#dedicated-servers
1 messages ยท Page 29 of 1
I see nothing in it. If you tried connecting, you entirely failed to connect.
I'm going to need to know what address you're putting in.
From where I'm sitting, there does not appear to be a server on port 15777 on that address. Were you given a port number?
hes said port 15777, its what everyone else used to connect
As far as I can tell, nothing is replying on that addr/port combination.
That log contains no pertinent info. If you're getting a crash report, post that.
I'm not, I launch the game, it goes to black screen and just hangs there, I go into task manager and it says not responding, but it is using CPU
have to kill the process to close it
it was working literally an hour ago
ok, got it to launch finally
still cant see the server though. one of his friends said he had a similar problem and had to relaunch the game multiple times to get it to appear
As far as I can tell 15777 isn't even open at that ip @blazing halo
I don't know how you could test that, except for checking if it drops connections. Remember, it's UDP.
Ah true
Though I'm getting no response within 60 seconds, so... I have to assume it's just not there.
there's a red ! next to the server manager, does that mean anything?
IIRC nmap can test udp
It can.
It can also get your IP flagged really fast, so I go with more targetted tools. :D
lol
Anyway, doesn't change the fact that I'm getting no response from the server at that address and port 15777.
yeah, I've run out of ideas, there are 6 people playing on this server right now (cap is set to 10) and me and another friend are having the same issue
I'm pretty sure you were given the wrong port, or the wrong address.
Or, it's possible that the hoster has a dynamic IP, their IP changed in the meantime, and it hasn't updated over DDNS. Next time your other friends try to connect, it may not work for them either. It's possible.
I confirmed its a static IP, and I've always been able to connect to this address for other games like minecraft
and he says everyone is using port 15777
What can I say. According to my tool, there's no sfds on that address and port 15777.
Sorry.
(yeah, there's a typo xD fixed it)
Then I have no idea what to tell you.
Hey @desert walrus you got a server I can test against?
Maybe @novel yarrow ?
I mean, I tested it before, and I'm pretty sure it works correctly, but just for on-the-spot reference?
Not right now
found some malware on my server, id suggest yall make sure you dont have any either
appears to be bleeding edge
uses ssh vulnerabilities
process of finding it: "we found it by noticing that kswapd0 was using an ungodly amount of cpu, even when you had no swap space being used. then lsof revealed that kswapd0 was actually an executable file stored within a hidden directory in /home/steam, and not a kernel process like you'd expect"
honestly im not good with server stuff, but if you follow those directions you should be able to check for yourself
@blazing halo I'm onboard train, no way ๐ @wintry meteor SSH best practices: change default port, use denyhosts to block brute-force attaks or better SSH key auth, use hard-guess passwords, update OS. It looks like SSH port was vector of an attack.
Well, it doesn't seem like I have a problem with it. No files named such in my steam folder.
(also, no insane CPU use or anything)
Also, it would have to be bundled with steamcmd or Satisfactory, because good luck connecting to my server's SSH port.
I am thinking new year, new save file. Presumably I just empty the SaveGames folder (including ServerSettings.15777) to start anew?
Yeah, more or less. Or, or, you could keep the saves and just start a new save. Unless you really want them gone.
It is taking the name "dedicated" pretty seriously, they are now gone.
server is online (gportal) in game client shows offline? whats up with this bug or what?
?
well i have this issue as described in this ticket: #1058121033577660466
whiched i thought magically fixed but no
and even if it seems to work for a second i get "outgoing reliable buffer overflow"
what i gotta do
oh and logs
[2022.12.31-12.41.52:008][512]LogNet: NotifyAcceptingConnection accepted from: 192.168.1.12:59921
[2022.12.31-12.41.55:482][918]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.42.15:083][ 83]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.42.34:180][188]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.42.50:299][903]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.42.58:071][743]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.43.07:069][723]LogTemp: Warning: Finished!
[2022.12.31-12.43.14:322][507]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
[2022.12.31-12.43.31:942][404]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
Im having a bug where if i place down styled foundations the server crashes. Is this already known (linux dedicated server)
also this:
[2022.12.30-04.10.20:166][632]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147480556.InstancedStaticMeshComponent_2147478342 NOT Supported.
happens when sliding on some foundations with full set of equiptment.
I have heard that it is a known bug. Not sure of a fix for it yet.
The server is not getting the right information from the server, so you have to restart the game for it to realize it's online
Not sure if this is the error itself, but yes it is a known issue
Hey guys wanted to share here I've found a workaround for the rain crash; look away before you delete stuff. We were crashing every 10-15 minutes and since doing this we haven't had one in 2 days!
sounds like a bit of a pain but i guess i could give it a go
kind of a pain but it works
lol ya
I just look straight up into the sky while I delete
Ok I may be having a serious blond moment here,
But
Does a dedicated server require internet after being setup to run for a single player(who would be the one that created it)?
Whoops just realized this is in the wrong channel, my bad.
are belts/wiring extremely buggy on multiplayer or im just having potato server
I think they work fine but rendering them in the client depends on the tick rate, so yes potato server ๐
what are server frames? is that just TPS?
been on 30 ticks since start
Would be good to know how much RAM the server machine has available for the server, and what else might be running on it.
Those are of no consequence, I get them too.
As far as I know, has no real effect in-game.
A crash log would be informative here.
It is created when a player slides and causes stutter with movement.
Would need to see a log for the buffer overflow to tell you why, if it's at all possible.
Depends. Does it show offline after a while? Or does it always show offline?
The server does not require any Internet access, no. You can even download the server somewhere else and copy the files on a pendrive - it won't mind.
The client does require Internet access, however. Or, more specifically - the platform you purchased the game on (STEAM or EPIC) functions as DRM for the game, and that requires Internet access before it will allow the game client to run.
Depends, but they are a little bit. Little frustrations, right? Sometimes it just. won't. click. ;P
Note that if you have the default autosave interval - it's 5 minutes, so it's likely you're seeing that instead.
Also, this is the right channel. For DS support, you should come here.
Sometimes they work perfectly, sometimes you can place 5 belts which will stay blue for few seconds.
Can you check if it coincides with the autosave? Have a server log open on another screen or something... Because the server stops communicating when it's loading or saving.
Has there been any discussion on how much effort is being put into dedicated servers/mulitplayer fixes for 1.0, or is the focus wholly on the single player finishes for 1.0 and multiplayer will get looked at later?
Multiplayer is being looked at alongside SP. It's the dedicated servers that will get a "love pass" at some unknown future date.
IIRC it should still happen before v1.0, I think. But don't quote me on that.
Thanks, it would be great to play 1.0 with friends when it comes out, the dedicated server works mostly ok after some tweaking but definitely still some annoyances and glitches lol
The most notable is the whole rain problem, right now. Everything else is kinda sufferable.
rain?
At least it doesn't freeze completely anymore while saving. Still construction freezes while saving, but hey, that's only a few seconds...
Haven't seen any rain yet on mine
Yeah, the server processes rain like everything else. It just doesn't reach the players. But what's worse is that it tends to fuck up on deleting objects when it rains.
Until you get to 30-40-second saves and beyond... ;P But I don't think that's fixable, at least not with the way saves are happening right now.
oh wow, i had no idea that was a thing lol....our main glitches appear to be crashing on enemy aggression...since turning enemies to passive the number of crashes has reduced significantly
Maybe there could be a popup-window on a DS like on local games where you see a save is happening soon/now ?
Yeah, that's the other major one - crashes on Actor perception removal. :D
Find the related QA post and upvote.
So is anyone here good at getting dedicated servers to work ?
Well, we all got 'em working at some point or another...
Why? Do you have a particularly stubborn issue?
"This server appears to be offline" kind of thing
So, the absolutely most common issue, then.
๐ yes
Let's start with the basics: where is your server located (in networking terms) in relation to you?
Same network, Both subnet and Lan, I've even added a ZeroTier connection in attempts of making it work. Port forwarding all the right ports
Okay, so same LAN and LAN segment.
Which address are you using to connect to the server?
Its local ip 192.168. bla bla (its a preset ip ) so it shouldn't change
I've tried using my online ip to see if it works, and even in the router made the server a DMZ
Nothing helps me there,
Does it make any difference that it's on Epicgames ?
