#dedicated-servers

1 messages · Page 33 of 1

hexed plover
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im trying to connecto to my dedicated

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i got unet connection tick

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in my satisfactory i got the server seam to be offline

glad nest
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[2023.02.28-19.22.01:723][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
Seems to be some issues with your network routing
Are you trying to connect locally or through wan?

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but mainly i would recommend checking your internet / firewall settings when error like this appears

hexed plover
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The server is not lcal

glad nest
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would need to know platform etc to be sure

hexed plover
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Windows

glad nest
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so it is hosted by a provider or what

hexed plover
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No dedicated local

glad nest
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so suddenly it is local

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But okay; try to allow the ports in your firewall, or even easier for the sake of troubleshooting disable your firewall entirelyt

hexed plover
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The server is on home pc at friend house

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I can keep pc control via anypc

glad nest
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port forwarding

hexed plover
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Already done

glad nest
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Then I believe you should do the steps with firewall troubleshooting

hexed plover
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15777 777 15000

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7777

glad nest
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just disable it entirely and see if you get any difference

hexed plover
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I can't turn off other game already working on

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And player on it

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The son of my friend are.able to connect to server

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But he are on the lan

glad nest
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brings me back to port forwarding / firewall 😛

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or; what IP are you connecting to

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since you are going through wan you can obviously not connect through internal ip

knotty dove
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Hey everyone, I'm trying to setup a dedicated server to be available to my friend over internet, but it wont work. I'm able to play on my machine locally but my friend cannot add the server, I port forward everything in my router AND in the windows firewall, still nothing anybody got any idea ?

fading quarry
knotty dove
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only have the one provided by my isp

fading quarry
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Are you able to connect to your own server when you use your external IP address or only when you use the local IP address?

knotty dove
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we only try with the local machine IP adress, should i try my public one ?

fading quarry
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Yea in the server manager just try add your dedicated server with your public IP address

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I see from the logs that you run on identical hardware as I do 32GB RAM, Ryzen 9 5900X and 3080Ti, this is your gaming rig? If your going to run everything at ultra just be aware that you will be getting some weird crashes and performance is identical or even lower than running multiplayer, I assume you wanted to not have to deal with the crazy micro stuttering that comes with running multiplayer. I have tried running dedicated on my own machine for some testing but quickly found out that it was such a hassle and not to mention Dedicated+Game meaning you have absolutely zero ram left over meaning you open chrome and it is likely to instantly crash either server or game or both.

I also tried running it on a VM on my own machine as well as through Linux subsystem for windows.

knotty dove
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sounds bad already 😅 yes im trying to do both on my rigs

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think i will just abandoned the idea, thanks for the help tho

fading quarry
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Unfortunately 32GB is too little these days and also run game servers along side, but especially Satisfactory that eats A TON of RAM.

forest kiln
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just a quick question - someone was able to help me adjust the autosave interval on my dedicated server - is the fist time you do enough or do you have to do every time you join?

fading quarry
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You only have to do it once in the server manager console

forest kiln
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Copy that

echo hull
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Probably a known bug, but I'm unable to move the server from "Private" to "Friends Only". It just reverts

sweet crow
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Hello! I have exactly the same problem as this. I'm running the server on an EC2 in AWS, as soon as I try to "Join" world I get this error. I tried editing Engine.ini and adding

InitialConnectTimeout=800.0 ConnectionTimeout=800.0

So my section looks like this

/Script/OnlineSubsystemUtils.IpNetDriver MaxClientRate=120000 MaxInternetClientRate=120000 InitialConnectTimeout=800.0 ConnectionTimeout=800.0
but it did not work

sweet crow
sweet crow
waxen bloom
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I am having a hard time troubleshooting this issue, but I cannot log onto my server. I have 7777 15000 and 15777 forwarded and allocated. Both the client and server are on experimental. and this is the error i am getting...

signal valley
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I am having similar problems, and I have forwarded ports, and followed all of the troubleshooting. I'm trying to connect to a server hosting platform, not a personal dedicated server. In case that helps.

I can connect no problem, sometimes, but other times it just won't work. Sometimes PC reboot helps. I'm just curious if there's a way to troubleshoot further. I love this game and it frustrates me that I can't easily connect. All the other bugs are cool, this one is not cool. 🤣

fading quarry
# sweet crow uploading log file. I saw the IP port in use error but I don't think that shoul...

