it did, it will send a global restart message to everyone in game

#

(on the right hand side of screen)

#

something like the server will restart in X mins

tawny bobcat
#

oh interesting, I knew a client side multiplayer instance had this feature but didn't know it was also on dedi

#

then I can remove my schedule on pterodactyl, is there a way to tell when the restart would happen other than minutes before?

solemn matrix
#

I mean if you have auto-save enabled, you shouldn't worry that much

tawny bobcat
#

guess i could lower it from 10 mins but the built in restart is a relief

ancient bison
#

how do I remove presents

obsidian rune
tepid prairie
#

hello, a friend rented a dedi server, and we would like a discord bot that can display at least the server status with online players, does anyone know if there's something like that out there? i already did a quick research, but unsuccessful

rare bridge
#

Quick question, how stable are dedicated servers for experimental?

viral shard
#

I havent had any problems with just 4 players

stark kestrel
frosty gale
blazing halo
frosty gale
#

I mean it's not suggested 🙂

blazing halo
frosty gale
#

You can run experimental dedicated servers just "fine" but you need to manage what you expect out of it

#

just like running the game in the experimental branch on your pc, but with the server side and what that entails

blazing halo
#

Okay, we need a clarification. When you say "experimental" do you mean servers in general, or servers for the experimental branch of the game?

frosty gale
#

the former doesn't really matter, but the latter is what we're talking about.

blazing halo
#

In that case, there currently is no experimental-branch DS.

#

EA and EX serve identical content.

frosty gale
#

yes, there is

#

the build numbers need to match or else you can't join... the builds may be identical, but you have to run the experimental flag on your DS if you want to join with a Steam install on your PC that's in experimental

#

steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit

#

I can't speak to whether the actual contents of the builds are any different, but you gotta get that 'experimental' flag in there if your PC build is set to it, otherwise you get a build mismatch and can't join

blazing halo
#

That is incorrect, on both counts.

#

I just ran these commands:

steamcmd +force_install_dir /var/NVMe/COMPARE_SF_SERVERS/EX +login anonymous +app_update 1690800 -beta experimental validate +quit
steamcmd +force_install_dir /var/NVMe/COMPARE_SF_SERVERS/EA +login anonymous +app_update 1690800 -beta public validate +quit
diff -rq /var/NVMe/COMPARE_SF_SERVERS/EX /var/NVMe/COMPARE_SF_SERVERS/EA

The result was a difference in SteamCMD's appmanifest file, and that's it. Literally no binary difference between EA and EX.

#

Further, I switched my Satisfactory to Experimental (STEAM didn't download anything), and I just joined my EA server with no issue.

#

@frosty gale

frosty gale
#

well, that's interesting. If I download the Steam version (like after an update) and don't re-pull the binaries on my DS, I get a version mismatch

#

I'm here to contribute and not argue

blazing halo
#

Because it should not behave like that.

blazing halo
frosty gale
#

I hope you have a great day

blazing halo
#

And you.

blazing halo
blazing halo
# ancient bison how do I remove presents

You can disable seasonal events - there's an option for it in the game's menu; as for the server, there is a switch for it you can configure via the server's console (FG.DisableSeasonalEvents 1). I think it goes into an .ini file somewhere, but I'm not sure which one (likely ServerSettings.ini? need to check). The setting requires a server restart.

Be aware that this will disable the event along with everything it's connected to - the raining gifts, the MAM research tree, the gift-producing trees, the advent calendar, and all associated recipes.

smoky leaf
#

Has anyone had any issues with the game crashing recently as well? I have never had this issue before until the most recent update.

blazing halo
#

Can you provide some crash reports/logs of said crashes? The game can be crashed by many things.

#

Knowing whether it's the game server or client that is crashing might also be useful.

#

And yes, there is a number of (likely unrelated) bugs that were introduced (or exacerbated) in Update 7.

smoky leaf
#

What is the best way for me to send the log that the engine produces upon the crash?

blazing halo
#

Okay, that's a GPU-related client crash.