It should not, no.
Okay, so you're using the correct address. What about the port? Though I assume you would know it if you changed it from the default...
What about Windows Firewall? Have you tried disabling it and seeing if that makes a difference?
15777 ( the default ) Thou i tried both the 7777 and 15000
i could try give me a second
The only port you should be connecting to is the Query port (default: 15777). No other port will allow you to connect with the in-game manager.
Of note: the server has an additional feature - a built-in "router" of sorts - which sits in front of the server's Query port. It allows connections through one port only (the Query port) and then makes its own internal connections to "redistribute" the proper communications among the other two ports. It is enabled by default, but never mentioned on the Wiki.
Are you sure it's 10.19? I don't know how much you've reconfigured in your network, but the usual address pool in use is 192.168.1.*.
(there's no issue if it really is .10.19 - it's just not usual to see it reconfigured)
100% certain I'm studying for IT-Support so have a tendency to fiddle with things
Then I would recommend you look into the 10/8 private pool. :)
?
Lots more legroom, less chance for confusion.
Well, if you're studying for IT Support, you should (hopefully) already know what that is.
But here's a hint: you are currently likely using the 192.168/16 private pool.
There are three reserved private pools: 10/8, 172.16/12, and 192.168/16.
Anyway, it's not really related to your issue. Just wanted to mention it. You may ask me questions, I'm essentially a walking library.
I'm like Linus from LTT, but without the Media Group or the YT channel. xD
(so - poorer, sadder, and just as likely to drop shit)
Well, that depends. You disabled the firewall, and it's currently disabled - is that correct?
Yes
Is your server currently running?
Under Windows, the server will hide the terminal window - it will continue to run, but the window will not be there. You can make it stay by launching it with the -log switch. I recommend doing it this way unless you want to run it as a service, because the terminal window not only allows a quick glimpse into what the server is currently doing (or even if it's running or not), but you can also send Ctrl+C to it to trigger a graceful shutdown.
(which, incidentally, has nothing to do with the server writing to an actual log - which it always does)
relaunching it because it had a strange problem with not getting any input. gimme a sec
Please note that Windows' terminal windows now come with Select Mode enabled by default.
Right-clicking inside the window allows you to select and copy text, but until you do - it will hold the process up.
You may wish to drop -unattended until you finish setting up the networking - it may be the reason it never asked for Firewall access. But then, I'm not sure of that.
Before I leave you to play, can you please tell me how much RAM that server machine has available for your use?
And further: do you need this server to be reachable from the public Internet? Because if yes, then we're not quite done yet. :)
20GB (16 Gb Usable) it says
Just used whatever i had that fitted that old machine ๐
Okay - that seems like a reasonable amount. You shouldn't see any RAM issues until you really build your factory out.
Be aware that the server needs 10 GB to start, and 12 GB for reliable operation at minimum.
Good to know. Might have to upgrade. Its running an old AmD FX 8150 8 core 8,60ghz
For some reason it shut down on its own again
What 8.6 GHz? xD
oh i mean 3,6
Oh, okay. :D
I understand your confusion, unless i have overclocked it to hell
Which, apparently, is possible - though that was an FX-8350, and it was 8.1 GHz, as far as I remember. It also required liquid nitrogen to cool (so not exactly hands-off), and consumed a ton of power, while performing comparatively worse than a stock Ryzen 2600.
Can you look into the log (either FactoryGame.log or FactoryGame_2.log) to see why it shut itself down?
2022.12.31-22.52.04:776][183]LogServer: Route from 192.168.10.77:59797 to 127.0.0.1:15000 hasn't been used in more than 300.000000 seconds. Closing it.
Yea but now it shows as offline in the game
the console itself is still open on the server
i might've said it wrong
Okay. Shut the server down (Ctrl+C in the terminal window) and relaunch it with -DisablePacketRouting added.
roger
That is one of two ways of disabling the built-in packet router. I still think it's a mistake to have it enabled by default, but eh.
okay. trying it out now and connection soon. Btw Happy new year its 00:00 now
Ah, it seems we're in the same timezone.
Aye, a happy new whatever it's going to be.
So, you are still unable to connect to the server in the Server Manager?
Okay, that is weird. It shouldn't be trying 15777 again.
By default, it uses 15777 to get server version and Beacon port; then it uses the Beacon port (15000) to connect to the UI. Once you try to join, it should use the Game port (7777) to get in-game.
If it's still trying to connect to 15777 on Join, you either haven't restarted the game client, or the server still thinks it's using the built-in router.
Are you in-game now?
yes
(be ware that on the DS, the onboarding is skipped and you start out with the prod and some base materials)
Okay.
If you want the server to be reachable from the Internet, you will need a) a public WAN IP assigned to your router, and b) port forwards for those three ports (all UDP).
If your WAN IP is dynamic, you may also want to use a DDNS service.
yeah ok, that should not be the case, havent got a new puplic ip in ages
and all the ports are already forwarded, gonna play with my friend on the server
Is it impossible to connect with the normal Non Experimental build to the server ?
At current time, there is no distinction between EA and EX, as they are all the same version.
Once EX is deployed again, you will receive a version mismatch.
I would advise you to switch everything to EA, so that you don't get taken by surprise when EX relaunches in the future.
I was under the Impression the server is not possible to run in EA ?
That impression is incorrect.
I can test whether your server is reachable from the Internet, if you wish. I will need your IP for that, however.
gonna give that in a private message
Nothing is inaccessible from EA - it's the same thing that EX is, but EX is usually a higher build. That's literally the only difference.
Think of it this way:
EA build: 1 1 1 2 2 2 2 2 2 2 2 2 2 2 11 11 11 11 12 12 12 12 12
EX build: 1 1 1 2 2 3 4 5 6 7 8 9 10 11 11 11 11 11 12 12 12 12 12
Otherwise, they're the exact same game.
At any time the build version of the client doesn't match the build version of the server, you will receive a message about this, and will be unable to interact with the server - regardless of it being EA or EX.
Does this answer your question?
@lethal ridge According to my test, your server is using the built-in router still.
(I still need to work out the GAME port reachability test :D)
.\FactoryServer.exe -log -unattended -DisablePacketRouting is this wrong in any way
It is not... Are you sure you closed the old server?
I'll try shutting it down and running it again
Before you re-run, make sure all instances of your server are shut down. Check in the Task Manager.
Uhum... First firefighter responders seem to be going out...
It seems to still be using the built-in router. I test this by checking what port is provided in the response from the Query port - if it's the same, it's using the built-in router.
Okay. Replace -DisablePacketRouting with -multihome=0.0.0.0 in your launch command.
And its back up
For me it always fails the first time
but then joins when i try again
... okay, it still seems to be using the built-in router. That's very weird.
Your port forwards are OK, from what I can tell - both 15000 and 7777 respond as I expect them to.
It's just that 15777 responds with a BCON port of... 15777. It should respond with a 15000.
Ah
it havent saved my forwarding to the server
because it is DMZ
So it shoud work
You don't need the other two ports forwarded, if it's using the built-in router.
(since all communication is routed through port 15777)
Be aware that the internal router may cause connectivity and timeout issues.
If it works out for you, that's great.
Be sure to remove both -DisablePacketRouting and -multihome=0.0.0.0 from your startup command.
Also, I assume you're launching it from the terminal, and not via EPIC Game Launcher?
yes
It's possible that EGS overrides the launch command.
(it sees a game it's installed being launched, so it kills it, and re-launches from inside the launcher - with its own launch arguments)
If you wish to alter the launch command, you may need to do so inside EGS.
Aaaaand... that's pretty much it. If you need to alter the configuration, please refer to the Wiki page linked in this channel's topic.
For issues with the DS, this channel is the correct place to ask for help.
Hey, I have a problem on my Server i logged out in i moving Train and now my Game won't connect the loading Screen doesn't stop loading does anyone know what i can do?
wait what exactly happened?
(ik im new but i understand games very quickly so i might be able to help)
Yeah, that's a big no-no. You don't do that.
Restart the server. You will receive a new body.
You will also need to load the save up in SCIM in order to delete that train.
