#dedicated-servers
1 messages · Page 28 of 1
Yeah, i'm using this on a real LAN, no internet; so the dedicated version would update itself?
Why does the map not show more?
i.e where the other player is - its not showing on there map either
We have such issue too. Players disappearing from compass & map fog appears on already uncovered areas.
Hey, someone gave me a startup script that included disabling something he said was dumb that's on by default. Anyone got a dedicated server startup script?
It might've been -DisablePacketRouting, but i thought there was something else
Yeah until there's a new update that fixes client crashes on dedicated servers, i'm not gonna play satisfactory
Oh it's abysmal in Canada even. Some ISPs started enabling it (automatically) nearly 10 years ago, and some, like Bell, don't offer it all. Yet their telecom networks use the same infrastructure and offer it, of course 😒
is there any dedicated server that supports mods?
No
Not sure what "real LAN" means in this context. But no, it wouldn't in that case. Question is: why do you get version mismatch errors if you have no Internet? The client would have the same issue. Unless - it updates itself elsewhere? I would then recommend you update the server in that "elsewhere" as well. :)
Mods currently do not support the dedicated server.
Either that, or -multihome=0.0.0.0 - both disable the built-in packet router, which is a shit, and enabled by default.
What does -multihome=0.0.0.0 add/change to -DisablePacketRouting?
It does a thing that is a little different, actually.
-DisablePacketRouting specifically disables the built-in router
-multihome= specifically tells the networking side to bind to a specific IP, or a specific class of interfaces
I don't know if it would accept -multihome=[::] for instance, but it in theory should.
Generally, -multihome is supposed to be used in a scenario where you have multiple network interfaces available, and want to bind only to a specific set of those.
"A specific set" can mean "one of them", and it can mean "all of them".
-multihome= is how you specify that set.
By using 0.0.0.0 as the value, you're basically saying "any network interface with an IPv4 address"
(similarly, [::] would say "any network interface with an IPv6 address")
And so... by saying -multihome=0.0.0.0, you disable IPv6 for the server (since it will not try to bind to any IPv6 interfaces - they don't fit in that set).
And it also disables the built-in packet router, probably because whether it should stay enabled depends greatly on what the set is. If it includes the 127/8 pool (0.0.0.0 does), then it could just as well stay enabled; if it doesn't, it can't.
Notably, the game uses IPv6 first, which gives you stupid routings like ::127.0.0.1 :D
To sum up: using -multihome=0.0.0.0 doesn't actually do anything to either the router, or anything else... but as a side-effect it both disables the router, and IPv6, simply because of the IP range it's told to bind.
You can also (like mentioned) specify a single IP on that, and it'll bind only to that NIC then.
Does this answer your question?
Yes
I would mark it as an answer if i could
lol
what about a steamcmd hosted server?
Not sure what you mean by that - steamcmd doesn't actually host anything, it's a program to download things from the STEAM CDN.
But to answer the question I think you asked - no, there's no difference between the server you get from STEAM, steamcmd, or EPIC. They're identical. And ask yourself this question: why would the game (or mod) developers release something that only works on STEAM but not EPIC? Sounds like a long-form playerbase suicide...
ok fair i under stand now i will have look at some point thanks
You can monitor the Modding Discord. I'm told they're doing some internal tests with a server-compatible build of SML, though what stage they're currently at - I can't tell you.
we had an internet outage, we have server inhouse on our local lan and could not connect to it via Iocal IP address, is there something I need to do? or not possible to play when internet is down?
yeah, so i had to offline copy and go somewhere and update and stuff, but the dedicated server is in a container, so this part is a bit trickier, but i guess i'll have to do something similar to update it
You can just forego the container and run it plainly.
Is there a way to change the server query port using config files? I'm using a cloud hosting service and they won't let me directly edit the command line arguments so I was hoping I could just change it in config and avoid a customer support email.
Unfortunately, not at present. You can change the game port, and the beacon port, as the Wiki page explains.
Well, worth a shot i guess. Old PC in the basement I was using as a server just rang the bell so I needed to move it to the cloud. 🙃
I assume "rang the bell" means that it died?
ye
What died?
idk, didn't bother fixing it bc it was like 7 years old and the working parts for it are kinda expensive
is it possible to disable auto save?
You can try setting the autosave interval to 0. Let me know if it works.
That's kinda sad, actually, but understandable I guess. I would personally have figured out what died, and kept the rest for another build.
Thank you!
What flags do you recommend personally running the server with?
-multihome=0.0.0.0 is a favourite
Flags don't matter that much in my experience. Just make sure you use something like nohup or else the server stops when you log out from ssh.
screen ftw
-DisablePacketRouting either does nothing (if things are working correctly), or makes it work at all (if the internal packet router is being a shit again)
Another fav is adding -log under Windows (implied under Linux), as it doesn't hide the terminal window and helps make sure you don't think it's dead when it's actually still running.
Other than that, the SFDS doesn't actually have all that many flags to specify.
i'm on a major struggle bus. I cannot for the life of me get a server up on my extra pc. I've got the hardware for it, the storage for it, pulled the public IP, downloaded and installed steamcmd, installed the game, installed the dedicated server application from tools and still just can't figure it out. anyone got a few minutes to assist a really smart idiot?
desired machine components:
ryzen 5 5500
32gb ddr4 3200
storage : over 1tb
gtx1050ti
desired outcome - up to 4 player(s) at once, run as service. this machine only goes down once a month for cleaning/maintenance as my home is a dust generating sonofa...
halp?
current OS Win10 Pro 21H2
Assuming you started the server, from what it sounds like, your port forwarding is the issue. You need to go into your router/modem settings and expose 15777, 7777, and 15000. Unfortunately, every router is different so you just have to look at the manual.
I'll triple check. Thank you.
Hosting this on a dedicated is pointless right now, I have never have had dedicated server crashes like this before, this is insane
what happened here
They seem to affect some people way worse than others
I don't want to merge 4 single player saves by some ungodly miracle hoping they'll actually work after and my friends and I can all run when we're free on a PC I never turn off anyways
Yesterday was it's first down phase lasting longer than 5 minutes because I replaced the fans. I built it in September.
How are you trying to merge 4 saves?
there's a way, it's ugly and likely to break the saves. cmd has the copy/b function.
I use it regularly for work, merging daily sales data for restaurant chains
I guarantee that would break the save
who cares, just back them up, nothing to lose
I've got two builds in two different areas. I'll try tonight and let you know what happens.
I have literally 0 crashes, approaching combined 10000 hours uptime on my servers. Just minor bugs, player disconnects or sometimes loot lost, reloaded from autosave works fine. 2,5 to 4,5MB save size. Set to 6 autosaves.
I'm getting the "Name Pending Not Authenticated" issue with my sister trying to join my server, I'm connected just fine but when she goes to connect we just get that error
Server works great for me, it's run locally so the ping is basically non existent
It's only an issue when she is trying to join
Is there an issue when two people from the same house try to connect?
Looks like I had a crash for the first time since the update, and now my previous self is sitting logged out with all my stuff. Is there a good way to fix that?
Kill it, collect the crate
But if its sitting and logged out I cant kill it
I had that kill it problem a long time ago. That was a fun one.
You can
Players just have a ton of health
really?
I sat there stabbing it for a good few moments. I'll try again.
WOW - thank you. (I grabbed a bigger stick)
Np lol
I have a small problem with the server i play on with my friends.
We use a server hoster to play the game (Gportal)
Sometimes when we deconstruct stuff the server crashes randomly its not very often but it can get annoying is that a bug currently or should i write to the hoster to look at it?
As long as you're on the same network and using the LAN address, there shouldn't be.
Can you take a look at the log files/crash files and do a string search for AFGRainOcclusionActor::ResolveTracedEntries()?
nothing like this shows up in the log files
Then I'll have to have a look at those.
that is the lates log in crash folder.
Would you happen to have a CrashContext.runtime-xml file there?
yes here
Yuuuup
UE4Server_FactoryGame_Win64_Shipping!AFGRainOcclusionActor::ResolveTracedEntries()
Known issue, sorry.