#

The exact reason is also provided: with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

#

Your display driver crashed.

smoky leaf
#

Interesting. I know a few other people on the same server are having the same issue. I appreciate the insight

blazing halo
#

Wiping and reinstalling the display driver may be of use here. Or the game might be calling the API in a weird way.

#

I have yet to run into this crash, myself, but I've seen two other people with issues like that.

#

One was seemingly helped with a DDU driver wipe + reinstall.

#

The other turned out to have a power supply that was laughably underpowered for their GPU (massively underclocking their GPU/locking down the 3D capacity resolved the issue temporarily).

#

I'm beginning to think that the latest version of the game puts interesting strain on the GPU, and is "unmasking" builds with underlying issues that went undiagnosed for potentially years.

smoky leaf
#

I have been playing for 150 hours so far and have not come across this issue before which is why I am perplexed. The issue started only today and it was fine last week when the update first came out. I will check my drivers for the GPU and see if their is any updates

blazing halo
#

All I can say for sure is that I'm not seeing this issue, and I'm running old GTX drivers on a 1080.

smoky leaf
#

Interesting, I am running on a 2060.

blazing halo
#

What you can do is start a new world on the server, and then not use the blueprint designer at all. See if the crashes happen again.

#

(because I wouldn't be surprised if it was BP-related, somehow, assuming it's a game bug)

smoky leaf
#

That could be it. Didnt experience this issue at all until we put that item down

blazing halo
#

BPs should still be considered experimental, I believe.

#

The devs were in a rush to get them out before the holidays, but it honestly looks like they rushed it a little too much.

smoky leaf
#

Thanks for the input

blazing halo
#

#

But do note that I am using blueprints, and I have not had this crash.

smoky leaf
blazing halo
novel yarrow
#

LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.01, Real: 30.02, Good: 30.02, DriverTime: 85811.06, Threshold: 30.00, [UNetConnection] RemoteAddr: [::1]:43168, why IPv6? why disconnection? uh,eh 😕

blazing halo
#

Why not -multihome=0.0.0.0? 😂

novel yarrow
blazing halo
#

Because putting an IPv4 address there will disable IPv6. Since you still clearly have it enabled...

novel yarrow
#

LoL. Every f...... time. One char. One letter. One number. AHGHH

#

we can't pickup slug on DS 😦

blazing halo
novel yarrow
#

close to border of the map, just specific yellow slug

blazing halo
#

If you're having trouble picking a specific slug up - it's a bugged slug. There's a number of them.

cyan epoch
#

Ehhhh

#

What does this mean

blazing halo
#

That the remote end didn't reply within 30 20 seconds, and so the game decided that the connection must be dead.

blazing halo
#

Is the server still running afterwards?

novel yarrow
blazing halo
#

Without a decent protocol description, I can't say more.

novel yarrow
#

DTLS transmission goes over all 3 ports or just one? I can't get my NAT rule to catch this traffic.

cyan epoch
#
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/home/container/.steam/sdk64/steamclient.so' OK.  (First tried local 'steamclient.so')
[2022.12.20-23.25.28:616][222]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2022.12.20-23.25.28:617][222]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2022.12.20-23.25.28:617][222]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.
[2022.12.20-23.25.28:617][222]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.20-23.25.28:617][222]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2022.12.20-23.25.28:617][222]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.12.20-23.25.28:617][222]LogBeacon: Beacon Join FGServerBeaconClient STEAM:(STEAM)076561198798869760
[2022.12.20-23.25.28:617][222]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2022.12.20-23.25.28:620][223]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2022.12.20-23.25.28:653][224]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2022.12.20-23.25.28:687][225]LogBeacon: Handshake complete for FGServerBeaconClient_2147481459!
[2022.12.20-23.25.31:896][321]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2022.12.20-23.25.31:896][321]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 85.216.65.69:59557, Name: IpConnection_2147481466, Driver: IpNetDriver_2147481474 IpNetDriver_2147481474, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481459, UniqueId: STEAM:(STEAM)076561198798869760
[2022.12.20-23.25.31:896][321]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 85.216.65.69:59557, Name: IpConnection_2147481466, Driver: IpNetDriver_2147481474 IpNetDriver_2147481474, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481459, UniqueId: STEAM:(STEAM)076561198798869760, Channels: 3, Time: 2022.12.20-23.25.31
[2022.12.20-23.25.31:896][321]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 85.216.65.69:59557, Name: IpConnection_2147481466, Driver: IpNetDriver_2147481474 IpNetDriver_2147481474, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481459, UniqueId: STEAM:(STEAM)076561198798869760```
blazing halo
#