And yes, whatever you had in your inventory at the time is now lost.
ok thx
I keep having a unetconnection issue when connecting to a friend's server. I've scrolled up in the chat to see if there's any similar problems but it seems they were left unanswered.
Can you point to the "left unanswered" ones, please?
I would like to know which ones they are before we get to resolving the issue you are having.
I will just reply to the message that seemed similar
Or, you could say "I wasn't paying attention and didn't see the replies, so I assumed there were none" and we can move on. :)
I'm going to need the hostname of that server. I doubt you copied & pasted that IPv6 address, so let's have it.
This
Have you missed this reply?
Anyway.
Please give me the hostname of the server you're connecting to.
Trying out the reply, thank you for your patience.
I expect your particular issue to be that the remote server is listening on IPv4 but not IPv6.
But since the remote end has IPv6 and you do as well, the client will attempt that first... and doesn't seem to try IPv4 at all if that fails.
I am asking for the hostname, so that I can test if the IPv4 result replies with an available server.
Well, if you don't wish to part with the hostname, please do this instead: in a terminal window, execute nslookup {the server's hostname} and note down the IPv4 address. Then use that address in the Server Manager and try to see if you can connect. If it connects via IPv4 but not IPv6, it's likely that the problem is server-side and the server will need to have its launch parameters adjusted (likely replacing -multihome=0.0.0.0 with -DisablePacketRouting instead to re-enable IPv6). Note that an .ini file modification may be required, as the server may put down a net.DisableIPv6=1 setting within Engine.ini.
Alternatively, an A-only DNS entry could be provided for the host. The server's owner should know what that means.
And finally, you may attempt to put this section into your Engine.ini:
[SystemSettings]
net.DisableIPv6=1
I don't know if it'll work, but it's worth a shot.
And another Kad text wall
People on other servers call it "Kadposting". :D
(the object itself is often referred to as a "Kadipost"; note the 'i')
(๐คฃ)
Lol well whatever you call it it works
... shit, I forgot xD
Have at it.
It's not feature-complete yet, as I don't have a DTLS implementation to speak of, but it works for the most part.
This is what the output looks like. Of note is the JSON output, I expect.
I'll probably write a separate PHP script that can be used as a webpage (this is meant to be ran in CLI).
There are a sh*tload of empty INI files. Is there a collection of available parameters/switches for those, perhaps even with an explanation ?
No, and no.
The default files are kept inside the game's .pak file.
You can extract them. However, no explanations are provided.
Fixed a few smaller issues with the code, so refresh/redownload.
Thx @blazing halo
oh and btw, a belated Happy New Year to everyone
And you. May the new year be better, and not worse. :)
Still 6 hours to go, not belated
To you maybe. ;]
Mine was nearly 3 DST-adjusted hours ago.
Just assume that the greeting gives you additional (though probably unintended) information about the sender's timezone. ;]
Is there anything in that code I should clarify with comments?
(or perhaps further comments?)
You could comment some of your methods up top, but that's pretty understandable
Better?
Also, this isn't OOP, so they're procedural functions, not methods. ;P
With my limited experience in backend web, I can understand that code pretty well now ๐
Well, it's not meant to be used in a webserver, since it relies on CLI arguments ($argc/$argv).
But yeah, okay.
Yeah, by that I just mean that I hadn't really done a lot with PHP
There - amended it with a check for running in anything other than CLI.
Error! App 1690800' state is 0x204 after update jo.
Im getting that when trying to run it as a linux service.
That's a steamcmd error thrown when updating the server.
As far as I can tell, that means "not enough disk space"?
Or a permissions error...
They don't provide explanations, because why...
well i was running as root and from google 0x202 was not enough disk space.
I dont get it because if i run the command as the "steam" user or as "root" the it works fine, its only when running as a service where i get this error lol
oh and df -h /home/steam gives 219G out of 437G free
If you installed it as root, you probably don't have enough permissions to alter the files.
You should've installed it as steam.
do chown -R steam:steam /home/steam as root
yea thats already owned as steam. i mean i ran systemctl start satisfactory.servic as root.
according to the docs yea.
> What's the user it's trying to run as?
https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/your_user/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/your_user/SatisfactoryDedicatedServer/FactoryServer.sh
steam and root. i have tried both
That doesn't tell me what user they're running as.
Also, I assume you replaced your_user with steam, yeah?
yea. and i also tried changing it to root
/home/root doesn't exist
User=your_user ##steam or root
Group=your_user ##steam or root
Also, never change it to root.
Don't run it as root.
Can you show me your definition file, not the Wiki stuff?
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/satisfactory" +login anonymous +app_update 1690800 -beta experimental validate +quit
ExecStart=/home/steam/satisfactory/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
[Install]
WantedBy=multi-user.target
you mean my save game ?
Save games are kept in /home/steam/.config/Epic, so that's irrelevant.
Kill the server if running, rm -r /home/steam/satisfactory and re-run the service.
Should install the server from scratch, and that should resolve any and all issues.
state 0x602 ?
According to OpenGamePanel, that's "Update required but not completed - check network"
Aaaaaaah, it's a FLAG.
I get it now.
App state value Meaning of the app state value
0 StateInvalid
1 StateUninstalled
2 StateUpdateRequired
4 StateFullyInstalled
8 StateEncrypted
16 StateLocked
32 StateFilesMissing
64 StateAppRunning
128 StateFilesCorrupt
256 StateUpdateRunning
512 StateUpdatePaused
1024 StateUpdateStarted
2048 StateUninstalling
4096 StateBackupRunning
65536 StateReconfiguring
131072 StateValidating
262144 StateAddingFiles
524288 StatePreallocating
1048576 StateDownloading
2097152 StateStaging
4194304 StateCommitting
8388608 StateUpdateStopping
0x602 = 110 00000010 = STATE_UPDATE_REQUIRED | STATE_UPDATE_STARTED | STATE_UPDATE_PAUSED
2 StateUpdateRequired
512 StateUpdatePaused
1024 StateUpdateStarted
so those 3 ?
well i tried steamcmd +app_uninstall 1690800 but same issue
well no change on the flags
no but works if i run it as root
/usr/games/steamcmd +force_install_dir /home/steam/satisfactory +login anonymous +app_update 1690800 -beta experimental validate +quit
am i missing something ?
ok think i found it...
some file was assigned to the wrong user ๐ฆ
chown -hR steam:steam /home/steam/ did the trick for that error
tf where did you get a symlink
what you mean ? there was no symlink as far as i know (other than the 1 i added for steamcmd)
-h If the file is a symbolic link, change the mode of the link itself rather than the file that the link points to.
Ah wait
fuuuuck
oh i just add that in 'just in case' type of deal
yea, i checked it like 4 times lol
So where tf did you get a symlink in there?
As part of the game files?
AFAIK the game doesn't have any.
i dont think there was one.
the file was steamapps/downloading/1690800/linux64
that had a permission error on it. no idea after rm -r as root deleted it but it it was assigned root:root ?
No idea.
the sever is running on 10gb ram which is stable able to allocate more if necessary
its using a linux dedicated server if that matters
But yeah, if steamcmd made it, it might've been a symlink.
Are you saing that the machine has 10 GB available, or that the server is currently consuming 10 GB? Because I asked about the former.
so to clarify the solution this time
as root:
rm -r /home/steam/satisfactory
/user/games/steamcmd +app_uninstall -complete 1690800 +quit
chown -hR steam:steam /home/steam
as steam:
/usr/games/steamcmd +force_install_dir /home/steam/satisfactory +login anonymous +app_update 1690800 -beta experimental validate +quit
it has up to 32gb available we are just allocating as we go to see which are stable since 10gb seems to let it be stable and running
For now, I suppose. It needs a little over (or perhaps a little under?) 10 GB to launch a single-player world. If you try to build too much on it, it'll crash OOM.
The agreed-upon minimum is 12 right now, and 16 recommended.
yea so the problem is the initial join in timeout it isnt the save file timeout thing
So remind me what the problem is.
like he is using an existing save file which we are at tier 4 so not much shit is actually done the save file are 500kb ish
Wait wait wait
you're loading an existing save
into a server that has a 10 GB ceiling.