And you. :)
whwn i play solo wold i my pc every thinge is fine just when i play on my server my game is randomly crashing thx for the help and mery Christmas
Known issue; bug.
(one of two variants that crash on, or on call from, AFGCharacterPlayer::RemoveActorPerceptionInfo())
can anyone hlep me PLZ
i use SatisfactoryDedicatedServer
but I can't over 4people
i can not find the game.ini in my server Folder
This has happened to me 3 times today on our dedicated server.
End up getting a connection timeout error.
You need to shut the server down gracefully at least once before it creates those .ini files.
ok i try
11.3GB/26GB for my server, currently hosting two players in an end-game save.
The current time on the save is around 5000 hours.
Mine is using around 9.2Gb out of 64ddr4 3466mhz with 4 players
But save is only around 300+ hours tho
It could also be that u have old DRR3 ram and the speed on those wasn’t really fast so that could be why ur using more ram but update 6 for me did use around 11-12gb of ram
Mine is running on 26GB of DDR3@1333mhz
It's on an old gaming PC, which exclusively runs my dedicated server
DDR5 is too expensive
I think the dedicated server scales, because when it only had 10GB it was only using 7GB.
Then I upgraded it to 22, with the jump to 11.2 in use
No if you don’t have around minimum of 8GB server won’t load map it will just crash so minimum is at least 12GB to be on the safe side
But it will run start up with 8GB but don’t really know how far you will get because it would probably crash after you start progressing as it will need more ram
I got it working on 8GB with some crashes, then upgraded to 10GB and it was substantially more stable but still crashed when multiple players logged on... Finally upgraded it to 26GB today and it's the smoothest and most stable it's ever been
The stick config is a little weird, with 3x8GB and a single 2GB haha
Nice yeah i have two rigs my sever pc is just left over parts from upgrading my main rig is a 3950x and 64GB 3466 dominator platinum rant kit on a 570 master mobo..
But my main rig is 5950x with 128gb 3600cl16 trident z kit
Oh nice! My sever is running an I7 4790 and a GTX 980
With my current rig being a Ryzen 9 3900X with a 2080S
Server pc not really pretty but she got it where it counts lol
Mine is in a proper server rack
That’s the best pic I have of it where you can see it all
Basically just transplanted it into an old dell storage server that work retired after the MOBO burned out
The case worked well, though it sure isn't pretty
Yeah mine is just left over parts lol from upgrading I can put it on a server rack but i don’t see a point yet for me
Niceee
Seems we #off-topic-tech now :D
Hahaha
I don't mind, personally.
No just sharing some pics lol
Should probably take some more shots of my server and PC... xD
I went... unconventional, that's for sure.
You should man love to see it
I will, as soon as I get some acid in 7D2D.
(been cooking some for the past 10 minutes... and the damn trader closed up on me, the asshole)
Thanks for the wait! Okay, so here's my "server". :D
And here's my "gaming rig". I should probably clean this bastard...
@loud minnow You asked for it... ;P
You'll notice the distinct lack of RGB. Which makes me quite happy.
It's not that bad, you cable management does make me quite uncomfortable though
Lol
The server kinda "grew on" with stuff. You'll notice both switches are being powered from the PC's PSU.
And yeah, I go for "function over form", in pretty much most cases. If I can get it nice & clean - I'll give it a shot. But if not...
And to be fair - having tidy cables doesn't actually affect the machine's capacity... or, it can affect it - negatively. SATA cables don't take kindly to mangling, for instance. So I just let them hang as they will.
As for the gaming rig... There's actually not that much space in there, believe it or not. I was surprised by how much space got eaten up by the HDD shelf, and how much I didn't account for on the right side.
All of my expansion slots are occupied as well, so that's a solid block of PC parts.
I thought I have servers mess, turns out I was wrong 
What cable management? 🤣
But.. if it works, it works.
is ther a fix ore are ther infos then it gone be fixed ?
's what I said! ;)
so ghetto
anyone knows how to fix this problem , i am trying to connect to my friends server
its not a one time issue i also keep disconnecting
Epic is giving away Death Stranding Director's Cut...their account system has been overwhelmed...might be impacting Steam too, not sure because the backend in the game is Epic-based
might have to wait an hour or two for the giveaway madness to calm down
yea the epic games launcher is very wonky atm
That seems like the connection between you (client) and the server is unstable.
Or....you can't reach your friends server - have they setup port forwarding correctly?
Okay, so it looks like your friend's server is using the single-port internal-router approach. If they have forwarded all three ports, I would recommend they re-run their server with either -DisablePacketRouting or -multihome=0.0.0.0 to see if that resolves your issue.
they...uh...ran out of keys i guess so Epic should be running fine again
shouldn't have problems connecting now, if you do, it's not Epic/Steam related
are the dedicated servers "stable" now?
They're as stable as they ever have been.
how do i get my server online i made one but it is offline
Let's get some basics down first.
Is the server in your home network, alongside your PC?
Is it on the same PC? Or on a separate machine?
Where is your brother in relation to this? In the same network, or somewhere else?
we are on different pc's and same network
Your brother & you, or the server & you? Or all three?
me, my network and the server is on the same ip but still offline
Okay. Is the server located on a PC that is separate from your main gaming PC?
no
So: server + game on the same PC?
ya
How much RAM on that machine?
idk let me find out
Go ahead.
8
System RAM? Not GPU RAM, right?
Then yeah, that's not going to happen.
At least 17,5GB required according to my calculations for client and server and OS.
The server needs about 12 GB RAM, and the game itself will consume about 8.
In total, you'd need about 20 GB of installed memory to run both at the same time.
Yeah, I usually round up to the nearest typical values.
ok so i will just need to be on when he wants to play?
Since you can't run the DS, that seems so.
Do you run with mods?
ok thanks and no
Ok.
I wanted to know, because if you did - that's another caveat. Mods don't currently support the server.
ok good to know but thanks for the help again
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir /home/lmd/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/lmd/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=192.168.13.2 -DisablePacketRouting
@ancient bison @blazing halo is this the correct way to change the settings , its what my friend is trying to change
You need one or the other; you don't need both. Though it won't hurt anything either.
And yes, that's the correct way.
https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service its running like this now
can we put all this in one config file ?
What are you trying to achieve?
And: I suppose, if you wrote a config file parser and launched that instead of the server.
If I recall correctly, it's possible to disable the packet router in ServerSettings.ini, but I'm not sure if it works that way. I'll have to check later.
Due most things should be doable in a config file, this to keep a more clean way for startup without all the added parameters to start it up
lmd is the one hosting the server 🙂
I suppose - as long as you can specify where the config file is.
and reading about multihome, if in place, DiablePacketRouting is default on
Not "default", implicit. Yes, it also disables the router, as I said.
Hey. Im running my dedicated server on my own 2nd PC. It has a i5-8500 cpu (6C6T, 3Ghz/4.1Ghz) + 16GB RAM. Unfortunately building in the dedi session is very buggy, mainly logistics related buildings, so belts, pipes, conv lifts. When Im trying to build something, it often stays as hologram visually, but in reality its built, I (as client) just dont see it. if I relog my client, the stuff is usually there. Somebody mentioned, this is a known bug, which is fine, at the end of the day its experimental. My question is if the mentioned 2nd PC is enough for the satisfactory dedicated server. As per wiki its enough, but I noticed, I have ~100% load on 1 core. Dedicated session prefers single core performance as per wiki, so I wonder, if this "buildings stay as hologram, need to relog" bullshit is caused by my "slow" CPU and/or not enough RAM. Any idea? if it is my hardware, then probably Im gonna upgrade as it is already 4 years old.
Have You noticed these advanced switch settings in DS?