[2023.03.02-01.06.21:299][ 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.

This is where the server stops and sends kill signal.

[2023.03.02-01.06.21:300][  0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(0)
[2023.03.02-01.06.21:300][  0]LogCore: Engine exit requested (reason: GenericPlatform RequestExit)```
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Have you set up UFW correct?

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Also you are only running with 8GB RAM, you need at least 12GB free Physical Memory so it is likely that the sever will crash once you get past that port issue.

fading quarry
fading quarry
# signal valley I am having similar problems, and I have forwarded ports, and followed all of th...

You need to unpack a ton of information because trying to troubleshoot intermittent issues are on a good day at best extremely hard, without any information close to impossible and only guesstimates.

So you say you can connect no problem, under what circumstances is this? When server is empty, just restarted?
And when you are not able to connect, are there other players already connected? Are other players also having same trouble?

Please upload logs of when you are unable to connect.

glad nest
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At the docker image I am using i also have a environment variable; NETWORKQUALITY, by default this one is 3. How is this one regarding the ingame-clientside netowk quality setting?

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Is this the setting that will be synced with the clients when first connecting or will this be something else from the server-side

sweet crow
# fading quarry Have you set up UFW correct?

I haven't touched the ufw on the machine, here's the cat

` GNU nano 4.8

/etc/default/ufw

Set to yes to apply rules to support IPv6 (no means only IPv6 on loopback

accepted). You will need to 'disable' and then 'enable' the firewall for

the changes to take affect.

IPV6=yes

Set the default input policy to ACCEPT, DROP, or REJECT. Please note that if

you change this you will most likely want to adjust your rules.

DEFAULT_INPUT_POLICY="DROP"

Set the default output policy to ACCEPT, DROP, or REJECT. Please note that if

you change this you will most likely want to adjust your rules.

DEFAULT_OUTPUT_POLICY="ACCEPT"

Set the default forward policy to ACCEPT, DROP or REJECT. Please note that

if you change this you will most likely want to adjust your rules

DEFAULT_FORWARD_POLICY="DROP"

Set the default application policy to ACCEPT, DROP, REJECT or SKIP. Please

note that setting this to ACCEPT may be a security risk. See 'man ufw' for

details

DEFAULT_APPLICATION_POLICY="SKIP"

By default, ufw only touches its own chains. Set this to 'yes' to have ufw

manage the built-in chains too. Warning: setting this to 'yes' will break

non-ufw managed firewall rules

MANAGE_BUILTINS=no

IPT backend

only enable if using iptables backend

IPT_SYSCTL=/etc/ufw/sysctl.conf

Extra connection tracking modules to load. IPT_MODULES should typically be

empty for new installations and modules added only as needed. See

'CONNECTION HELPERS' from 'man ufw-framework' for details. Complete list can

be found in net/netfilter/Kconfig of your kernel source. Some common modules:

nf_conntrack_irc, nf_nat_irc: DCC (Direct Client to Client) support

nf_conntrack_netbios_ns: NetBIOS (samba) client support

nf_conntrack_pptp, nf_nat_pptp: PPTP over stateful firewall/NAT

nf_conntrack_ftp, nf_nat_ftp: active FTP support

nf_conntrack_tftp, nf_nat_tftp: TFTP support (server side)

nf_conntrack_sane: sane support

IPT_MODULES=""`

fading quarry
glad nest
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riiight...
Guess i have some more tweaking to do.

sweet crow
glad nest
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if the firewall is inactive it should not be blocking your ports 👍 calls for further investigations i guess

sweet crow
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If the firewall was blocking the requests, then I shouldn't have been able to connect to the server, right? I can access it, I get the error only when trying to join world

fading quarry
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well there is something preventing you from binding to 15777 and that can certainly be a firewall issue

sweet crow
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So, I stopped and restarded the service several times and it might be the port somehow remained in use. Right now, I turned off the machine, cold started it again

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Will try to join world and see what happens

fading quarry
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and UFW just seems to be a manager for iptables so there is a firewall on the machine

fading quarry
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might be a zero too much or little i have long since changed my configs to use the bandwidth that my internet connection has.

fading quarry
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You can confirm that its working if you see the following in the logs btw
[2023.03.02-12.06.30:892][333]LogGame: Initialized MaxClientRate == 26214400
And obviously the numbers you have set yourself, I have mine set to 25Mbit as that is the upload speed of my internet.