And so, what? When you go check up on it in the panel (or whatever), it has restarted itself?
yea we are testing as we go as anything below 10gb crash the server system on 10gb it is stable
the server itself is stable and running
Yeah, stable until a player joins.
he checks it and the server didnt crash is our side which timeout
so we should try 12gb first and try again?
yea its not running now
I assume you changed the Query port to 15778?
but its basically that error we getting even after we change the timeout thing to 60sec
nope we were looking on the net for solution
You didn't?
i can get him to try that later
Then why are you trying to connect to 15778
if you didn't change it to 15778?
The default port is 15777.
I need to know how the server is configured.
A server log will be OK. Please provide.
sure i will get him to talk to you here which is better when his awake later
When is "later"?
oh his online let me get him to come heer
k
this might be a quick one .steam/sdk64/steamclien.so is missing ?
@spiral hull quickly banged out a parser โ kadtech.info/steam/0x602
Irrelevant. As long as it runs and lets you in, all is fine.
all ive seen so far
before it floods with
[2023.01.01-03.44.35:283][865]LogGame: Generate Dependencies Complete: took 0.000 seconds
[2023.01.01-03.44.35:283][865]LogGame: Generate Objects From RootSet Num: 1
[2023.01.01-03.44.35:283][865]LogGame: Generate Objects Total Num: 1
That's a save.
No mention of an overflow.
There should be a mention of an overflow. Find it.
Not sure what you mean by that. The game always writes a log.
im looking at logs from portainer
since its dockerized
and im not in sftp atm
ssh*
OK
Are you in-game now?
yea, it was kicking me out so was looking at error logs but seems to be working now.
hi all. im playing on a sever, and im haveing an issue witht he water extractor, i cant attach it to foundations that are above water. currently the water is 30m deep so its not to shallow. only recently started haveing this issue. anyone else noticed this?
I don't fully understand "attach it to foundations that are above water" - doesn't the extractor go on the water surface?
Also, this sounds more like a general #satisfactory question to me?
Unless you can do that in SP.
supposed to do this, but it wont, keeps turning red
these foundations are 'at water level' but the surface is just aboce water level
above*
Those foundations were placed after the extractors were in place.
some of them were. but inorder to put the extractors in thisway, i started with a row of foundations. then, while placeing the extractors, the metal platforms on them snapped to the top of the foundations.
As far as I know, water extractors are only placeable on water, and they don't "snap" to anything except possibly the grid.
But I may not know.
Please ask #satisfactory.
now it just does this, i cant repeat this effect ffor some reason. if i just place the extractors first, not only cvan i not place them in neat rows, the foundations themselfs will be under water/
Please ask in #satisfactory.
ok
hey, im @slim blade friend. yes, the ports have been set to 15777. may i know where can i get the server logs for you to look into?
do i pass u the log file privately or?
I don't mind either way. If you're worried about your IP (which was already posted? not sure), you can DM.
It's not like people here will converge on your IP to see what shit they can break. ;]
The log you sent me does not mention any overflows.
Find a log from the day/time that error happened, please. :)
ok hold on
strange, i don't see it either but for some reason when connecting, i'm still hitting the same error as what my friend posted in the screenshot
it shows 15778 but i've checked on netstat and its binded to 15777
Oh, right, I wanted the log to see how the server is configured.
Okay, here we go:
THIS: -Port=15777 -ServerQueryPort=15777 -BeaconPort=15000 is BULLSHIT
:D
That's why it's trying 15778.
Two connections can not coexist on the same port.
oh crap.. ok, let me remove one and try again
I would recommend something close to each other,
for example: -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002.
Any logs in the system log, service log?
Because this one just doesn't tell me much.
journalctl -xe?
Because honestly? I expect it just crashed OOM.
This only happens when the server closes, really.
oh, i have already made changes to utilise 12gb ram instead of 10
journalctl -xe isn't returning anything out of the blue
Still, that message only happens when it unexpectedly drops.
Like, when restarting... or when killed.
Look,
stop the service it's running as,
and run it manually.
Try to reproduce the issue.
You can run it in screen if you don't want to keep a terminal open.
it definitely isn't killed because i'm still seeing stats and console logs coming in when that happens
Can you please run it manually and reproduce the issue?
ok
oh yes, its working now.. looks like i forgot turn off my mods
thanks for the help @blazing halo
appreciate it
Ah, so my assumption that you were in-game was incorrect.
I'm glad it works now. Have fun!
ty for all your help
I'm happy it works. Hope you get many hours of fun. :)
Hi, is it possible to download a server map file directly from the server browser
by clicking 'save' does this do what i think it does
It saves the game
Im confused as to why there are autosaves though
You can upload a save, and the UI to download is on the TO-DO list, but it isn't currently in.
Because you may always want to keep a particular moment in time? The auto-saves are rolling, meaning: they get overwritten as time goes by.
so i assume I can just take the last modified file?
Yes.
Or you can make a manual save named something recognizable, and take that.
Because the option is there.
Alright thanks
what's the recommended way (if any) to regain items lost thru a bug?
Depends on the bug.
missing inventory?
Could you describe what happend in a little more detail, please?
Sorry about that, my friend logged on today and he said his inventory disappeared but was stilll in the correct place he logged off at
server hosted on ubuntu, auto start / stop everyday via systemd process
the only thing that I think might have caused it was i pressed 'save game' here. after i joined the server, the server crashed, so i restarted it. (but I still had my inventory)
He'd still have his old inventory... This would be a first. If he was around the HUB last time, it's possible he got a new body. Ask him if his hotbars (the build bars on the bottom) are reset.
always offline in game client. i restarted gameserver but still
For starters, I'd love to get the address and port of the game server to confirm that it is indeed running on the specified configuration.
sorry for asking
but when i trying to add new server same ip it connects. but progress is from start
my server sometime the conveyor belt will disappear
become Transparent
is anything can fix this?
Please provide the address and port, so that I can test it.
I've heard of this, but very rarely. And no, I don't think it's fixable by anyone other than the developers.
nah nvm its cucked up ill start from scratch i was at tier 4 so no much lost
We still don't know why it's broken. I have a suspicion that GPortal simply doesn't allocate enough RAM... but what you say is confusing. You say it's "always offline", and then you speak of losing progress. These two statements are in direct contradiction. An "always offline" server cannot be played on to have any progress to lose.
no no it was always online while i was playing
but yesterday it went offline
in server manager
Hi, i have opened and run a dedicated server in docker, how can i how back the save file so that i can use it like playing local?
i exported the image from the docker
it doesnt have any save file under saved , saved/server
Hmm, if I remember rightly, it was somewhere in Config or something.
I think.
At any rate, it's in there somewhere.
If you still can't find it, try this: save a game manually to something recognisable, like FIND_ME. Then, search the filesystem to find a file named FIND_ME*.
um i was successfully saved to different name
but how can i get it from docker?
i cant find it in the volume
Look in config.
sorry i am new to docker, how can i access the volume inside the container?
mount another folder inside the container, shell into the container & copy the files from where they are to the mounted folder so you can pull the files out
there's probably a more efficient way, but ๐คทโโ๏ธ
so i just mount it using terminal of the container?
oh hey, more efficient way: https://docs.docker.com/engine/reference/commandline/cp/
Thxs man, i can get them now
the way docker volumes work, you can more-or-less permanently have a local folder mapped to the container so you don't have to use the docker cli to copy it out if you need it
ya i saw it before, but doesnt know how to make it work
actually my main problem is after setting port forwarding, my friends cant join the server
Do you use IPv6?
umm i think i see them both in my network
What about your router?
Anyway - I will assume you're using IPv4.
Is your WAN IP public?
ya , my router is connect to my ISP router, and both router i set port forwarding
Is your WAN IP public?
i think is should? i use the ip from whatsmyipaddress
Go to your ISP's router's configuration pages (I assume it's the device most immediately connected to the link?)
and find the WAN IP.
Let me know when you've found it.
ya i found it
Is it the same as the IP given to you by whatismyip.com?
yup
Okay, your WAN IP is public.
Congratulations.