[2022.12.25-16.35.00:779][ 0]LogInit: -useksm - uses kernel same-page mapping (KSM) for mapped memory (OFF) [2022.12.25-16.35.00:779][ 0]LogInit: -ksmmergeall - marks all mmap'd memory pages suitable for KSM (OFF) [2022.12.25-16.35.00:779][ 0]LogInit: -preloadmodulesymbols - Loads the main module symbols file into memory (OFF) [2022.12.25-16.35.00:779][ 0]LogInit: -sigdfl=SIGNAL - Allows a specific signal to be set to its default handler rather then ignoring the signal [2022.12.25-16.35.00:779][ 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl) [2022.12.25-16.35.00:779][ 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl) [2022.12.25-16.35.00:779][ 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini) [2022.12.25-16.35.00:779][ 0]LogInit: - Physical RAM available (not considering process quota): 24 GB (24092 MB, 24670904 KB, 25263005696 bytes) [2022.12.25-16.35.00:779][ 0]LogInit: - VirtualMemoryAllocator pools will grow at scale 1.4 [2022.12.25-16.35.00:779][ 0]LogInit: - MemoryRangeDecommit() will will evict the memory from RAM (re-run with -novmapoolevict to change)
Turns out that KSM was implemented in DS itself !
yeah, was reading back the config pages, been a while i looked at them, but the Deditacted server will hopefully get some improvements
Yes, I hope so as well. Sometime within my lifetime, preferably. :D
Yeah, and?
I mean, if this is news to you... I guess we all assumed you knew? :D
hahaha, let's hope so! but updated the service file, so should work with multihome now
(don't know what KSM does in this reference, but I've read the logs a few times and have seen that often enough)
I'm just happy we can remap all ports now. 🤣
But yeah, being able to specify the save and config dirs would not go amiss.
I'm running KSM on virtualization layer to save memory (duplicated areas of multiple VMs), but the app has such implementation too. That's 2nd layer of savings. Hmm... curius about the performance impact.
update videocard drivers of the client can work with this, but we have this by times as well, it can take some time and then it is rendered. Single CPU speed will help, but still some cores can improve tasks, did see some improvements with it (we did not play for over a year... and did read the changelogs and saw some improvements on multicore support)
Does that imply that the server is running inside a VM, or is it just a capability it has?
That CPU looks OK, I'd say... It's faster than mine, at the very least. And the issues you're seeing are more likely game-code-related, really. I don't have your issues, but then - I play alone on my server.
It's what you get when you design your game to be singleplayer-first.
yeah, hahaha, that multiplayer parts changes things... but game was first build to coop with a max of 4...
i run the game as VM under Unraid, maybe i'll change it to a docker, but currently i find the game to buggy to make that move.
A lot of the issues are sync and replication issues that don't exist for single-player, so that's what I'm forced to conclude: the game was first built for "coop with a max of 1".
KSM on host will deduplicate memory areas used by VM's memory where VM itself can return to host OS information that it has such areas. I'm definately gonna test this.
Like this: FactoryServer.sh -multihome=XXX.XXX.XXX.XXX -useksm -ksmmergeall
Aite. You do that. Let us know, that's interesting. As for me... I'm feeling a touch sleepy, and since nobody should bother me over the next two weeks (if they know what's good for them...), I'll go have a nap.
Have good evening.
And you. If I recall, we're on the exact same timezone. ;P
Take care m8
And you.
Why are you using a dedicated server and taken up the resources if you just play by your self (generally curious)...unless of course you plan to play with others at some point. The only reason I can see is to keep the save files in one place but not sure if that's worth taking up so much resources
I dislike the idea of the world not existing when I'm not there. I have a server that's runing 24/7 not doing much of anything. I want things to produce while I'm gone, because why not. Take your pick. I pick all three.
And I play alone because I'm affected by the DTLS handshake bug, and can't connect nor receive connections through my NAT.
l8r
I see, the word still exists of course on a save file - but I can see what you mean by wanting the factory running 24/7
Anyways, ltr!
anyone knows why this happens? the top server is from the local ip of the server wich on the same network as my pc, but the second one is from my public ip to wich my friends are supposed to connect
This is due NAT rule doesn't work when You're on the same network, therefore translation isn't working. But anyway it's useless, if You're local stay local, let the others connect via WAN.
but when i send them my public ip so they can connect it says server offline too
and i did the port forward for 15777 15000 and 7777
then add -multihome=192.168.1.13 to server's startup script
also let them join first
since You're admin sometimes may interfere
thank you i will try with friends tomorrow 👍
What means port de fin ?
There should be 2 values, 15000 incoming on WAN, 15000 destination to local IP.
I dont really know what these means but in a tutorial long ago for an other game he set those 3 values to the same port and it worked since now for everything so i guess its ok
debut = start
fin = end
So redirect is correct, since Server name pending appears there is some kind of communication; DS's internal router could be one of the reasons so -multihome=value takes it down.
This may also happends when server has more than 1 IP NICs; then disable others.
This settings seems completly ignored, even direct commandline: UE4Server-Linux-Shipping FactoryGame -useksm -ksmmergeall -multihome=xxxxxx does not cause feautre to be enabled. I've even revieved Unreal Engine 4.x documetation. Free -m shows no shared memory in use.
Either that, or it needs something more to become enabled.
This has been happening to me also recently. Step back, then turn and look away, then turn back and the hologram will be gone and the item placed. Basically get the client to cull the thing because it is out of view so that it updates when you look at it again. Sometimes you have to move a bit farther away or turn your back to it a bit longer, but it will fix itself. Sometimes going behind a wall helps too.
how to drive on dedicated servers 🙂
Yeah... I once came back to base to find my two trucks breakdancing or something.
I was all like "Yeah, that's enough of that shit." and just removed them.
Can't leave vehicles unsupervised - they get drunk and do stupid shit, apparently...
Hiya. Please don't kill me if this has already been answered. Scrolled some pages back, but couldn't find anything about it.
With update 7 we got the mob hostility switch. Is there a switch for mob hostility on DS yet ?
Hey, whenever I am trying to connect to any dedicated server, I am getting a "Disconnected From Host" error message after it tries to connect for about 3 seconds. Is there any known fixes?
there is, it is 100% player side
I have disabled all firewalls, and have checked through telnet in command prompt, and it is showing I cannot connect to the IP address and port listed for any of my servers.
Hello, i was wondering how i create a server, and how much RAM i need to run it, if its a server for 2 player
Current reqirements are 10GB on startup, up to 16GB usually on later tiers; if running on Windows even more. Client usually needs 3-6GB app itself.
Not known issue, looks like firewall (PC or on router) rejecting connections. Telnet doesn't probe UDP ports.
I would reccomend at least 20 GB
Depends. I'm fitting 2 DSes on 18GB.
I didn't say you couldn't do with less, I said thats what I would reccomend.
and how would I do that?
anyone know how to fix this? ive looked online and none of the provided ways of fixing it works
i enabled ficmas stuff then restarted and now i cannot connect
now its working?
huh
maybe it just was still booting
ficsed my issues (pun intended)
i just had to uninstall and reinstall the game
Yeah right, Windows internal tool: netstat -an -p udp | more does not even show these connections going to DS..
When trying to install SteamCMD on my Ubuntu VPS
this is after sudo apt update
Try apt-cache policy steamcmd, see what comes up.
Ah, right. It needs i386.
sudo dpkg --add-architecture i386
then apt update, then apt install
Hi, I would like to know if gportal is good for create a satisfactory server, I don't want to break my head
Done both those steps already
but I did it again
now sudo apt install steamcmd?
I wouldn't give GPortal half a cent, but that's just me. Not because they're bad, but because they make exclusive deals with game publishers/developers so that servers aren't made available to the public, but rather exclusively through them.
Should work. If not, try enabling multiverse (sudo add-apt-repository multiverse).
did the multiverse thingy too
1 moment
E: Some index files failed to download. They have been ignored, or old ones used instead.
Is this normal? lol
when running sudo add-apt-repository multiverse
Hm... let's move this to a DM.
yeah it's true, but i'm not sure if the server has enough ram :/
It needs 12 at least, so if they offer less than that - skippity-skip.
is there a way to use a domain for people to connect instead of my IP address?
i own the domain already and have done similar things for other games, im just not sure here
Of course. In fact, that has absolutely nothing to do with Satisfactory, and it's a completely unrelated issue.
Notably, Satisfactory will remember the DNS name of the entered server (unlike STEAM, which resolves the IP and remembers that - which is obviously a problem for DDNS).
oh cool tysm!