On my server I have not seen users use more then 3Mbit.

Also you can ignore this log message when a player connects to the server manager [2023.03.02-12.06.29:364][255]LogNet: Client netspeed is 300000 this appear to be hardcoded with the default values that Quality 1, 2 and 3 uses.

glad nest
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awesome, thanks for your help again!

sweet crow
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One interesting note is that when I try to connect to world and I get this error it also kills my SSM to the EC2 host, it stops responding completely and I have to restart the machine.

fading quarry
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I have however tried running game and dedicated server on same machine having 32GB ram, and it will just randomly crash for no reason because of RAM without any indication what actually caused the crash.

sweet crow
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@fading quarry Thank you for all your help so far! I will try a bigger machine, although seems surprising to need so much memory considering it runs on a dedicated machine, not on a local computer with shared with other processes

fading quarry
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Well a large save can easily take up somewhere between 20 and 30GB ram.

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Our medium size save take up 10GB Physical, 17.2GB Virtual as we speak.

sweet crow
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That's a gigantic amount of data for a save, I would imagine the save would be a text file, any idea what takes so much memory?

fading quarry
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The enormous amount of state that the server have to keep in memory, just imagine the amount of data that goes into every single object that exist in the world for a single item, multiply that by 100k - 200k - 1m.... and so on, eventually you can get to the point where you have to start modifying configuration files to continue to play.

signal valley
# fading quarry You need to unpack a ton of information because trying to troubleshoot intermitt...

I do apologize for being vague. The situation is different every time. By logs, do you mean that little screen that pops up? Where can I find them otherwise? It connects, eventually, but it does have problems both while empty, or while one other is connected. A restarted server doesn't change much, from what I can tell. I'm just not sure about what's going on at all, other than inconsistent connectivity issues. Sometimes it'll just say "the server appears to be offline" and just won't let me even try to reconnect.

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At that point, I do a PC reboot and it sometimes works, but even then it takes 3 times of retrying the connection for it to appear.

fading quarry
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latest log will always be FactoryGame.log

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That being said I do not think that this is a client issue at all but rather a hosting issue, are you using a Game Hosting Service that gives you a web portal, or a traditional VPS where you remote control the server and set it up yourself? And because this is intermittent I am leaning towards you are running on a service that is so heavily overloaded that it it unable to cope with the demand on the host system, does the server ever crash or you guys just randomly not able to connect to the server?

minor oasis
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"8:52 AM]Kites: As of Update 7 Dedicated Server needs at least 12GB RAM, seeing that your server only has 8GB it is likely that you are now just chasing your own tail with different issues when trying to run the server. I cant say for certain I have personally never tried running on such low RAM." < - Where is this stated?

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As of Update 7 Dedicated Server needs at least 12GB RAM

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source?

rich sigil
minor oasis
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I see. I was thinking it was in patch notes...

waxen bloom
red mountain
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does somebody know what this means?

frigid vapor
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anyone know if dedicated servers have a memory leak right now? i noticed memory usage would climb relatively high while not doing much on a server so as a experiment i created a fresh new server and left it running at idle without connecting to it and ram usage seems to increase about 1gb a hour, never really seen this in other games.

glad nest
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Can't really say i've seen anything like that.
How much did it max out at?

frigid vapor
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i spun up a server yesterday and me and another friend played on it for a few hours i think it was at about 6gb ram usage before i restarted it and went to bed for the night leaving it on and by morning it was at 14gb ram usage while still slowly climbing and i suspected a memory leak so i booted up a second server on my server machine to see if maybe a new empty idle server would do the same thing and it seems it does, it started at about 2gb ram usage and after a few hours its currently at 4

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i just never seen that high of ram usage on a server for how little was actually happening on it, im not sure if maybe the game just has a very high ram usage idling point or if there is maybe a small memory leak in the dedicated server, ill leave it running for a day or so and see what it climbs to

glad nest
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my server has been up non-stop for 5 days and is just at about 12gb so far, so i see nowhere near those numbers atleast