Are you willing to give me your details, so that I may try to connect to your server with my test tool?
but maybe wait for a minute, the server is still starting up
Ping me.
do you receive?
The address, yes. What about the port?
Is it default?
Ah, it is default.
I can reach port 15777 and 15000. I am unable to reach port 7777. Your players will be able to add the server and use the password to authenticate, but will possibly be unable to join the game itself.
Does that cover the issue?
OH let me check the port
Let me know and I'll retest.
I am now able to reach all three ports. If you changed the setting, it is now correct.
It should be reachable and joinable, yes.
Unless you are affected by a particular DTLS handshake bug, it should be good.
(and you will only find this out as people try to connect)
I am unable to test this myself, because I am affected by this bug, so all I can do is test using tools.
Can one see, that the DS is hosted on a potato, rather than a "machine" somehow ?
much thanks
If it's hosted on a potato, it will quickly become self-evident.
โ
But it can also be seen in the server's TPS: if it stays under 30 for long periods of time, that's also pretty obvious.
Long save times on relatively small worlds also indicate a potato CPU.
How "potato" are we talking here?
i run mine on a windows VM on Vsphere. Tried linux, but i am too stupid for that it seems. So far i gave it 4 cores and 16 Gigs of RAM. Theres 8 Cores left if neccesary and some more Gigs too lol
More cores won't help. Single-thread speed is king for Satisfactory.
2.0 GHz, turbo 3.2 GHz, 6 cores, release date around late 2014?
yup
main use is actually TrueNAS
So far, for us 2 players it runs great
But you know, improvements are always possible ๐
Not sure how it rates for MIPS, but yeah... that's a potato, at this point. At least for an Unreal Engine server.
Be aware that the first solid sign of trouble will be your save time exceeding your timeout values (default: 30 seconds).
I see. Save times can be found in the log ?
Yes. Keep an eye on that.
Will check right now
Regarding Mods ? for dedicated server Is this the right channel ?
It is. Mods currently do not support the DS.
OMG, my save takes a whopping 1.765 seconds lol
There is also a modding Discord server you may join and ask about DS support there.
Ahhh, yes. Patch applied. {"time":"2023-01-01T14:36:39+01:00"}
(it was previously reporting the month as 00 because tm.tm_mon is actually 0..11, "months since January" ๐คฃ I wonder who was high when they wrote that spec...)
Any reliable host services known of?
There is a tool that exists to add mods to a DS, correct? Have you messed with it at all?
I am not aware of any such tools.
Link me up?
Though what I am aware of, is the fact that most (if not all?) Satisfactory mods in existence have a common dependency: SML. And SML is not DS-compatible.
I messaged you privately. AFAIK its a "WIP", probably waiting for 1.0 before any real strides are made.
Ah, yes - ficsit-cli. I'm aware of it - it's the CLI counterpart to SMM.
It still doesn't change the fact that it's only a manager for mods, but it doesn't do anything to make them compatible with the DS.
Interesting
The key issue is still SML not being DS-compatible, and thus failing to load - making all of the other mods that rely on SML to fail as well.
so any mods that don't rely on SML will work?
which I assume the list of those is tiny
In theory, yes. In practice - no. SML is not the only issue.
Another issue is that you need to build your mods against targets. Single-player/Windows is one target. Dedicated Server/Windows is another. Dedicated Server/Linux yet another.
A complete toolchain exists for the first one.
Not for the other two.
In short, it's not currently very possible to compile a mod against the DS.
The modding community is working on all of these issues. But the progress is slow.
However, I am told there exists a very experimental version of SML that can load on a server.
I don't know how feature-complete it is, and it would still require mods to be recompiled for the server targets... but there is progress being made.
Oh I have no doubt modding will be in full force on DS eventually
I am cautiously optimistic.
In general, it is coming... but it's not coming very fast. It will get here, eventually.
But the key take-away is: work is being done, and progress - if slow - is being made. So it is coming.
hi
Happy new year all. Hey is there any way to see how many objects been built on your server? Read a little bit about how theres a 2 million object limit or something. Thanks
Iirc the stat commands are not exposed to the user so there's no way to tell
You'll know that you're at the object limit because it'll crash
Once you're there you can change the object limit from the ini file
yeah i got said logs after a little work
and im seeing that on the server logs it says my uniqueid is invalid?
is 16 GB of ram enough for hosting a server and playing on the same setup?
You'll be about on the limit.
so I have 32 GB and I'm thinking of doing the same thing. Would it be dumb to try running my game on the server locally on the same computer?
I want to be able to have the world running in the background without needing to AFK in the client.
It should work on 16GB and more, but the CPU resources will be shared between server and the client, so it may affect performance. You'll have to find out on Your saves.
tried using the script on the wiki and i keep getting this error from sudo systemctl status satisfactory
Sooo, my console keeps spitting out
LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetPossedCharacters_outPawns' of length 0 in '/Game/FactoryGame/Events/BP_EventSubsystem.BP_EventSubsystem_C:ExecuteUbergraph_BP_EventSubsystem'!
While crashing my game with various different exceptions. Latest being Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Any takers?
Reverted to yesterdays save, seemingly things are fine now. Just a few hours lost ๐ฅฒ
in Multiplayer game menu -> Console: FG.AutosaveInterval 3600 where 3600 is seconds
i told it to with the command but it still isnt
Manual save works ?
Then it's problem with Your installation - permissions, docker volumes, etc.
I have two machines running server(s) one is a 1U rack server that has port configurations for two servers and one is a laptop with configurations for one server. The laptop has a much better processor in it than the server so Iโm in the process of converting the old laptop to be the new host for satisfactory.
For the port configurations I used the default port settings as the starting point (SatisfactoryServer1 7777, 15000, 15777) and for each server iteration Iโve increased it by one. SatisfactoryServer2 7778, 15001, 15778, and SatisfactoryServer3 7779,15002,15779. SatisfactoryServer3 is ran on the laptop and is the one of main concern, however I would not mind figuring out the issue for SatisfactoryServer1. For whatever reason I am actually able to get to SatifactoryServer2 with no issue from โoutsideโ.
As for local access to the servers that is not an issue, I can get to them just fine with the different query port and local ip.
Iโm using NSSM.exe to run them as a service and the CLI Iโm using for Server3 is as follows:
-ServerQueryPort=15779 -BeaconPort=15002 Port=7779 -log -unattended
For Server2 on a the other machine Iโm using:
-ServerQueryPort=15778 -BeaconPort=15001 GamePort=7778 -log -unattended
And for Server1 just because:
-log -unattended
Iโve used both the arguments Port vs GamePort on Server3 to see if it made any difference and it hasnโt...again Server2 is the one that Iโm able to get to from an external connection. Iโve also tried to edit the engine.ini config to use the differing ports but it also didnโt make a difference. Ive removed that from the config for now.
I've used online port checking tools to try and verify if the ports are open, and knowing that Server2 is open the port checker tool still fails and says the port is closed...so I'm not sure of a reliable way to verify port forwarding is or isn't working.
i run a dedicated server and i caannot seem to get any of the vehicles to follow a path automaticly is this a known issue or is there something i have to mess with in the server files
Open port checker can fail due to its UDP port which is not reporting if package was delivered
Best to understand via gifs ๐
Yes, I like animated pictures ๐ Is there a way to check if a UDP port has been opened correctly?
Kad has a script
might seem a bit far fetched but had some player id issues and had to quickly modify a save file to edit in some items that were gone, and had trouble loading the save but then removed all saves but the modified one, and now the server is on a constant boot cycle and wont start. Have this same error in my logs. has it been fixed yet. and should i just send my entire crash log?
Hi guys! I'm not playing on experimental, but anyway... The bug started to occur not on my side (client), it is happening to my friend (as client). On one part of the map (one chuck) he starts to have problems (frezzing, etc.) until it eventually crashes... And the interesting thing is that one user already had that problem (on the same grid/chuck) on that part of the map.
yeah, if its open correctly, the service works ๐
Has anyone tried to find your own server but can't, although your friends can... so you connect to your work PC at the office, and it's up and you can connect...?
I have two machines, one apparently runs the server smoothly, the other however, can't see it. side by side, same network.