If you have a website on that domain, it's entirely possible to assign a subdomain name to your host IP.
If you need DDNS, you can simply delegate the NS for that subdomain alone to the DDNS provider.
yeah im gonna do that
ive got quite a few subdomains already
...
Remove http(s)://
ah ty
alright im getting this error chmod: changing permissions of 'linuxgsm.sh': Operation not permitted when i run the download command from this website linuxgsm.com/servers/sfserver/ last time i installed with this it went butter smooth, any ideas on how to fix it?
I'd advise you ask the LGSM folk, really.
well this is weird. has anyone had it happen on a dedicated server (no one else online atm), placing a splitter on a belt removes the belt, until you leave the server and re-join?
well, i guess you don't HAVE to leave the server. after a while it comes back
It's probably a further issue with the Buildables system. I don't know if you've noticed, but placing a splitter (or merger, or anything) on an existing belt replaces the belt with two individual belts.
It's also why it's possible to "belt weld" - as long as the belts are straight enough in 3D, placing a splitter/merger on the joint (as near as possible to the connection point) and then removing it replaces the whole thing with a single, extra-length belt, because the game thinks it's a belt it previously split (due to the stateless nature of it all).
And now... time for some mindless 7D2D while listening to Dr Bernard in the latest episode of "Presenting to the emergency room 👆" :D
how should i go about changing the query port? i have them all forwarded 1 above the other one and im not gonna worry about changing those manually as according to the docs the server will find those ports itself, but idk how to to the query port
Actually, you need to specify all three if you're setting them up one-after-the-other. Default ports are 7777, 15000 and 15777. The server will auto-increment in specific circumstances only.
If you plan on using the built-in router, you only need to forward 1 port. If you don't intend to use the built-in router, you need to forward and specify all three correctly.
Both the Beacon and Game ports may be specified either on the command line, or in .ini files.
The Query port may only be specified on the command line. Instructions on doing all of this are on the Wiki page linked in this channel's topic.
Yes, the server has a built-in "router" that accepts all traffic on the Query port, and then makes connections "from itself to itself" to the other ports, distributing the incoming traffic as required.
This has been known to produce difficult to diagnose timeout issues, but it seems to work well for some people, so...
Yes.
Details on the Wiki. I wrote part of that, so I don't think I need to repeat myself. :D
No. It needs to happen on SF server start, but that has nothing to do with OS boot.
Ah, yes. Well, some of it may be configured in the .ini files. But like I said - Query port must be specified on the command line.
ok looking at the wiki i dont see a way to change the query port
oh wait
im dumb sry
yeah
That's funny... I swear I put it there.
:D
Ah, yes - .ini files.
question, has the issue with large amounts of belt item desync been fixed?
I mean the time when belt items are randomly teleporting in & out of place or are offset by a certain amount between belt segments
the server keeps instantly crashing as soon as i tell it to boot with this being the final console output
Can you produce the rest of the log?
yeah sure 1 sec
For the most part, yes. We're back to regular desync now.
:(
I guess I'll hold off for now then, thanks!
trying to use scp and honestly idk wtf im doing wrong
like yeah i know, im telling you to copy the file over from the server
Honestly? It's not terrible (it's what it was around U6), and I wouldn't hold my breath for it getting fixed ever. Not completely. Remember: some sacrifices must be made to account for the fact that this is all happening over the network.
Not sure what log you're trying to pull there. The log's name is usually FactoryGame.log, and it's usually in /FactoryGame/Saved/Logs.
im using linuxGSM so the name was weird
i pulled a different one and now it worked
Okay, so your server is shutting down because something (likely another instance of the server) is already using port 15777.
Relevant log line: [2022.12.27-03.59.21:672][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
yes there is another one already running there
i guess i need to shut that one down
then start this one, change the ports, then start the other one again
ooh wait i read command line options as things you can change in the console
where should i look to change this? ive been digging through the files and none of the config stuff is working and tbh im really not sure where to put this stuff
LGSM, right?
i cant find the "Properties of the Dedicated Server's entry in Tools" in the steam bit
yeah
Yeah, you'll have to ask the LGSM folks about that.
yeah
That will only be possible on the server's start-up command.
The other two ports (if you intend to use them, and not the built-in router) can also be changed in the startup command, but they may also be changed in the .ini files, as per the Wiki.
in here?
On the startup command. Wherver that is in LGSM, I have no idea.
I wouldn't touch that file, as it ships standard with the server and may be overwritten by updates without warning.
It is. It's also part of the server package, and steamcmd may update (overwrite) this file without warning you about it.
LGSM is calling this file (or the executable directly) somewhere in its config. Find that.
on it
this looks more like it
although where to put those commands im still not sure
aha!
this looks more like it
it didnt work
is there something besides spaces that needs to separate them?
i did it just took them hours to respond
and i got an extremely generic response...
ok finally found the file with no help from the lgsm people
This looks familiar... 🤔
As usual, when we really wanna play - the hardware failed 🤣 and took down 2 DSes at once. Remote assistance could not bring it up. Uh. I'm lucky to get latest save minutes before, so I'm gonna restore last OS backup on another node and load up that save.
crapp, "not enough minerals" ... I mean resources
Hello i have a server for me and friends and i try to get some blueprints but i cant get them to work i can make them but cant import them
so I know dedicated servers is supposed to be experimental, but could my host be causing it to be unusable? The server crashes a couple times a day, pretty bad lag and bugs with building or removing things taking forever to visually update. When I was allowing my friends to join my local session i had none of these problems. I'm using nitrado, and generally haven't had issues with them in the past, but this is straight up unplayable
It's on Nitrado side. Probably they didn't notice that U7 requires more memory than before, at least 10GB for DS alone, 12GB recommended.
oh dang
Looks like this is the root cause, since You're seeing "lag" during things removal, the server is swapping to disk due too low memory condition.
I'd ditch them anyway, so this may be a good time to do so.
has anyone ever tried to run the dedicated server on an arm machine using docker? I'm wondering how it'd perform
It wont
There are two issues with running sfds on ARM: 1) the game requires SSE4.1 which isn't available on ARM (though it could be emulated), and 2) one of the UE plugins the game uses has a licence which explicitly prohibits being run on (or built for?) ARM CPUs. So while the technical issues arising from platform incompatibility would be possible to resolve, the licencing issue is not. The devs would either need to obtain a different licence for the plugin, or drop it altogether.
I'm sure this has been discussed before, but no tips seem to be working. I'm getting "server name pending notauthenticated" when I try to join my friends server... It's definitely not server-side since our other friend can join no problem. Anyone have any tips or things I should look for? tried disabling firewall already
Show me a log of your run. The best would be: launch the game, go directly to the Manager, try to connect a few times, and then quit the game.
Did I use the word "join" anywhere in that sentence? :D
If you do not wish to share the logs, please do the above, then open the FactoryGame.log file in a text editor and look for the following verbatim: LogDTLSHandler: Attempted to send packet during handshaking, dropping. - then report if you found it or not.
I'll send it in DM
Go ahead.
Okay, so I don't see a reason for your inability to connect. There's literally nothing in the log, so it didn't error out. It seems that it just can't connect to the server in the first place.
Which makes me ask: are you sure you're putting in the correct address and port?
Put the same address and port that the other friend did. I can have us both paste it in and see
Go ahead and verify, yes.
He connected and I didn't
Did you actually compare notes? Share a screen to confirm? Something like that?
Okay, back to that DM.
Okay, I think I know what's going on.
@fading vessel please contact the person hosting the server, and ask them to replace their -multihome= CLI switch with -DisablePacketRouting
It will have the same effect without limiting the server to IPv4.
Your ISP actually has an IPv6 implementation, and so does the hoster's ISP. Your other friend has IPv4 only, however, and the server is likely running a variation of -multihome=0.0.0.0 which restricts it to IPv4.
Since your other friend only has IPv4, that's not an issue for him.
You have IPv6 that works however, so your PC sees two IPs (IPv4 + IPv6) and, considering the network stacks are IPv6-first,
attempts to connect over IPv6.
But with -multihome=0.0.0.0, the server is not listening on IPv6.