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Actually it's just 2 days atm, forgot i relaunched it to change some variables but still dont see more usage than 9GB at the moment with 2 players on

nimble sapphire
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honestly, I think this game has a mind of its own in terms of Ram. When you first connect it spikes, then drops, then grows then some report it dropping again

desert walrus
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It just uses what it needs 🤷‍♂️

loud minnow
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if you hosting on windows the reason you see drop is because of page files as windows automatically caches that info and you might see the ram usage drop... but if you dont have around 10GB of ram for loading in the map at startup thats when the server crashes and wont load the map and that what some people in here report sometimes

hazy sluice
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anyone able to install the server with the egg script. For me it goes into installing loop

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restarted and updated my panel and instance

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still no fix

hexed plover
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need help again

abstract ingot
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is it possible to load a dedicated server save into satisfactory? basically ive had a bit of time away from the game. i used to host a server for me and friends and we got quite the way into a world. i want to pick that save back up again without having to host a dedicated server for it

long grove
abstract ingot
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ok thjanks

glad nest
# hexed plover

what is going on here? "RemoteAddr: [::ffff:127.0.0.1]:50324"

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are you trying to connect locally or what is going on

hexed plover
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try to reconnect to last game i was on

abstract ingot
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so interestingly i cant get the server to start. i opened steamCMD whicch updated and then i ran the update for both standard version and experimental. i validated the update quit and ran. now every time i run the bat file it runs aload of code and quits

glad nest
lethal mauve
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Hey, would 10gb be enough for a dedicated szerver for around 2 players?

frosty gale
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Is it somehow possible to have mods on a hosted dedicated server?

crystal sinew
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Its there any way i can import Blueprints files to my Dedicated server???

lapis patrol
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Blueprints are saved on your computer I'm pretty sure

crystal sinew
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I try to import and i didn't work

crystal sinew
desert walrus
lethal mauve
desert walrus
alpine acorn
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hello everyone i havent played in a while and i cant remember the password to my dedicated server does anyone know how to recover it

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i cannot authenticate to reset it normally through the normal menues

fading quarry
alpine acorn
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where can i find this folder?

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is it inside the steamcmd satisfactorydedicatedserver folder

fading quarry
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Check wiki im on mobile rn

alpine acorn
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well thats a bummer the wiki says the same thing but not the locationm

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How do I reset the Administrator password?
In the location where you can find the server's saved-game files, look for a file called ServerSettings.port, where port is the server port number (e. g. ServerSettings.15777) and delete it. This will delete all server settings relating to passwords, server name, and session name, and you will be asked for a new Administrator password when connecting as when the server was first set up.

crimson crane
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why does the dedicated server have such high resource requirements listed. thats a quite hefty list. Does it really need that much mambo?

fading quarry
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And yes you need it.

desert walrus
fading quarry
crimson crane
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so you are really gonna have to run in on a dedicated machine, not your game machine

desert walrus
fading quarry
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so you need then at least 48 or 64GB ram.

crimson crane
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I am on a 3900X, 3060Ti, 64G, all SSD and NVME storage

desert walrus
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You'd probably be able to run both without issue

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Although, if I may ask, why do you want to use a dedi?

crimson crane
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just thinking about it....

fading quarry
crimson crane
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whats network bandwidth requirements like (though I run 1G so not likely to be a problem)

fading quarry
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by default its limited to 0.3Mbit but you should tweak it, especially once the save gets larger or your going to have to deal with severe desync and lag.

crimson crane
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oh..thats not much at all. crank dat bish up

fading quarry
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dedicated can be bumped up to 800Mbit, but in reality no client will ever consume more than 3Mbit from all my testing and now probably hundreds of hours of configuration and tweaking, at this point i keep using more time on the server than playing LOL

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I see clients use 10-12Mbit just as they connect but they never go above 3Mbit while playing.

crimson crane
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I was thinking 1.5 should cover everything you are likely to ever need, synch wise

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but even at 3 its negligible

fading quarry
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server uses a pool so multiply 1.5Mbit per client connected

crimson crane
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I dont like people enough to get a horde on it. lol

topaz hatch
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Has there been any info for modding dediserver?