How are you trying to connect?
through server manager, with the public ip
Use your private ip
If it's on the same network
that's the local crap
Yeah, if that's the servers local ip use that
server appears to be offline
one sec, restarting server
it's verifying install
I'm dumb.
it works just fine with EPIC launcher.
false alarm, sorry.
I guess my only gripe now is how the hell do I turn off the holiday events in server
@wraith galleon Got one of these to be able to force restart my main pc or the server from WAN so I could be anywhere and just login into it and cut the power for the pc and restore power and the pc just boots back up very handy imo and it can also ping devices or websites and if it doesnโt get a respond it will automatically cut the power off and reset it
this is the interface
how do i fix this?
im using my pc at my dads place to run the server and i play from my place somewhere else
im using the epic games dedicated server app
did you give the server time to start up
itll say its online before its really online
hmm yeah
yes i did
hey is dedicated servers tool on steam free or only included with the game ๐ค
I'm trying to set up a seperate account to run the server on another device while actually playing on my main pc, but because of how steam is I can't be in two places at once on the same account
Free on steam, steamed, and epic
ah, thanks :)
im just reinstalling the server completely deleting it and seeying if that works
I just realized that my message didn't send earlier
You want to run steam in anonymous(logged out) mode
?
Wrong reply or is that something with setting it up
tbh I know nothing about actually setting it up yet I just wanted to go one thing at a time, starting with if I can even get it to work on my laptop
use this wiki: https://satisfactory.fandom.com/wiki/Dedicated_servers
it has everything you need for a basic setup
it worked
Is this how it's supposed to look?
Never mind
I get that error for some reason
hey we get the same problem and we have been tru a few thinks and we also dont know how to solve it
https://discord.com/channels/370472939054956546/1059909561907150868
@terse thistle You may want to keep an eye here too
if you are running if off of a 2nd pc ( i did that) which gets assigned dynamic IPs you have to find your PC's IP and launch the server with that command
also experiencing the same issue with my server which is from 4netplayers, also tried gportal, both the same
Itโs a dedicated IPv4
it only happens when i place things or delete things too quickly
the server crashes and im in main menu...
when i notice the lags, i go to main menu and log back into server and everything is fixed, seems like bug in client
are you able to control the launch command? maybe you just need to add the IP into it cause it seems like you are able to ping it but has port issue, also if you need to open up the ports too 7777,15777,15000
bolded what i had to add to mine: start FactoryServer.exe -log -unattended -multihome="ipaddress"
for what i know it only happends wen the server saves, or it looks like it
I used the steam GUI install, maybe I can edit it in the command line options? Also all ports are open but filtered to allowed apps
Either that or I can open a command prompt in the folder and run the exe + args off there
@turbid tendon Didnโt work with the multihome ip, I get โCreated socket for bind address โip port blah blah blahโ โ
But still NAT Detection Failed
when you add the server via the game on your user account are you able to claim it and create the world its just connection issue now?
nope
@turbid tendon any other ideas?
If you are running the server out of your house than you need to use the local ip address on your server to connect to it, with the same port of 15777. for others they would use the network ip. if others have issues connecting you may need to forward the ports from your router.
Remote static IPv4 Address for my server
Do I need IPv6 or is just IPv4 good enough?
Anyone else's game keep crashing while using jetpack at certain places? Didn't notice this behaviour while single player
Hello, can someone tell me when there will be mod support for dedicated servers?
Can I move a save that I have been running on my computer onto my home server to host it from my home sever?
Yes, you can exchange all savegames between the computers. Just load the save
Is this the right place for help setting up a dedicated server?
yes and here a link: https://satisfactory.fandom.com/wiki/Dedicated_servers
I have tried that and still having issues
I am not even sure what a good launch looks like - that is just the first colorful flags that pop up
see DM, cant post Link to Steam-Wiki
reviewing now - thanks
Hopefully last question I will have. Does anyone know where the port is saved in settings? I want to change it so that when I start/stop I wont have to type it in
engine.ini (but it is also in the first link I posted to you)
Port=<portnum>```
and
ListenPort=<portnum>```
Hello,
I'm trying to figure out how to invite my friend to my dedicated server I made via Steam Satisfactory Dedicated Server. They aren't getting my invite and idk how to find my address since I just did what the official Satisfactory YT said to put (localhost).
Where do I find an address to send to my friend?
I believe this is it! Ty pinned messages
Well now my friend just has "Server Name Pending" for a very long time and that's it.
So I followed this exact thing.
Does using 'local host' as the server address not let me use an IP to give to my friends?
Something I've also noticed. In this "Game Type" it'll always revert back to 'Private' instead of "Friends Only" does this matter?
Update: I've used my router IP and I connect, rather that using 'local host' but my friend still can not connect.
I am renting a G-Portal server, and for some brainfart reason I choose experimental.
Is it possible to save and convert the save and put the server back to normal?
check ure Firewall
My friends are saying my server is offline, but I'm running it on my pc and I'm in the game currently
checked the port in server settings it matches the server :/
Not a modding server, not allowed to talk about modding unfortunately
If you have access to the files then maybe as long as you copy over the correct stuff and not other stuff
Probably an issue with your firewall, open 7777, 15000, and 15777 as UDP open In/Out
tbh I dont understand anything with that, I turned off my firewall entirely for a bit to see if my friend could get in at all, but I'll see if I can find anything with this UDP in/out stuff
Open windows firewall, create rules for inbound and outbound, follow the guide that is integrated
I have access to the files, how do I know whats right and what isnt? :D
Iโm not sure the exact difference between the two saves, hence the maybe
Just created a 15777 as UDP for both in and out, he says it still won't open
Made one of both in and outbound for 7777, 15000, and 15777, all as UDP
Nothing blocked
In the server logs are you seeing the connection attempts?
Im not sure where to look for that, I have logs in the steam launcher to make sure it's recorded but I don't know where it actually shows up
found the file, don't know what Im looking for inside this all
ugh hold on it might just be better to go from scratch and follow something instead of trying to go solo on a buncha this stuff ๐
cmd > ipconfig > Look for IPv4 under the correct network card, let your friend insert that with the port 15777
I believe thatโs how to do it, thatโs usually what I do when creating minecraft servers. I havenโt hosted a server on satisfactory tho, but itโs worth giving a try
oh do I give them IPv4? I thought it was just general current IP
Cause wiki says you can just look up on google "what is my IP" so we tried that, but the IPv4 looks different, I'll give that a shot
I guess you could try it, yeah. But as Iโve said, Iโm not completely sure.
Worth a shot anyway ๐
hm
it worked for me, letting me add my own server to the list instead of just using localhost like I was previously, but my friend still says offline... I'll just check some full walkthrough I suppose
Yeah, do that. Sorry I couldnโt help more!
dw, even just that little hope for having it show up for me was a step in the right direction lol
One through tho: is your friends firewall configured to accept incoming and outgoing traffic to Satisfactory? Maybe itโs their firewall that is blocking them from joining
Thatโs also an option
Another option is trying uninstalling and reinstalling the whole server, but reinstalling it through SteamCMD if you went through epic or steam GUI before
yeah I went through steam tools first but I'll try steamcmd
I'll have a look into it at some point maybe, but had 2 friends trying and neither could get in :/
ipv4 will likely return an internal IP vs external if they are on a router
the log file should have traffic with timestamps for when they are trying to connect and spit out some sort of error if its making it to the servers authentication process. i am currently on mobile so i can't make a quick example of a failed connection
What is my ip on Google usually is correct, but sometimes itโs not
They can go to command line and do โโipconfig /allโ and find their wireless or Ethernet adapter and find their external IPv4 address that way
Thanks for all the help. Remenants of an old game server and settings were complicating me getting it working. Once I figured that out I was able to get it going smoothly. - again thanks for pointing me in the right direction.
Hi, sorry for my english. I have make a debianlinux dedicated server, and I can join in my local net (192.168.1.x) but I can't join in my internet public adress (82.213.193.39), can somebody try to connect for know if works or not, thx, sorry again for my english
You probably need to port forward from your router
mmm would be, game machine and game server machine are in the same router
i have forward ports to gamer server machine address
but i can't reforward another machine in the same router uff
the message server is: [2023.01.04-16.35.38:989][793]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.