I'm honestly surprised to see an issue like this so late. I was fully expecting to see it eventually, but boy that took a good while.
He's changing that now
If that doesn't resolve the issue, you will have two options: a) use the IPv4 address (instead of the domain hostname) - but if his IP changes, you will need to re-add the server; or b) disable IPv6 support on your machine. Option B seems a bit excessive however, so let's hope it works.
My ISP doesn't support IPv6, so I can't test connectivity for you.
Oh, notably!
The server may write down a config entry DisableIPv6=true in ServerSettings.ini.
If it did, that needs to be removed.
He uses dynamic DNS and the domain hostname directs to his IPV4 address, so it shouldn't be trying to use IPV6
As the result of your ping test shows - the domain hostname does return both IPv4 and IPv6.
But, he did the DisablePacketRouting and it didn't work.
If that IPv6 address is not his, or is not correct, he needs to look into his DDNS solution to fix that.
If he only uses IPv4, the easiest solution is to simply remove/block the AAAA record, so it doesn't get updated or reported.
@indigo valve
@fading vessel You can test it out by putting in the IPv4 address instead of the hostname. It should connect to the game.
This is for testing purposes only, but would very clearly show that my suspicion is spot-on.
The IPV4 address also doesn't work for him, so I'm not sure where the issue lies
Immediately went to "That address does not seem to be valid" and didn't add the server to my list
Then you're putting it in wrong, somehow.
The DDNS for my domain hostname is properly setup for IPV4 and 6, and is resolving fine for everyone else
So that IPv6 is yours then?
OK
So I did put it in wrong... The IPV4 does work
(there was a space at the end of the address when I copied it)
@indigo valve Please go into your Engine.ini file, and check if it has net.DisableIPv6=1 in it?
(I was wrong about it being in ServerSettings.ini, apologies)
tbh, Spectrum is kindof trash with their IPV6 allocations, and it has broken before...
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
InitialConnectTimeout=60.0
ConnectionTimeout=30.0[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
I added the 2 in bold for timeouts
so no disabling
FactoryServer.exe -log -unattended -nosteam -disablepacketrouting
Okay. -nosteam does nothing as far as I'm aware, but that's okay because sfds doesn't use STEAM anyway.
Okay. Can you please verify that the returned IPv6 actually matches your IPv6? It shouldn't change, in theory.
I mean, IPv4 works for @fading vessel so I have to assume it's the IPv6 that's the problem. Can you check if the server is listening on the correct addresses/interfaces on the machine?
It does sometimes, we have our pfSense setup to DHCP on v4 and v6 from Spectrum, so we just manage the resolution with DDNS
but in the past
Spectrum (formerly Charter Communications), has indeed broken ipv6 many times in the past for us
breaking IPV6 VPNs pretty frequently
It absolutely shouldn't. IPv6 is vast; once you get an allocation from your ISP, you should assign those addresses on a permanent basis.
but yes, the v6 address he is resolving is my WAN IPV6 address
To clarify: it should look like this:
IPv4 => NAT
IPv6 pool => router / dhcp6d => each PC in your network should receive a static permanent lease of an IPv6 from the allocated pool
IPv6 doesn't do "WAN"
That's the wrong way of thinking about it.
Each IPv6-capable PC inside your network should have a routable IPv6 address.
Well, yes, but I mean the way pinging works, especially with pinging my ddns, the IPv6 address he is getting is correct. It is the address assigned to the IPV6 Gateway in this pfSense box
Yeah,
but he's not trying to talk to the gateway.
He's trying to talk to the server running sfds.
Your gateway isn't hosting the service.
Notably, NAT66 isn't a thing, so attempting to port-forward from the IPv6 over NAT44 (IPv4 NAT) to an IPv4 internal address is invalid.
Here's what I'd recommend you do, if you cannot fix this. Create a second host, A-only, named home-v4.{your domain name}, and DDNS it to your IPv4 only. That should allow people with working IPv6 a way to connect to your DDNS hostname without you having to break the original mapping.
However you name it is up to you; the important bit is that it's an A-only record (no IPv6).
Soooo....
Long story short - your IPv6 is broken.
It's misconfigured. :) As long as it points to your router's WAN and not to an actual computer, it'll be broken.
I wasn't thinking about IPv6 firewall rules when I set this up tonight, so I just made some NAT entries and rules for 7777, 15000, and 15777
Many things (like your webserver) likely won't care, but anything sensitive to this (like DTLS? possibly?) may not work correctly.
but those weren't setup for v6 😫
yeah im just not used to having to worry about ipv6 tbh
but thank you very much for the help
Do you actually use IPv6 for anything?
Because if you don't, and you don't really care for it - I'd recommend you disable it outright.
Thanks for all the help!
My father works from home, and uses it quite a bit, and though it doesn't seem logical, spectrum has definitely broken IPv6 for us off and on
Then I recommend you go with an A-only hostname, so that you have a fallback when it doesn't want to work.
This way should preserve the config you have right now, while giving you the option to hand out a hostname that will always resolve to IPv4.
@fading vessel @indigo valve Have fun. :)
I want to open up a server of mine to a few folks. How do it? Industry Veteran btw. Not so great with computer but great with the codes.
Thanks.
Update 7 experimental btw. A proposito.
Gracias.
Define "open up"?
um. invite people?
Invites don't work on the DS. All communication is IP-based.
oooh. ok. that i get.
I assume you mean "make the server available to the public Internet"?
yes
Have public WAN IP?
Do you have a server you can forward from/reverse proxy/tunnel that is reachable from the public Internet?
k
🙂
Why do people react with "Thanks, but I'm using steamcmd" when I tell them to look in ~/.config/Epic... 🤣
Seriously, CSS. Get your shit together, and specify a default folder that's platform-agnostic. :D And add the option to specify the folder in the commandline while you're at it! :D Thanks.
Hey all, has anyone run a server on any older xeons? I have a dual Xeon e5-2673 v2 box but the single core performance is below the recommended.
Well it’s slightly above a 3470, but way below a 3600
Me, on L5520, now I'm in the process of an upgrade to E5-1650v2.
How does the game run with the 5520?
#off-topic-tech message left up, that's an 100k object's save loaded
I have 2 servers with with E5-1650v that I'm gonna run in a cluster to test performance for single distributed DS instance. They've arrived just today, but I've some issues with the cooling...
You’re getting a little over my head lol I just have t7610 that I have the dual xeons in no cluster
A total number of cores available for You is 16c/ 32 threads running at base 3.3GHz and boosted 4.0GHz, I would guess running spanned system on them could get more benetifs. But that's really complicated process.
i got somewhat the same isue on the server stil , but i can connect but i just get disconnect ever 30+ min or so ,
@dull shuttle @blazing halo
Server log?
i dont think the server it self is crashing , because i dont lose any progres whit this crash . and server logs are on lmd acces
Okay. So let me know when you have the server log, and I'll take a look.
I mean, I already know that your client is timing out, and I already know you can join and play normally. So I don't think a client log will tell me much beyond what I already know.
What I need to know is what the server is doing when this happens.
I know what we need! A VM that can turn a 16T CPU into a 4T VCPU at 4x the performance! ;D
Hell, I'd take 2x the performance, really. Even that would be amazing.
K, I'm bouncing. Need to sleep sometime.
Seems it had a Crashlog too, but that time is after the Disconnect (14:01 PM @terse thistle) cash report is from 14:05 PM)
Im thinking about setting up my own servers. Is there a way to make it so that the servers auto update on there own?
does multiplayer have voice chat?
No, use Discord 😉
Restart the service once a day, it will autoupdate via script.
Is there a script that will auto restart it?
Windows or Linux version ?
Windows
Anyone running multiple servers in Docker on Unraid? I got my first server moved over and it's working but the second instance doesn't seem to be working. I've given it a unique name, port mapping, and ServerFiles location but it fails to start.
Is there a way to disable rain on dedicated servers?
I haven't remember when it rained in my DS last time, let's make a swap 🙂
questions.satisfactorygame.com/post/62c0ac33ca608e08035185a4 the last update is 6-month old
If i bought the biomass server and when i set everything up and i go to play it and its giving me a network error what do i do to fix the server
@novel yarrow can you help
pls
Sorry, but I don't even know "biomass server". Is this provider?