Okay, so these two tell me very little. It looks like a normal handshake exchange.

#

Anything further down the line?

cyan epoch
#

This is the startup

#

And everytime i create a game it wont save it.

blazing halo
#

How much RAM?

blazing halo
#

@cyan epoch

cyan epoch
#

128Gig

#

@blazing halo

blazing halo
#

Okay, that kinda sounds like more than enough. So... does the log say anything else? Because so far, it kinda looks normal.

cyan epoch
#

This is the full log

#

But it says something with steam api error

blazing halo
#

Non-issue.

cyan epoch
#

Ok

blazing halo
#

Does Ptero say anything else?

cyan epoch
#

Nop

blazing halo
#

Okay, so the cmdline is subtly wrong: ?listen is unnecessary, and then you have -Port=15777 -ServerQueryPort=15777. They can't be on the same port. One of them - the Game port (specified via -Port) gets silently incremented by 1 to 15778.

#

(yes, I agree that the server should fail instead of silently doing stuff, but that's how they coded it)

#

If you didn't set up port 15778 to allow connections, that's where your failure is. Change one of the ports.

glass ocean
#

okk its to much to read i get tire how i use the dedicate server what i have to put it ??

cyan epoch
#

@blazing halo

#

What does this mean

blazing halo
#

It says so in your log: LogInit: Command Line: ?listen -Port=15777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0

blazing halo
# cyan epoch

Since the Query port is bound first, the Game port gets auto-incremented (because 15777 is already in use), and ends up being 15778. That is also what your error ^ here shows.

#

And so, you tell the game to launch with:

  • Query = 15777
  • Game = 15777
  • Beacon = 15000
#

What it actually launches with is:

  • Query = 15777
  • Game = 1577**8**
  • Beacon = 15000
blazing halo
hardy tartan
#

How would one disable the FICMAS event on a dedicated server?

blazing halo
hardy tartan
blazing halo
#

No, it's host-side (the host in this case being the server).

paper verge
#

I keep having the issue if when I remove too many objects at the same time, the server crashes. Does anyone has a workaround?

blazing halo
paper verge
#

Rain related? 🤔 It only happens if I destroy for example a lot of foundations at the same time. The same happens for other players. It doesnt happen always but enough that its starts to be annoying

blazing halo
#

Yes, it seems to be a crash where the rain occlusion function fails to calculate because things were either added or removed without it "noticing".

paper verge
#

Ooooo yeah that makes sense

blazing halo
#

That's what the error says, basically - array index out of bounds.

#

Imagine this series of steps:

  • game decides to calculate rain occlusion
  • a list of objects to calculate against is built
  • the calculation is called
  • in another thread: player input is handled, an item that happened to be on the aforementioned list gets removed from the world
  • the calculation runs
  • it cycles through the items it knows about
  • it reaches an item that's been removed
    Crash.
#

This is why multithreading is difficult - you could have your data altered in the middle of doing shit by another thread. This is why semaphores and critical sections exist.

#

(the former control which thread gets to access what data at any time; the latter only allows one thread and one only to access a specific section until it's finished)

#

From the syntax CSS is using, I'm assuming that there's enough time between "tracing" and "resolution of traced entries" to allow this to happen.

paper verge
#

So it has something to do with that the Server thinks there is Rain but my client doesnt have the rain because the rain is still scuffed on the Dedicated Servers ?

blazing halo
#

Kinda sorta, yeah. It seems the dedis calculate the rain effects, but it's never passed onto the client (either not yet, or not correctly).