fading quarry
topaz hatch
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Alright thx for the info bud, appreciate it👍🤘🏻

crystal sinew
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But 64gb For the other specs its overkill

orchid torrent
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Hello, I have the following problem. I have connected to my server. The server is in another location. With the public ip address I was able to connect and play. Now I accidentally deleted the connection in the server manager. I wanted to add the server again with the same address unfortunately I can't find anything. I have reproduced this problem on another PC and the problem could not be solved until I restarted the OS.
Is there a better solution here ?

fading quarry
orchid torrent
fading quarry
orchid torrent
fading quarry
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VPN's often use split tunneling where only some traffic is actually tunneled through the VPN itself, and this can certainly be problematic.

alpine acorn
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anyone know how to correct this

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i change it from private to friends only but it doesnt save or update

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so when i leave the menu and come back its back to private

fading quarry
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Dedicated server is inherently open with the entire world regardless of what session type save used when you played singleplayer or multiplayer.

alpine acorn
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not super helpful bud

fading quarry
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This channel is about dedicated server, so not a whole lot of information found in this channel regarding multiplayer sessions here unfortunately, unless some lurkers in this channel can answer that specifically.

alpine acorn
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its for dedicated servers, no one can join as it says the servers appears to be offline

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but i as the host can join

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friends that attempt to join see the server appears offline

fading quarry
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Are you hosting form your own network or a hosting service? You said you had not been playing for a while, perhaps you have gotten a new public IP address, its not all that common to have a static public IP on residential connections unless you pay for it as a addon service.

alpine acorn
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im hosting from my own pc

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it says to use the ip address of this pc and the port 15777

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it connects me fine just shows offline to friends

fading quarry
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whatismyip dot com

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have them try connect to the ip that that site gives you

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if that is what they are already trying to do it is likely its your machine on your local network that have a new internal IP and you need to change the port forwarding accordingly

alpine acorn
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i tried that it gave me an ipv6 address and friends still get the same server appears to be offline

fading quarry
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iirc ipv6 wont work at all

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so you might need to contact your isp and buy a ipv4 address as a addon service

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or use a VPN provider that gives you port forwarding but that is a whole other ballgame when it comes to configuration.

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as for obtaining ipv4 most internet service providers have this as self service option on their site, so you can check that first.

alpine acorn
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i found the public ip address from my router and its giving the same fault

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server appears to be offline

fading quarry
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and your public IP is a ipv4 address? In that case I am certain that its the port forwarding and/or firewall on your machine that is not properly set up.

alpine acorn
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ill have to loging to my router to check

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yes its ipv4\

fading quarry
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Forward all the ports 15777, 15000 and 7777 all UDP to the host machine but wiki should already say that.

orchid torrent
fading quarry
crystal sinew
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If i have a dedicated server and i want to save it so i can load it in singleplayer how do i save it for singleplayer and not dedicated

fading quarry
crystal sinew
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This ??? \steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved

crystal sinew
fading quarry
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Looks right yea, not on pc atm so cant confirm

crystal sinew
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Found it

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😄

nimble sapphire
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Just updated to latest to continue my old map, nuclear is showing some weird glitch in the waste output

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the quantity of waste doesn't change

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honestly, its just been unstable in general. I had to restart it because after I updated it some of my mines/belts stopped working

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which messed up my recycling

nimble sapphire
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k so I fixed the purple X, just pressed E twice in a row to open the menu, on second time it refreshed correctly. Hopefully that holds

silk frigate
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the dismantle crash is happening more and more often

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is the current solution just "try not to dismantle stuff"?

nimble sapphire
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well, im an idiot

static burrow
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I've tried a couple times now to start up a dedicated server, but it won't load. I've followed the steps outlined in the wiki, but it fails to create any of the server files (aside from the log). I can't even use the quit command to exit gracefully. Someone suggested that the install might be missing a dependency (even though the wiki doesn't list one), and suggested I install DX11, but it still won't start even with that.
I tried firing up on Linux, and had similar issues with it failing to start, so it seems that the wiki is wrong/incomplete. Anyone have any idea what is missing?
I've attached my log file.

crystal sinew
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My server just crash 12gb ram tier 4 with 1 player

frosty gale
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Is 64 GB ram overkill?

ancient swift
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No not really

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Single player on server about 30hrs into game.. making a mess lol - server is using like 8-9 gigs of server ram.. which is like double the amount a normal sized ark map uses.. but is behind Ark Gen 2 map (14gigs used) - my friend just upgraded to new server with 256gig ram to host 15 ark maps so far.. or old server has 72gig ram..

frosty gale
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64 GB is already expensive but 256gb?!