I'm guessing a server that has a save with early tiers completed?
its what the name for how many people in a server listed as 4 players only
for 8 dollars
but its saying network issue and now its just appearring offline
but the serverr says its on
It's mostly memory issue on hosting provider, they always overprovision hosts.
@novel yarrow I get a lot of crashes that I'm chalking up to rain. I don't see it rain either but I assume that's because it crashes every time it starts to rain
That's likely
So no one has figured out a workaround for the rain crash? I guess that's my ultimate question lol
cool thanks!
I don’t follow what you mean here. If you mean using multiple numa nodes it would actually be better to limit a program to a single numa node for latency reasons
I'm running spanned VM as single NUMA node..
Having multiple processors this would actually hurt my performance. Ideally I want to limit a VM to only run on a single cpu, and set of memory rather than using some cores from one cpu, and others from the 2nd, as any data that one needs from the others set of memory takes a lot longer to reach that 2nd cpu than if it were localized
I already have multiple servers running split up on VMs, so I would probably only give this server 6 threads, maybe 8. I would ideally want to limit it to a single processor
I’m just worried about how the single core performance would be as that’s what satisfactory hits the most, the same as a minecraft server
Couple more problems to solve left. WIP
Not sure it is affecting performance but... I have 123948234 event viewer events for "Ran out of Memory" from FactoryGame.
It's a new Windows 10 Pro installation (virtual machine) with 16GB RAM (satisfactory only using 8.4GB) and whole system utilization at 11.2 GB.
I am sure this is asked often...
What is recommended CPU count and RAM for late game server running on linux?
At minimum 12 gigs of ram, 16 optimal
At least 4 cores, more is optimal
Single-threaded perf is much more impactful than multi
I gotcha, we are having crashing often with two players and late game
runs on a VM using a 5950x
I am running 8 cores, 16gb of RAM lol. It crashes often.... But that may just be general instability
same specifications but doesnt start lol
linux or windows?
Nah, the rain effect is just not hooked up or not working correctly - you won't see rain in the DS just yet. But it sure does crash shit when you deconstruct items while it rains! :D
Not that often, and - there's no upper limit, it's dictated by how much you have built. There's a guy that plays in SP and has been building since Update 3 or so? His save requires over 32 GB of RAM to even load.
how do I know I have enough RAM?
There's no real answer to that. You'll know when you don't.
because it will start being glitchy and lag us out when its about to crash
I can like feel it coming lol
we usually just exit the server and join back
But for general purposes, 16 GB seems like a good answer. At least for U7.
Yeah the server itself is kinda old
just updated it lol
so I am wondering if it needs ALOT
Well, you need 10 and change to load up an initial save, and that's the only real answer you'll get right now. That's the hard lower limit.
Those values don't look right. You should be seeing a little over 10 gigs. I'm not sure if that's a Windows thing...
Log plz.
Okay, so that particular crash is related to rain. Nothing to be done about it right now.
And this is likely your culprit for the disconnects: LogGame: Total Save Time took 33.244 seconds
@terse thistle ^
The default connection timeout is 30 seconds. The server doesn't respond when it's saving, so if it takes longer than the timeout, the game is likely to decide that the server died and abort the connection.
I am running 4 cores and 32GB of RAM now
but we have 4 servers so over 100gb
I didnt except that Satisfactory runs so smooth on my Pc
Best recommendation I can give: install the game using the account it's supposed to run under.
just use my name instead of anonymos?
Nope, correct the permissions and run app on dedicated user, mostly "steam" local user with limited privileges.
Try order:
# su steam
$ steamcmd install...
$ run...
instead of
# steamcmd install...
# su steam
$ run...
accidentaly figured out when this occurs - when -multihome=XXX is set to wrong IP
Got it sorted - didn't have the port mapping set up quite right.
Yes, being bound to the wrong IP would certainly make it have connectivity issues.
No sorry, it was caused by duplicated MAC address assigned to 2 IPs (it may also happen in provider network).
how can i make my Machines faster?
Faster than belts lvl 5 ?
huh?
Or faster in overal
still being a thing, offline
I guess too many servers on a server list in game menu may result in client crash 🤣
4 saves loaded, no shared memory, taking 41.5GB
.... and once logged, eats additional 7.3GB
Does anyone have a recommended host? Both hosts I've tried have multiple daily crashes
@misty snow I don't have any recommendations, but I would like to point out that the dedicated server itself can be rather unpredictable, for example, If I try to use the customizer to swap from the standard foundations to concrete, if I do too many at once the server will crash. This isn't something a specific hosting provider can do anything about.
They are also considered experimental.
Ok. I knew it was experimental but didn’t realize it was that unstable
It's gotten a lot better since the time it was originally released, I have a server that has ~3600 hours on it right now, it's mostly idle time, but I hop in for a few hours a week. I have my own server equipment that I use that would otherwise sit even more idle than it already is.
A lot of the general multiplayer bugs also affect the dedicated server too
so you have satisfactory single player bugs, multiplayer bugs, and dedicated server specific bugs that can all compound/interact and create some very bizarre bugs.
3767 hours right now.
It's probably crashed 6 times since I launched this instance.
yeah, i swear when I was doing multiplayer off my machine i didn't have these crashes, but i didn't do it for long so maybe it would still have been a problem
is there a step by step guide on how to set up a dedi server?
!wikisearch dedicated-server
is there an easy way to do it on epic games since epic has a dedicated server like option thing
How easy do you want it? I mean, if you want one-click-easy, there are plenty of companies willing to do it for you. For a price. :)
nah epic has like a server download thing but it didnt work
Define "didn't work" - what did it do?
So it takes to long to save the game .
So did we build to many items on the world map or is there a other way server side to solve this issue.
@dull shuttle
It's a function of how much you've changed on the map, essentially. Every tree you cut down, every foundation you've laid down, it all contributes.
And ultimately, the game is simply shite at writing it all down from memory to disk. I think the devs wanted to make the save files small (other UE games tend to have save files going into gigabytes in size), but I think they overdid it by an order of magnitude... and traded time for space.
There's nothing you can do, unfortunately. All you can do is increase the disconnect timeouts.
I setup a dedicated server on g-portal, work great so far.
I personally wouldn't piss on them if they were on fire.
what wil happend to our world if we change this to like 60sec or more do you think can stil play or wil there be to much lag ?
or do we need to change the save time in stat of 30min what we have now to les time ?
Nah, making it save more often will simply mean that you'll get savetime lag more often. Increase the timeouts and plow on.
Unless you want to start a new save...?
... or upgrade to a faster CPU.
u mean a new world ?
Well, yeah. That will bring your save time back to under-1-second. ;]
It's a solution... ;P
thats not a solution ..... thats...
It is an option. You may not want it, but it's on the table nevertheless.
But yeah, increase the timeouts.
and maybe remove ingame stuf that is not usefull to the game that we are working on .. ?
I honestly can't tell you if that will help or not.
like the blueprints also made me wanne build bigger and
The only sure way to fix this issue (decrease save time) is a CPU upgrade. Other than that, everything is potentially a mitigation.
Otherwise, we're waiting on CSS to further refine the save procedure... or introduce some sort of mitigation on their end.
a smal battery storage .
hmm okay . yea its hard to feel if we realy build to much on the server because we also have one spot where my fps drops from 90+ to around 5 and then settles around 40+ wen all is loaded
... 🤣
When I entered Taro's save (which still required a little under 32 GB of RAM to load back then xD), I had a solid 15 fps. xD
And that was a true win... xD
and is he running that on a server or on his pc ?
So, I went and moved the container to a internet place temporarily, but it didn't seem to update afaict in the logs... to be sure i tried moving it back and reconnecting, but the client still has version 211839 and the server still has version 177909 ... can anyone help me understand this update process of the dedicated server?
99% of version mismatch issues are: updating to the wrong directory, or launching the wrong server.
i have no control over this container, i just assumed it would update itself if connected to internet, but that's not the case?
is there a manual command i need to do or something?
Ask the maintainer of the container.
ok, but the game server does not update itself?