#

Another user with this crash observed that these crashes tend to "cluster" for everyone on their DS, which grants further credence to the assumption that it's rain-related. Rain comes and goes, and their crashes also come and go.

paper verge
#

Okay that makes sense 👍 So there is no way currently to know when its rains so it will just continue to happen until they work on the DS again?

blazing halo
#

It seems that way, yes.

#

To be honest... if they could include a switch to disable rain on the DS... that would certainly offer a workaround.

paper verge
#

Yeah I was just thinking that

blazing halo
#

It wouldn't fix the underlying issue, but it would allow people to not have to encounter the associated bug.

paper verge
#

Yep, it would pretend them having the crash

#

which is good

#

well better then a crash

#

🤣

blazing halo
#

Since it doesn't work right yet anyway, there'd be no perceived loss of functionality. So... acceptable.

#

Anyway, need to bounce. It's already 4:30, and I have to get up for work in 4 and change.

paper verge
#

Same :)

#

thanks for explaining it 👌

wintry meteor
#

is there an easy way to prevent the server from going offline after like 2 mins of inactivity?

#

would be nice to be able to keep it on 24/7, especially cause i have the option for it to keep running without players on

novel yarrow
wintry meteor
#

also would it show it going offline in the server manager window?

novel yarrow
#

There's inactivity timeout in game client when all servers go offline in game menu. But once connected it should be working stable. Any chances Your save is big?

ancient bison
#

is is it possible to transfer items from player 1 to player 2

obsidian rune
#

@wintry meteor Where are you hosting your server?

wintry meteor
wintry meteor
obsidian rune
#

How much memory does the server have available for Satisfactory DS?

wintry meteor
#

10gb

#

ive ran it where it had 32 and this still happened

obsidian rune
#

Then I will need to see some logs.

wintry meteor
#

where can i find those?

obsidian rune
#

(note that 10 gigs is on the low side for this server)

wintry meteor
#

yeah 10-16

#

i saw that

obsidian rune
#

FactoryGame/Saved/Logs. Also check FactoryGame/Saved/Crashes.

wintry meteor
#

im trying to give it more but the server is a bit unhappy atm

#

it doesnt crash

#

it just shuts itself down

obsidian rune
#

Is this a complete log from start to this "shutdown"?

obsidian rune
#

There are no shutdown messages present. It either crashed, or was killed by the OS.

#

I'm thinking - the latter.

wintry meteor
#

i think im gonna try wolveix/satisfactory-server, but if that doesnt work idk what to do

obsidian rune
#

Launch the server manually and look at the console output, see what's going on.

wintry meteor
#

a lot of yellow

#

when it goes down nothing goes into the console though

#

it still thinks its running i guess

obsidian rune
#

Is it running?

wintry meteor
#

wdym

obsidian rune
#

As in, is the process still there, consuming RAM and CPU?

wintry meteor
#

hmmm lemme check

#

although those numbers are... odd

obsidian rune
#

So, whatever happens, it's probably not related to the server itself.

#

If it's still there and running, it looks like it's doing exactly what it's supposed to.

wintry meteor
#

lemme grab a screenshot of what it looks like inside of sf

obsidian rune
#

Sure, go ahead.

wintry meteor
#

??????

#

so the client is just disconnecting

#

ill wait the 2 mins and show you what i mean

#

well it still hasnt done it

#

maybe the problem is just on launch?

#

im so confused lmao

#

wait no it did it

#

but when i reload the game its there again

obsidian rune
#

Hmm...

#

Let me see the behaviour of my own.