I run with -NOSTEAM
and they are 2 machines, but they are in the same router
i did similar but window's machine (old desktop) and i connect via local ip of my server machine but i had to launch the game server with local address being assigned.
example:
-mulithome = 192.168.1.x
my start statement example:
FactoryServer.exe -log -unattended -mulithome = 192.168.1.x
on top what others have said have to ensure udp ports are forwarded
thx, @turbid tendon interesting parm. -multihome
having issue connecting anyone able to PM me with some help
how do i get a detecated server on early access
you can download the steamcmd by googling dedicated server
Hello peoples. I'm trying to set up a Satisfactory dedicated server and I'm not sure what to do next. I've downloaded SeamDMB and installed the game through that, but when I go and try to run it through either through the terminal or steam, it stops and tells me there was an Segmentation fault error. I found a forum post about it, but I can't seem to wrap my head around the solutions they came up with. They keep mentioning a start_server.sh script, but I can't find it nor make one. What do I do? (Link for q&a post https://questions.satisfactorygame.com/post/61830ac5831c852052359b8e)
I'm using Ubuntu if that matters. I can switch to any other distro if needbe
@little bronze sorry for my english, i had the error Segmentation fault error in debian bookworm 12, my solution was to change microprocessor because my old amd phenom II can't run some needed satisfactory cpu instructions. Now same installation, but with amd ryzen 7 2700X works fine.
Oh, does the server stuff not run on intel CPU's?
no no, not is intel or amd, is some older amd and intel models only
so i think clearing a blueprint is causing a server crash, is there any fix? ```[2023.01.04-23.59.53:859][351]LogGame: Buildable registered player change. BUILDABLE buildable = Build_BlueprintDesigner_C_2147329644 -> Player player = Char_Player_C_2147297318 : IsAwake isAwake = ture
[2023.01.04-23.59.53:859][351]LogGame: Buildable registered player change. BUILDABLE buildable = Build_BlueprintDesigner_C_2147329644 -> Player player = Char_Player_C_2147297318 : IsAwake isAwake = ture
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 21 from an array of size 21
[2023.01.04-23.59.55:147][375]LogCore: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 21 from an array of size 21
Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554
CommonUnixCrashHandler: Signal=11
[2023.01.04-23.59.55:166][375]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.01.04-23.59.55:167][375]LogCore: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 21 from an array of size 21
alright Im back, still wont work even after doing it all from scratch and following what a guide told me to do. I don't think it's firewall stuff cause my friend has it set up correct as well and the server still showed up as offline for him
Hey all, Have a strange issue with a windows 10 dedicated machine for Server running experimental build: Have it working fine however I cannot find any .ini files anywhere on the drives at all.. So this is the engine.ini and game.ini as an example. have run a search within command prompt as well just to confirm windows search was not doing something weird.. any changes made that would cause this for a brand new install via Steam?
Hey Gallerine, One thing to check for too is double NAT.. this can be due to internal setup if you have a complex network or more likely something that your ISP does to minimize on IP address allocation. There are guides on google around detecting this and you should be able to confirm with your ISP provider as well. its a long shot but would be worth confirming given you have tried almost everything else ๐
I am having an issue as well with the dedicated server... In the .bat file I was able to add -multihome=(Local Machine IP here) and it would select that IP and run through it , but apparently now out of nowhere, it crashes the cmd when trying to start. I need to know how to set the IP I want used inside the launcher. My server has Multiple LAN ports
I might be asking in the wrong channel, if so I apologize
Inside the .bat file looks like " FactoryServer.exe -multihome=192.168.1.102 -log -unattended " no matter where the -multihome is placed, the launch process of the server crashes instantly both .bat windows vanish its only when I remove -multihome completely does it launch and run
Hi, I'm hosting my own dedicated server on proxmox, with debian container. They work great, but there's something quite weird happening that i dont understand. Here it goes :
- I can play normally from my local ip. Able to login first try.
- When my friends try to join the game using public ip, they are having a hard time connecting. It needs 3-4 tries before they eventually able to log in.
- Sometimes the server restart (satisfactory.service) when someone is joining and rolling back to last previous autosave.
- I already double-check every port usage, open the port & forward it, turn off the firewall,.
The spec for server is :
- i3 9100 - Assigned 4 cores (but i dont see cpu usage above 33% idk why)
- Assigned 12GB of RAM ( average usage is 8.3 GB)
- 64 Gb of SSD
- Firewall is pfsense. I think port forwarding is working as intended, i used port forwarding also for my minecraft server in the same VM.
anyone having same issues? thank you in advance. I'm having lots of fun playing this game!
I'm also on Proxmox but have no such problems. Have You seen this #multiplayer-troubleshooting message re pfSense rules? DS uses up to 40-50% of total CPU resources assigned when x > 2 cores.
Yes i've configured my pfsense based on those guide.
About the cpu usage, i've never seen 40-50% usage. Average is 33% on 4 cores, i'm not quite sure why. I've tried it on different proxmox node it act the same
Maybe because i'm just 100 hours into the game and not having enough factory yet so it doesnt hit 50%
going to take a guess my issue above is a developer issue, cause there is nothing wrong with my server, i have deleted and reinstalled Satisfactory server multiple times, adding -multihome=(IP) to the .bat as described on the instructions causes crash at launch.
I guess so too, i dont have any problems with the unstable state, since we all know it's experimental. I'm just making sure the problem isn't caused by wrong server config. Thanks you for the discussion
Here are the cpu usage graphs, player number varies between 1-4 people
I think the server only use single core for 99% of the time and relies on fast IPC
are you talking to me Dosanss ?
Um yes, sorry i thought you were replying to me.
No...
My bad ...
I had presented an issue of my own last night and no one has replied to it... I am having an issue with the server crashing at launch when trying to use -multihome=(ip) in the .bat I have to be able to select a physical IP as my server has multiple LAN connections.
-DisablePacketRouting have You tried this instead of -multihome=IP ?
I'm not having those issues when using multihome=ip. And im also using dhcp, but the ip is static assisgned by router
Isn't disable packet routing automatically engaged when we use -multihome=IP
If -multihome is crashing DS, then what happends with -DisablePacketRouting on multi-NIC server ?
I would simply disable all remaining NICs to see what happends..
I guess its worth a try
It needs to be able to use -multihome because I have multiple physical connections, and its not defaulting to a single connection. this is causing people to get timed out when trying to connect. -DisablePacketRouting does not assign a single IP to the server. this issue did not start until after updating Satisfactory. So I am going to assume its a bug that has developed that the devs need to iron out.
oh... that sounds... complicated. I'll have a look into it though
Does the weather not work on dedicated servers?
it does not
ty
Will a server run on an ARM processor?
It will.. be crashing as hell. Just don't do it ๐
On what Windows version this occurs and how many interfaces are active ?
I didn't think it would even run
Does anyone use gportal for there server that could shed some light on a issue
It uses libraries that aren't licensed for use on arm
it's ARMing time (best part of the movie imo)
getting a timed out error when initially trying to connect to an external dedicated server through the server manager, any tips?
I am only hosting one instance of Satisfactory, its windows 10 , But I have other services my server performs, its the main relay for my Remote desk stoftware (rustdesk) and a Video server
For example, in the start.bat if I have FactoryServer.exe -log -unattended -multihome=192.168.1.102 it will crash soon as it starts to load the server environment
if I take out the -multihome=192.168.1.102 it will launch and run, but being there are 4 LAN ports on my server, all Four connected and mandatory, it will not let anyone connect... they just get a connection timeout. This error did not start until after the latest update.
Probably app like ForceBindIP could help in this scenario as it may bind .exe to specific IP, like workaround for multihome. In the server log there should be information on what IP the server is listening.
are you giving it time to start up? it says it's online before its actually ready
Hi everyone, could someone please help me with dedicated server hosting? My Vodafone router is IPV6 only, and when I host a server one of my friend (and me) can join with my ipv6 address. However my other friend canโt see the server, probably because he has on old router which doesnโt even know ipv6. Is there a way to force the server to use ipv4, or any other workaround? If I check my ip online I have an ipv4, but the server uses my ipv6.