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Thats probably pricey af

ancient swift
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whole server was like 1500 - hosted at my friends house cause he has fiber connection

static burrow
loud minnow
misty snow
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So I am trying to host a server on my Unraid machine. I have Ubiquiti for my networking and think my equipment is thinking the connections to Satisfactory are malicious?

Can anyone confirm?

misty snow
clear knoll
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If I have a question regarding how / who acts as the host of an opened normal save, do I ask that here or elsewhere?

misty snow
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Hosting with your friends I find is dramatically different than actually hosting a server that stays up(not you just logged in).

Whats your question?

clear knoll
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Would you rather host on a better processor or a better connection?

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(my processor isn’t shit but it’s a quad‐core laptop i5 9th gen, so it could sure be better)

misty snow
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I’m sure that’d do just fine. How much ram

glad nest
static burrow
# glad nest Did you try with -NOSTEAM?

I did not, as that command is not mentioned in the Wiki. I tested it just now - no change.
Still failed to generate any server files (other than the log file) and still does not respond to any entries (such as quit), leading me to believe that it is still failing to start.
New log file with the -nosteam command appended:

clear knoll
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I do have my pc too, but that’s a 2500k so I doubt that’d run a dedicated server

static burrow
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I get the same issues though when I use steamCMD to install it standalone as well.

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I've never understood why some devs can't seem to make a dedicated server for a multiplayer game that actually works properly.

desert walrus
desert walrus
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And tbh it's definitely a you issue

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There's tens of thousands of satis dedis that work fine

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Not against helping you but don't blame the software

static burrow
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It's def not. I've followed the wiki to the letter on two different machines without any success. Windows Server 2019 and Ubuntu. As you've already demonstrated, there's missing documentation.

static burrow
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That doesn't change the fact that there's missing documentation.

glad nest
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would recommend just using some pre-setup docker images

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tbh

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had it up and running in 5 minutes

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even get some network optimizations

desert walrus
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Yeah, you're definitely missing/doing something wrong

static burrow
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Probably. I expect that Windows Server 2019 is missing a dependency that isn't listed anywhere ... or at least I did, until Linux also failed the same way.

desert walrus
desert walrus
static burrow
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I did Linux through steamcmd, and 2019 through Steam. Executing it using a batch file so I can play the game at the same time the server is running.

desert walrus
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Why did you need a .bat for that?

static burrow
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...

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It's virtually the only way to start it up without manually launching every time the server restarts.

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Why wouldn't I need it that way? Virtually ever single game's dedicated server running on windows is executed by either a batch file, or a 3rd-party application that mirrors the behavior of one.

loud minnow
# static burrow ...

personally i think is an issue with your ram amount as i saw your log file and it says you only have 10.5GB free left for the server to start even though you have 12 the OS is still using some btw... so i say increase it 16Gb and should be fine...

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i run it fine on a 64GB, 3950X dedicated machine just to run server and it runs fine on my end

static burrow
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I can humor you and allocate another 64gb to it, but I'm confident it isn't an issue with insufficient RAM.

loud minnow
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yeah but your running it on a vertial machine so that is why is says is using 20Gb but in reality is not

#

the server at max will use around 12Gb unless you modififed the config file to allow it to use more for the REALLY big saves

static burrow
#

No, it really is 64gb.

desert walrus
#

It won't start with anything less than 11.1 or so on windows

static burrow
#

It's Windows Server 2019 running on an ESXI server with a total of 192gb installed, and 64gb allocated to that one server.