#

Yes, it does seem to stop sending updates after some time. My timer shows 5 minutes.

wintry meteor
#

ah ok

#

2 mins was just an estimate

wintry meteor
obsidian rune
#

It continues to run, though. If I click away and back (I have my EX server added as well), it reconnects and shows the status again.

wintry meteor
#

for me it does not do that

obsidian rune
#

So... I think it's an idle connection timeout.

wintry meteor
#

wonder if theres a way to prevent that

obsidian rune
#

I don't think so, and - why would you want to?

wintry meteor
#

so i dont need to restart every time i idle a lil too long

obsidian rune
#

Add a bogus server, click to it, and click back.

wintry meteor
#

lol gimme 5 mins to load up and try that

obsidian rune
#

Like I said - I clicked on my (offline) EX server, then clicked back - and it reconnected.

#

Now I'm waiting for it to disconnect again, so I can see if I can coax it into reconnecting if I close and reopen the Manager.

#

Huh, seems I can't. Bogus server it is, then.

wintry meteor
#

yep

obsidian rune
#

The damn UI needs a refresh button.

wintry meteor
#

yes

#

please

obsidian rune
#

(and needs to not act dumb besides; if your server has issues connecting, it'll decide it's dead at some point, and only a game restart will make it reconsider)

#

(or, well, a del + re-add)

wintry meteor
#

any more support for dedicated servers would be nice tbh

obsidian rune
#

What sort of support are you missing?

wintry meteor
#

just like general bug fixes

obsidian rune
#

Oh. Well, I suppose... but the game is EA, they're rushing to get the game out the door. They did say they'll do a DS pass or two when they get the game polished a bit more.

wintry meteor
#

yeah thats fair

#

just been a few years lol

obsidian rune
#

Didn't the DS get introduced in U5 tho'?

#

Which was what, March?

wintry meteor
#

i remember playing towards the beginning of the pandemic

#

i think

#

ah ok a bit over a year actually it lookks like

clever compass
#

hey, is there a console command to join a dedicated server? or a command line switch to do so? (i'm on linux running the game manually through wine, not that it likely matters) I have a container running the server, so i know the ip address to join

#

actually, documentation on cli options or console commands would be great if anyone had it

#

btw: anyone know from which version it got network? i guess it always had it from the start...?

#

must be at least 3y ago

obsidian rune
#

Why? Is clicking in the Manager too much work? :D

#

I mean, I know UE games can do this, since ARK and DnL can do it just fine (and probably Conan, too). Both run unencrypted, however.

clever compass
#

i understand, though much of this isn't needed for first joiner i guess (who would be admin)

obsidian rune
#

Is the game set up?

#

(in that scenario)

clever compass
#

i'm assuming the dedicated server needs to be managed in-game

#

i just ran the container, i haven't done anything yet

obsidian rune
#

Yes. And a freshly-started server also needs to be "claimed" - named, passwords set up, game prepared and started.

#

Can't be done automatically.

clever compass
#

the question was for automation purposes and not having people play local games on this lan

obsidian rune
#

Once you have the server added in the manager and have authenticated with it - it'll remain in the manager, and you can join it if it's up.

#

For first-time setup, that needs to be done manually.

clever compass
#

Oh, wait, it needs to be claimed from the outside? cause i'm trying to do this on a real lan; ie: no outside network

obsidian rune
#

No, it needs to be claimed by an admin.

obsidian rune
#

One of those always-online games.

#

It can run offline as long as either STEAM or EPIC allow it, but they have a limited number of offline runs. DRM.

#

Notably, if you run offline, you will spawn in a new body each time you connect to the server, as the game uses Epic Online Services to provide a persistent ID for players. Without it, you're a "new" player each time.

clever compass
#

ic

#

thanks for the help

obsidian rune
#

Sure.

clever compass
#

the claiming is then via the server manager, i assume?

#

I still need to update the client game, cause it doesn't have server manager on the main menu; but updating on place where there is no internet is annoying

#

my client is through epic, but i think the docker container uses the steam version, i hope that that's not gonna be a problem

ancient bison
#

Hence why I asked in this channel

clever compass
#

oh yeah, is there a console command documentation, btw?

ancient bison
#

Are there any optimisations you can do to save a bit of resources server side (or preventing possible crashes)?

obsidian rune
obsidian rune
obsidian rune
obsidian rune
#

You could not use the blueprint mechanic - that should save you some crashes. But that's in-game.

ancient bison
#

am I right in saying this means its runout of memory?