No.
ok, thanks
maybe i should downgrade the client, maybe that's easier? can anyone tell me which client version 177909 would be? is that something like v5.0.8 or something?
That would probably still be U6, I think... Which platform is your client on?
the client is on linux
STEAM, I assume.
oh, that kind of platform, it's Epic
Then there's no way for you to downgrade. Epic Games Store doesn't offer downloading outdated copies, as far as I'm aware.
oic
STEAM does, since you can request a specific manifest. EGS, not so much.
i can't transfer to steam, right? that's just different monies
or is the "account" the same?
No, you'd need to buy the game on STEAM.
Still, by far the easiest way to resolve this is to update the server. If you're using one of the known Docker containers, the server should be automatically updated through a pre-exec action.
ok, yeah, i'd figured, but i guess not
yeah, it does seem like updating would be the easiest
i'm gonna go contact these people
thanks
Good luck. :)
i'm doing single player in the main time, but it's not as fun
The problem isn't not having a copy on STEAM. The problem is the server not getting updated when it probably should be.
Any AMD FX owners here?
Do these fucks have access to pipe-fed liquid nitrogen or someshit? Because I own an FX-8350, and there's no fucking way it can reach 8.5 GHz without a pact with a demon.
I mean, der8auer OC'd the FX-8350 to 8.1 GHz, but...
I mean, there's this little thing called the laws of physics, and they really don't look too kindly on being bent.
I think Peltier's module with large enough radiator could replace it. It can make degress temperatures.
Not at 8GHz, closer 5-6GHz range.
FX-8350 is 125W TDP, uh. Ok.
The more you stack, the bigger the inertia. At best, you could maybe achieve a 10 °C temp difference.
Not nearly enough for the expected ability to carry away some 60-80 °C modern (or even ancient) packages produce.
Especially at that package size.
You could try heat-piping it away to a large (and I mean large, as big as the PC itself) stack of them. But then you run into the other problem: that heat has to go somewhere.
There's a point where the ambient env gets heated enough that the transfer slows and eventually stops.
Then you have power consumption to consider. I'm not sure it makes sense to pump 500W - 1kW of power to cool a 125W TDP CPU. :D
Isn't it able to get 5.0GHz on water? 320mm. Stock is 4.0 GHz.
Yeah, 5 GHz should be achievable.
It's base 4.0, boost 4.2.
Still, from what I can find on Google, an FX-8350 OC'd to 8 GHz is still outperformed in single-thread performance by a Ryzen 2600.
So... is it doable? Sorta, kinda.
Is it worth it? Hell naw.
Not worth then
Remember, it's a 12 yo CPU at this point. Currently in the middle of ground school. ;]
I was doing 5.0Ghz boosted locked on air cooling my i7-7700k before it has run as server.
Has anyone checked if disabling HT helps DS performance ?
I'm gonna find out. Let's do couple more tests..
nope, a little bit lower, andmaximum stays the same
Alright guys so trying to set the server up now. I downloaded the dedicated server tool on steam and it wont let me launch the game on my main computer now. Is there a workaround to this or do I need a 2nd copy of the game? (I do have one through epic I just would rather use steam for the server)
I don't understand what you mean by "it won't let me". Describe what is happening.
Is says another instance is running and to start the game it shuts the server down
Ah. You're trying to launch the server from STEAM.
Don't do that. Go to the server's folder and use the executable there. Make a shortcut to it, and add -log to the launch command so it doesn't try to hide the window when it launches.
Also, I expect you have upwards of 20 GB of RAM on your PC?
Ahh I gotcha
I’m running a VM, I only have it 16gb right now but I can expand it, I have 128gb on the server
12-13GB per instance average
Ah, you're right.
Apologies, you did use the words "on my main computer".
I somehow missed it.
Then no, 16 GB is fine.
If you still have trouble launching the client afterwards, try launching the server with -nosteam added. As far as I know, it doesn't affect loading the STEAM API, but it may affect the server using it.
(though as far as I'm aware, it does nothing at present)
Alright I’ll make sure I launch it without steam. I’m gonna try it with 6 threads and 16gb ram and see how it runs, if it needs more I’ve got plenty I can give it
If it needs more, it'll either need more RAM (eventually), or more CPU Hz.
More threads won't help.
That’s what I was thinking, unfortunately this is the most powerful server I have. If it struggles too much with needing a faster cpu I may have to get one of my ryzen cpus set up for it
I mean the e5-2667 v2s I have exceed the 3470 they say is the spec, but it’s not nearly on par with the ryzen 3600 they also list
Not much i can change on this... server has a AMD 3900x CPU with 8 of the cores dedicated to the VM of Satisfactory. And on savings and timing... it runs on M2 Samsung 970 1TB SSD's (RAID 1). Only can extended the "time-out" timer, but we willl run to the limit soonish again... Thanks @blazing halo
Are You using HugePages and CPU pinning?
running under unraid and CPU is pinned so other VM's ain't taking them
and need to lookup if hugepages are used, not sure if that is on out of the box
Well it's not on Unraid, make them in 1G blocks.
Yep, it gives a boost on memory operations.
Once allocated cannot be used by other apps, only by HP aware apps.
so this makes memory dedicated to the resource that is using it? I'm new to HugePages
It will reserve memory for SF VM only eg. -16GB so other apps or VMs cant't use it.
hmmm reading that docker containers will use it when enabled...
but does it make sense to have it on with only 128 GB mem?
You'll lock only part of all memory resources. When You need 16G add kernel parameter to lock it on boot, then run memoryBacking setting in VM.
For example I lock 24 1G pages on boot on my gaming host from total 32GB RAM.
i need to look into this then
Re CPU pinning analyse CPU architecture, sometimes 0,2,4,6,8 cores are physical etc. Don't lock on 'HT' cores for best performance, NAS OS can handle load on remainin cores.
Sadly I cannot use CPU pinning in my OS like that. Only raw KVM host can. Which is unRAID.
Storage speed has little to do with it, since even a save that can easily exhaust 32 GB of RAM takes up no more than 50 MB on disk. It's all RAM speed and CPU cycles.
yeah, but need to figure out HugePages then, for the VM's I run
to bad i do not have a test Unraid server for this...
due the messages that docker contrainers will us it when it is around... so that is annoying when rebooting server and de dockers start before the VM's
Yes, reboot is required. Make smart changes, once allocated only reboot can change it to different value.
yeah, gonna look into how i can test this, before applying it to the live running system
Hey guys, would 8gig of ram would be enough to host server for 1-2 players?
no need at least 10GB to be able to load up the map... you ca try 8 but dont think you will get far into the game before you experience issues
Appreciate
Anyone know the max ammount of people on a server?
default 4... modified config file there is no limit really just hardware i guess and game limitation
how do i do that though?
127, since the count value is a signed int
Otherwise, as hardware permits.
Have seen 100+ servers already, but that requires a lot of opimisation on both ends.
Has someone tried to host a dedicated server on a VPS provider like e.g. Digital Ocean or Vultr? What are the expected costs, if I were to go down that route and try to stay somewhat cost efficient?
so i have a dedicated server in the office, we installed satisfactory both with steamcmd and with steam, and when we start it, it starts. but when we try to claim it, we get notice to put in a password? but we havn't set a password yet O.o nor started a game! is there annyone who know what to do?
You are asked to specify the administrator password, before you can configure anything else.
I am asked to type in a password to be able to do anything. However I never made an admin password si I can't type it in.. this is from a clean install so I should be able to claim it as I can if I did it on my own PC. But not on a remote than it asks for a password
Can you show a screenshot?
Hey folks, so I got my server setup and 6 threads with the e5-2667 v2, and 16gb of ram with 2 plays has been handling the server just fine. I’ll see if anything changes once if I get any more players on
I will in 2h when i am back at the pc 😊
I ran on 8 for a bit on a home server. It does run, but will occasionally go crazy and use all the memory and crash. I currently have one running on 12 and it's fine. But the system does nothing else, gameplay happens on a different PC
It looks like it's asking for already set up password. Why...
Can You auth with empty field ? Type something then remove that from field.