I'm no expert with servers, but you might want to try -multihome 0.0.0.0
And with multihome 0.0.0.0 what IP should I give others? my public IPV4?
That would be my guess
As I said I have little experience with dedis
hey all! Are there some people with servers who i can join?
I'll try it and let you know the results
is it only my server, or is dedicated unjoyable atm? constant server crashes when building or deleting stuff?
I've tested this on WinSrv machine, it doesn't crash. Something messed in Your env. Please note the server itself requires: Net.Framework 3.5 and some UE4 libraries, it installs them on first manual startup, eg. D:\SF>FactoryServer.exe -log -unattended -multihome=xxx.xxx.xxx.xxx
I see no problems with deleting stuff... so far.
-multihome=0.0.0.0 no equ mark will cause this setting to be ignored
Lol yeah
For example, I'm connecting over VPN to my server, so I'm reaching it on LAN IP. But my cooplayers join it via public, so I'm giving them my public IP. Both method works.
it also happened when dyeing stuff to concrete
Thanks for your replies, I found the issue...
whenever i try to save any blueprint my server is now crashing, does anyone know how to fix this issue
Clear the designer and see if anything stays behind
If it does, remove it manually and try again
yep some stuff did
the blueprints i used in the blueprint appear to have been causing the crashing
time to redo all of that
Its not the actual blueprint
It's just glitched items in the designer
I just started having that same issue today. Were you able to finally save your blue print? I have created others with no problems just today it started crashing when saving.
Looking for some players
!lfg
Did you try my recommended fix?
Looking for a bit of help. Iโve set up a stramcmd local server for me and a mate and Iโm able to join the server with no problems on the same network however when my friend tryโs to join it says โthe server appeares to be offlineโ
The ports are open on both my router and firewall. Any ideas? Thanks.
I'm considering buying the parts to build a basic server pc for satisfactory max 4 people if I had to guess but I'm not sure what I would need to run a server consistently and with no sort of studdering/lag
Hey guys, I'm playing together with friends on a dedicated server and we're struggling with shared standard/pipes/... colour schemes. Whenever I set mine it's also changing for all the other players. Is this a setup issue or do we have to live with that?
Probably this bug i reported 3 weeks ago (which i later found was reported 3 weeks earlier than that). The server crashes frequently enough that i quit playing until it gets fixed. it sucks because i wanted to do Ficsmas on the server, but the bug has existed during the entire event.
https://questions.satisfactorygame.com/post/639f75215298eb579df0830f
i think it basically crashes randomly when making changes to buildings. The callstack indicates an issue with a rain occlusion actor calling ResolveOverlap when some array is empty.
Wish they woulda hotfixed this before the event ended. I was really looking forward to using blueprints. Also quit until this is fixed.
Blueprints basically unusable on dedicated servers
Hi, im using blueprints on DS and it worked fine
Howd you fix it?
To my knowledge if you change the color scheme inside the customizer, all buildings currently using that color scheme will be changed.
I believe the "Custom" color swatch will set that color directly to the building, and is unaffected if changed.
Perfect thanks
yes you can chance that in the dashboard from G-Portal
hello everyone why i reconnect in server it spawn me for a new character ?4
If I change it from experimental to normal, the save dissapears.
Never fixed it.. my DS is quite new, i started with new save. It just works
Hm. Gonna have to give it a go
Unless its something else, its a known bug. Should be a player model somewhere near where you logged off. If you kill it [takes quite a few hits] itll drop the inventory
If its not there you may have to relog, if its still not there come back here. Lol
That process of finding your body to kill it can take forever if you went far, now I just load he last autosave on the server and I'm back in my body
I hosted it with multihome=0.0.0.0 and even I couldn't see the server using my public ipv4, could there be any other solution? @desert walrus
i havent gotten it working, i gotta rebuild the whole schem first
log in to the ftp server and download the files first
Ill try that, thanks man/woman/random entity on the interwebs
Yes. It took a couple times but manually deleting fixed it.
is there any way currently to get api calls working on a dedi server?
if you force ipv4 you wont be able to join, you just said your router is IPv6
so it wont even connect to the internet if there is no IPv4 and you force it there
Same way you would in single player
Q: why put multihome=0.0.0.0 instead of your internal LAN ip (or WAN?)
It is generally used (within this context) to specify to listen on all interfaces, instead of a singular interface
if I only want one interface I would just specify my internal LAN interface (I have a VPN interface as well)
Correct
sorry for the late response, it started working shortly after the message. but just now today it stopped working again, usually i would just keep hitting retry and one of the times it would allow me to connect but now it doesnt anymore. after so many attempts, it eventually just says the server is offline in the game client even if its online
and yes the server has been up and running for at least 48 hours by this point
have you tried rebooting the client after it said the server was offline on it?
yes i have, it just repeats the process
Ok noob question, sorry I tried to google this and got lost. I am running the Steam Dedicated Server and it seems like it's running, but how do I figure out the IP address to add it to my server manager?
I am running it on the same box as the game is being played
you dont add the IP address; its already there
Ah nevermind then. i guess it not running
use the number next to this link whatismyipaddress.com
I need to figure out how to forward these ports I guess
I am having issues with the port forwarding properly as well. I follow the same process as for a minecraft server and it opens just fine, the port will not open for satisfactory though
I can connect on LAN, but trying to connect through my external IP it fails.
I have checked listening
are you using UDP?
I have tried just UDP and both TCP/UDP
for the 3 ports recommended
I also check listening UDP ports through PowerShell and that looks normal except sometimes there is an additional line.
ok I got mine working
and it runs great!
my wife is able to join using local IP and my friend can play using my regular ip
nice!
yeah anyone on your network should join via local IP, off network can only join using ipv4
ya I can connect locally, but no one can connect externally? Port forwarding has been done but doesnt seem to be working.
which ports have you forwarded? and are you using udp?
yeah why did you add more ports
they were relevent to steam, figured it wouldnt hurt. Didnt work with just the 3 I can change back though
yeah change back, and remove the TCP ones
ok
no, mc server is not running and typically I would run that on the 192.168.1.91 device. 1.159 is the sf server and is the only one currently running
and youve had people connect externally to the mc server before?
I went into device info on windows and found my machine name, then matched it to the one in Asus router
For the internal IP
yeah, although keep in mind it can change
you might want to look up how to assign static IPs for your router
If it changes I'll just go check what the new IP is and fix it
yes, and also that port opens just fine (although it only opens when the mc server is running)
my IP's never change unless I reset the modem ( or whatever it is called). I can look into that though. Would that still cause an issue if the IP is no actually changing?
and when you say static IP's for the router you mean static for my other devices or for the router itself? My devices are static right now and my router is always 192.168.1.1
Ran into the same problem, server core dumps every 6~12 hrs.
Is there a fix coming soon? This is the most critical bug for dedicated server now.
It is really frustrating that server will randomly crash and saves get roll back for several minutes.
is it rain crashing? also if you have an auto start script its not that big of a deal
for the router yeah, so this should be fine
do people off network get an error when joining?
I'm not aware of raining. I'll keep an eye of it next time.
I'm trying to open the recommended ports on my PFsense firewall but I can't connect from outside to my dedicated server. Locally it works perfect. Any suggestions?
it doesn't display on dedi servers
i using ubuntu server
are you using udp?
Yeah I suppose it will shown in-game raining.
no
I configured them in UPD then tcp&udp and I had no result
it doesn't
my isp address is public
it doesn't?
what ip did you forward the ports to
yeah, that's why the crashes seem random but aren't
The server ip address
yeah so change them back to just udp
What do you mean of "rain crashing"
basically, the game makes things wet when it rains. to do so, it first makes a list of things to make wet, then executes that list. if you delete or change something on that list before it executes it, the server will freak out and crash
@vague marten are people off network getting an error when they try to join?
I already made the change but I can't connect. I've been looking for information for days
no, only offline when config in the server manager
So how can I know that it is rain that cause the crash?
@wintry meteor i try with my external ip adress and with my DDNS service
not too well informed on the matter tbh, afaik this is just what causes most weird crashes atm
and you can join on network, correct?