#

I have 16GB+4GB SWAP, not sure why it's doing this

blazing halo
ancient bison
blazing halo
#

In the log, below the very message you screenshotted.

#

Or even on the same screen, below the message you screenshotted.

sweet silo
#

question trying to make a server for satfac and its failing

#

can send logs and all i open my port on firewall and the sever at first in the cmd was running open the game and cant connect so restarted server now its falling apart and aborts and closes

sly prawn
#

Can someone help me. I am having trouble understanding why my friend can't join my server the server is hosted on dedicated machine not locally I am able to join it, but for him it keeps saying "Server name pending NotAuthenticated". Thanks in advance.

blazing halo
sly prawn
#

Its hosted in UK

blazing halo
#

Possible answers include:

  • in my network
  • in his network
  • on a machine on the Internet unrelated to either of our networks
#

I ask because I don't think I fully understood your initial report, so I want to clarify this.

sly prawn
#

its probably related to the server it self.

#

since we tried another game and he was able to join that without any problems

blazing halo
#

Could you please answer my question?

#

To clarify: I don't give a hoot if it's hosted by a third-party game hosting service. The devs have a "want to help, go ahead" policy in relation to those.

#

The worst that can happen is, I may say "nah, don't want to mess with that".

sly prawn
blazing halo
#

Is the server running on a PC you own connected to your home network,

#

is it running on a PC your friend owns, connected to his network,

#

or is it maybe running on a PC that neither of you own, on the Internet somewhere?

sly prawn
#

its hosted on a PC that neither of us own.

blazing halo
#

Okay. So it's a third-party-hosted server, and while you can connect to it, your friend can't at all. Is that correct?

sly prawn
#

yea

blazing halo
#

Does he have the same information you do? As in - IP, port number, password?

sly prawn
#

yea but he never got the option to put the password in.

blazing halo
#

Okay.

#

Is the server running on the default port number 15777?

sly prawn
#

yea

blazing halo
#

Okay, so that's another issue that's knocked out.

#

(if the port was different, he may have been trying to reach the wrong server by mistake)

#

I could use a log of his.

sly prawn
#

Where can he find it?

ancient bison
#

Is he able to access the server from his side?

#

i.e make a connection

blazing halo
#

I would like one from when he tried connecting to that server.

#

You are welcome to remove any information you deem sensitive, but CLEARLY MARK that something has been removed, and please use a format that is similar, e.g. "C:\Users\MyAwesomeRecognizableName\Something" with "C:\Users\NAMEREDACTED\Something" and IPs from "123.123.11.22" with "###.###.###.###" and so on. If something's been removed, I need to know that something HAS been removed, and I'd like to have an idea of how it may've looked like.

ancient bison
#

Could you be more specific with "can't connect to it"? What do you mean exactly, that he can't join the game? Or that he can't make a connection to the server it self?

blazing halo
#

He seems to be unable to connect to the server itself. His display has "Server Name Pending" and "Unauthenticated", so he hasn't pased the first stage.

#

There are generally two issues I can think of here: the internal router being a shit, or the DTLS handshake bug.

#

The former has a solution; the latter does not.

blazing halo
#

Yes, I saw. I'll need a log that has connection attempts in it.

blazing halo
#

Nvm, seems things are working now.

blazing halo
sweet silo
blazing halo
# sweet silo yes

On Windows, the little black CMD-like console window disappears shortly after the server starts - but the server actually continues to run in the background. If you assume that it disappeared because the server crashed or shut itself down (which is a valid assumption!), you may try to launch it again - at which point it will actually abort, because the ports it needs to use will already be in use (by the server instance that's running, though you're not aware of it).

#

The easiest way to prevent this, is to keep the black window. You can achieve this by launching the server with the -log parameter - this will instruct the server to retain the console window.

blazing halo
#

You can easily check if the server is running - just open the Task Manager and find anything with a name like FactoryServer.exe or beginning with UE4Server. If you find any - that's the server, doing its thing.