Any chance is that Docker container done by somebody else?
Then remove Server* file from save directory and restart service.
nope i can't with an empty field, and no there is no chance noeone else could have claimed it :/
thats the problem aswell, there is no save files yet as no game or settings have been set :/
and thats whats strange xD
Default location for server settings is: /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.15777 file needs to be removed when service is shutdown.
dual socket or single socket?
Dual socket, I haven’t limited it to a single numa node, but I think I have my VMs split up enough hyper V is doing that anyways
Any chances if You can test maximum values of the tick while connected or not?
Engine.ini
[/script/onlinesubsystemutils.ipnetdriver]
NetServerMaxTickRate=240
LanServerMaxTickRate=240
MaxNetTickRate=400
InitialConnectTimeout=300.0
ConnectionTimeout=300.0
[/script/engine.engine]
NetClientTicksPerSecond=240
I'm getting 235 offline / 61 online on single E5-1650v2
Server has to have option run in the background enabled.
nope i use steam CMD and it's not there :/
How are servers with blueprints? I keep trying to save a smelter print, but it's just not letting me. Crashing each time.
I made my first one this morning and didn't have any issues with it
Gave up, cleared the designer. A merger was still left. I'm going to assume that was the issue
is there a way to let someone remotely start the satisfactory service without having them ssh into the server itself?
I don't think so, unless You can interfere with SystemD/Init scripts eg. via Webmin webpanel.
I have this setting on both DSes, but only one auto-loads last save. Why it could be?
The only difference is that that one that doesn't load has no session name.
Where write command? In console?
Hello! 🙂 I have a problem! ^^
I have this windows on the PC of player
Oh, problem finish.... I don't know why....
does the dedicated server run on linux, asking before i test it in a linux vm just in case someone knows
yes
nice, thanks!
the server may have still been starting
@blazing halo any ideas on why my server keeps crashing? heres the log from the most recent crash... it seems like it only does it after someone is on for a few hours (specifically an aussie regular. it has never crashed when they arent on, which is like 3/4 of the time its up, and has crash many times while they are on. might not be the cause but thought i might add any bit of info i can)
also somehow discords compression made that file bigger lol
.
This is because of your timeout to connect, I fixed this issue by setting the timeout threshold to 60 instead of 30 as it normally takes about 45 seconds.
Is that a command I type or a script I run or what
It's a file Engine.ini that needs modified and server has to be restarted
I’ve had it crash on me twice now too I’ll have to look into the logs and see if there’s anything it’s throwing
That's an already-configured server - it even has a name displayed, "The Northern Lights Netwo...". Are you double sure that this is your new server you're connecting to?
/home/steam/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer/Engine.ini
21 ms of ping seems quite a bit for something that is supposedly "in the office", too.
Rain crash. :)
whats that mean?
uhhh i was unaware
Yeah... because it doesn't work right on the server.
The server does process rain, but it never reaches the client.
Anyway, the rain processing has a bug.
and that kills the server.
No no,
that in itself is fine,
though kinda disappointing that it doesn't work.
The bug crashes the server.
You see, the rain processing has a bug,
funniest shit to cause a crash
that it can list up entries that it needs to "make wet"
and then act on them,
in two steps
right
and a player can deconstruct one of those things.
mmmm
So the rain process lists up the things it needs to make wet,
the player removes one of 'em,
the rain process goes through the list
and WTF one item is missing
ABORT ABORT
xD
and you get
LogCore: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674] Array index out of bounds: 34 from an array of size 34
(34 out of 34 - or N out of N - happens because arrays are 0-indexed,
so an array of size 34 has items 0 to 33)
OOOH so it wasnt me replacing asphalt with concrete that crashed it
it was the rain
a few days ago
Possible.
bruh... ok
@novel yarrow If you're interested, I set my TPS at 90 (i7-3770 @ no overclock) and it's keeping that 90 quite often. It doesn't mean anything, really, but if you're looking for data points...
Thanks. I'm still working on this, but hardware failures slows me down a bit 😕
TPS 90 on empty running DS or while logged on a map?
When empty, and most of the time with 1 player.
Note: the TPS drops happen whenever they always do - so if I set a max TPS of 50, I will get the same drops to 20 that I will get with max TPS 90.
Because, yeah, max = up to.
The whole hard part in this project is that RDMA drivers aren't correctly working due very old hardware.
That explains why these cards capable to do 80Gbps interconnects are so cheap.
Each step makes me a litlle closer to final solution, but there are many challenges to confront.
And this is #off-topic-tech anyway 🙂
As long as it's sfserver-related... :D
I like this game too much to let performance issues stay this way, I need to do something for community 🙂
The community probably doesn't have access to half the resources you do. ;]
But eh, it'll be nice to have a writeup on this somewhere, as long as you write a lucid tutorial on setting it up later.
hey all im sure this gets asked all the time but is there a web-based live server map type addon or plugin? similar to what is available for Minecraft dedicated servers?
yes, no other servers are running than the 100% clean install
Then it's not a 100% clean install, if it has a name.
A 100% clean install has no name, and no password.
Has anyone else set up a server on this machine before? Server settings are not all kept in the server folder.
this is the first time install on a newly installed windows server machine, compleetly 100% formatted hdd
Then you're connecting to the wrong server.
there are no other servers running on my personal ip adress
thats the point xD haha thats why i need some advice i can try 🙂
If all assumptions say "that is not possible" but reality disagrees,
one of your premises is wrong.
You are either connecting to the wrong spot, port-forwarding to the wrong spot, or have preexisting configs.
For debug purposes, please shut the server down and retry connecting.
I want to see if it disappears.
If it stays up - you are clearly connected to the wrong place.
@acoustic sundial ...and?
it does disapear. i have done all this..
I hope I am in the correct place.
My dedicated server keeps crashing and I am getting the same crash report every time im not sure ware to progress from here but this is the call stack from that log report.
Then you must have some sort of a config already in place. There's just no way around this - how would it know what to display if it has no specification?
Keep in mind: no matter where you install the server from, they all share a common config path. On Windows, it's in %LOCALAPPDATA%\FactoryGame\Saved\ somewhere.
@acoustic sundial
So if you tried previously and failed, if you haven't changed the port - it will just pick up that config and run it.
If your setup pulls AppData stuff from the network, that may also be a factor.
That's a rain crash. Wait for fix.
@blazing halo is there an easy way to go about starting the server using lgsm when using a bash script? should i just try pointing it to the lgsm start script?
Thank you for the quick response back. So for clarification this is an internal error and should eventually be repaired with a patch or update?
No idea, I don't use LGSM. I run everything on bare metal.
Yes, but it's likely that we'll wait for a while. A dedicated server development pass is coming, but the dev team is focusing on the content and the SP side of things for now.
Ok cool. I guess ill just write a script to monitor the dedicated server and if it fails it will call to restart it .
To clarify: nobody here is related to the dev team. We're all players like you. The dev team only really checks the QA site - or, at least, they're only guaranteed to check the QA site - so if you want this fixed badly, find the QA post associated with it, upvote it, and comment.
That is a solution, yeah. How much progress you lose depends on how often the server saves the game, however.
Got ya cool thanks for that clarification
✓
I'm about to embark on the magical journey of "let's get this analog video display hooked up to my HDMI output". :D
The display was stripped of everything - it currently only has a DC step-down, because I think it runs on 5V or 8V...
I'm trying to join a friends dedicated server, but it keeps appearing offline and not authenticated, all his other friends are able to connect and are playing, ports are forwarded properly. He's used this ip address to host other dedicated servers for other games in the past and I've never had trouble connecting
I've built pikvm.org for all HDMI/VGA/keyboard/mouse access via network.
The only remaining module is ATX power.
-multihome=LOCAL_IP is set?
So far, I've found that the HDMI to CVBS is really crappy and just craps on Windows' display detection if it's not powered up properly. That was fun. :D
Log plz.
where would I find the log? He's hosting on a headless linux server, not windows, there's only one ip address going to this server
No, I need your client log, not his server log.
Others are connecting fine, you said, so the problem is likely on your end. Possibly.
There are two technical issues that could be preventing you from connecting properly (or at all).