#

The last two lines in the server log you sent me (via DM), these specifically:

[2022.12.22-01.47.32:332][  1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2022.12.22-01.47.32:598][  9]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
  • these warnings are useless as-is, but many of us use them (and a few others like it, like EOS shop errors) as indicators that the server has finished startup and is ready to accept incoming connections.
#

STEAM API warnings/errors are incosequential, as well. The server complains a lot about the files being missing (even when they're exactly where it expects them to be; tested), but never actually does anything with them.

#

In short, the server is configured in such a way that it makes use of neither STEAM API nor EOS API. The warnings are there because these handler components are left unconfigured or "neutered", and the complaint is more about these not being in a usable state should the developers want to use them, and not about the server actually needing them for anything.

#

tl;dr -- your server fooled you into thinking that it died, but it's still running; any subsequent launch attempt fails because there's one running already

sweet silo
#

Yeah I realized that last night

#

It’s up and going

obsidian rune
#

Yay.

twin latch
#

Do mods work on dedicated servers?

obsidian rune
#

In theory, yes. In practice, no.

twin latch
#

What if it was just the Really Simple Signs mod?

obsidian rune
#

Does it list SML as a dependency?

twin latch
#

No

obsidian rune
#

Really?

twin latch
#

Not sure

#

Can't see it

obsidian rune
#

Yeah, it does list SML as a depndency. I guess they don't show it, because all mods on the FICSIT App depend on SML to work.

#

There, see?

#

Long story short: SML isn't DS-compatible, and any mod that requires SML to work (read: all of them) will fail without SML.

#

(also, I understand that the compiling toolchain for the DS isn't fully ready, so there's also that to deal with...)

#

(and the Linux side of things seems to be dead in the water...)

twin latch
#

I see

#

I have one other question. I dropped a stack of items on a node by accident and I can see it but can't pick it up. Is there a way to get it back?

obsidian rune
#

Nope.

twin latch
#

F

obsidian rune
#

It's why I always lure critters away, so that they don't drop their biomass on 'em. I hate to waste.

oak axle
#

Hey. Recently I realized that on my dedicated session buildings are not constructed right away. Mainly belts, conveyor lifts. After the 2nd click, they remain as hologram. If I build an other one, that will also be the same. But after like 6-12, they suddenly appear as correctly built. So it seems like building is queued up. I managed to associate this "building only the hologram" moment event with some log entries from the server console (screenshot). Strange, because this started only recently, so earlier everything was built instantly. I wonder, why this is happening. Any idea? I really hope its not because we built too many things. Honestly our world is not that crazy, we havent even finished the full unlock. I have 16GB ram (win10) in the PC that runs the dedi server, and Im continously monitoring free ram and it seems fine. 13GB/16GB. Is this just a "normal" dedi server bug, or its something I can prevent somehow?

obsidian rune
oak axle
#

well, its like this right after server restart.

obsidian rune
#

There's probably a QA post up about it already.

oak axle
#

oki. Thats fine, I just thought, I can do something about it, like a workaround. Because it started only recently in the session

#

I thought I did something "wrong"

obsidian rune
#

No. It's a bug.

clever compass
#

so... server version and game version don't match... it looks like the container with the dedicated server is too old for this

nocturne topaz
blazing halo
night falcon
#

The dedicated server won't even install for me, just says "Disk write error" every time

#

oops

glass ocean
#

THANKS

cosmic mirage
#

also is this normal or does this mean something is wrong with the ip its using

cosmic mirage
#

Im trying to run my own dedicated server I have port fowarded the ports 7777,15777,15000 udp the default ports in my router for my server pc and did the firewall for the same as udp and when the server is up and running my mates cannot see the server it just says server pending offline they put in my public ip which I gave them with the default port 15777 and it doesn't show up. any idea why hope this is the right chat.

#

i did add multihome with 0.0.0.0 to make sure it found something even removing that it doesn't do anything

#

top image is port foward in router all three are UDP

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and bottom image is the ipv4 of the server pc which is the same on the router selected ip

nocturne topaz
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Is the firewall open / are the processes excepted correctly on the server host PC? By the sound of it, it sounds like Windows, which definitely has a bunch of extra steps in that regard

cosmic mirage
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i disabled the firwall

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firewall*

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to make sure and it didnt change anything

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i also did add each one to the firewall as udp in inbound and outbound and nothing same thing

noble torrent
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Check that your external IP is the same as the one on your router (Google whatsmyip). Do you host any other services with port forwarding?

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You might be double-NATted.

cosmic mirage
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no i dont host any other services with port fowarding

noble torrent
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If your router’s address and the address you see from whatsmyip are different, you won’t be able to host anything.

cosmic mirage
noble torrent
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No, the internet address on your modem/router. Where you configured the port forwarding

cosmic mirage
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this place

noble torrent
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Yeah, that’s your router, I assume?

cosmic mirage
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my brain is fried atm uh that ip is my servers pc ipv4

noble torrent
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Ok, so. You have a PC on your local network that’s hosting Satisfactory. For anyone to reach it, you need port forwarding rules. The port forward, forwards traffic from the Internet to the relevant IP address on your local network (in this case the PC running the game.). The rules you screenshotted above, where are they configured?

cosmic mirage
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one sec

noble torrent
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Yes what?

cosmic mirage
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so you are asking where are those above are configured yes? they are in virtual server in wan if thats what your asking for

noble torrent
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Ok, good. So that’s on the router itself, not your PC. Somewhere else on that web interface should be a page that shows the IP address of the WAN interface.

cosmic mirage
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ok

noble torrent
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We need to know if the Router’s WAN IP address is the same as the one you see from whatsmyip.

cosmic mirage
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im looking for it

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this is a asus router a proper one just looking for it

noble torrent
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Np

cosmic mirage
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it doesnt show the wan ip i think

noble torrent
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What’s the model of router?

cosmic mirage
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asus RT-AX55

noble torrent
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Please hold…

cosmic mirage
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np

noble torrent
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Main menu, at the top ‘quick internet setup’. Under that, go to Router Setup. You should see WAN IP there.

cosmic mirage
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ah i see it now I am blind

noble torrent
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Np, those menu systems are a maze.

cosmic mirage
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ok so what am i checking that the wan ip and the public is the ip the same?

noble torrent
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Correct. Check that wan ip address against what you see from whatsmyip

cosmic mirage
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they are different

noble torrent
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Ok. Unfortunately, your ISP is using something called Carrier Grade NAT. You won’t be able to port forward or host anything on your LAN.

cosmic mirage
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that sucks I changed to new ISP my old did let me

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because my old one was pretty bad

noble torrent
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You can sometimes call them and tell them you need to host stuff. Often they can change your config. Depends on the ISP though.

cosmic mirage
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yeah i could try i went with origin if you know who they are

noble torrent
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Aus?

cosmic mirage
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yea

noble torrent
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Dump them, go Aussie Broadband. AB are fantastic.

cosmic mirage
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origin is with aussie broadband

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also i live in the middle of nowhere lol I think they don't do plans where I live they have 3rd partys

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ill have a look tho to check

noble torrent
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Well, it’s probably worth giving them a call anyway.

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Main thing is, you were configuring your network correctly 🤙

cosmic mirage
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yeah ive configured other games before so i was going what am i doing wrong for like 2h

noble torrent
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CG-NAT is a PITA.

cosmic mirage
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they do here

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but i have to ring them

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they dont do over website lol

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alright will have to switch next year

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thanks for the help tho

tranquil niche
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have you tried ipv6?

blazing halo
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Assuming the ISP supports it, there'd have to be a 4to6 tunnel somewhere on the way for it to work.

tranquil niche
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ok i work so long with ipv6 that i assumed it is rolled out with all isp after 24 years or 5 years after rfc8200 but it seems my assumption was wrong

obsidian rune
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Okay, maybe not so abysmal as I thought... It looks like it's just shy of 40% world-wide, according to Google.