#

It can absolutely easily pull up to 40gb of RAM if it tries to.

loud minnow
#

like i said is a you issue something particular with your set up...

static burrow
#

Perhaps, but it def isn't a RAM issue.

desert walrus
desert walrus
loud minnow
#

and the satisfactory server wont use more than 16Gb of ram thats for sure... if you see more than that.. that has something to do with your virtual machines etc...

desert walrus
loud minnow
#

YEAH because like i said unless you modified the Config file to let it use more it wont on DEFAULT.....

desert walrus
#

Oh I missed that lol

#

Fair

loud minnow
#

he server start up fine from his logs but it just crashes afterwards it has something to do with his set up..

static burrow
#

Looking at the log, you can actually see that it found 64gb of RAM.

#

LogInit: - BufferSize = 65536

loud minnow
static burrow
#

I humored you and allocated 128gb of RAM to the server - no change, as expected. 100% not a RAM issue.

loud minnow
#

yeah it might now be ram issue but is something with your particular machine or the way is running

desert walrus
#

@static burrow ```
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

![hehe](https://cdn.discordapp.com/emojis/382483156542029825.webp?size=128 "hehe")
#

Imagine if we'd suggested that

static burrow
desert walrus
#

Lol nvm

glad nest
#

to be fair i ran into issue after issue when manually trying to set up dedicated myself... thats why i jumped to docker and found something immediately working

loud minnow
#

btw there is nothing we can do to help you as this is an ISSUE with your machine and not the satisfactory DS... that is your job to figure out my man..

#

if you follow the wiki and didnt work then your going to have to troubleshoot it//

desert walrus
#

Try starting it without a client running, I do see that you used nosteam lol

static burrow
#

I also found a whole host of other people on reddit having this exact same issue without any resolution.

static burrow
desert walrus
#

Just through steamcmd

#

With -nosteam

#

This makes me a little suspicious too but it shouldn't be causing a crash

[2023.03.06-19.44.17:844][  9]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.03.06-19.44.18:145][ 18]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
[2023.03.06-19.44.18:149][ 18]LogOnline: Warning: OSS: EOSSDK-LogEOSUI: Social overlay is disabled due to overlay setup failure (EOS_UnexpectedError).
glad nest
#

well some had a few issues with NAT detection

#

then it was often pf

static burrow
desert walrus
#

Same thing before it quits
It initializes fine and then stops with no warning after an eos issue

Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.03.06-20.20.55:386][ 10]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.03.06-20.20.55:719][ 20]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
[2023.03.06-20.20.55:728][ 20]LogOnline: Warning: OSS: EOSSDK-LogEOSUI: Social overlay is disabled due to overlay setup failure (EOS_UnexpectedError).
static burrow
#

I have some slight insight on that.

glad nest
#

then the cases properly forwarding afterwards and it working has been ironic 😄

static burrow
#

For security reasons, I block connections to a few other countries, such as China. When I disable those blocks, all of those errors (except NAT) go away, but the server still fails to start.

#

Specifically, China, Ukraine, Singapore, Turkey, Hong Kong, and Taiwan.

#

I suspect that those 3 services are hosted overseas.

static burrow
ancient swift
#

I made a startup.bat file to start up the server I set up on windows.

#

so the .bat is factoryserver.exe -multihome=(ipporton server) -Serverqueryport=(portsopened on firewall/triggeredonrouter) -beaconport(+1ofqueryport) -port=(+1beaconport) -log -unatteneded || as first line and then done.

static burrow
#

Just did a 4th install on Windows 10 to confirm that it's not an Ubuntu and Windows Server 2019 issue. Still failed to start.

So, what I'm getting from this is that:
A The documentation is incomplete.
B The logs either don't show what's wrong, or no one here knows how to read them?
C No one knows why this server won't start up via four different installs now.

#

To reiterate, I've now tried: Windows Server 2019 from Steam, Windows Server 2019 from SteamCMD, Windows 10 from SteamCMD, Ubuntu. All of them have failed.

#

...what a broken mess this game's server is...

glad nest
#

I am not sure why you are suprised early access game/server is incomplete

static burrow
#

I mean, I've never had any other EA servers just fail to load without any errors anyone can discern.

#

I think it's fair to say that if you build a dedicated server, it should have an error log that at least indicates what's borked.

opaque cave
#

Guys, is there a way to install mods on a dedicated server? I am in desperate need for a smart merger and as far as I can tell, the only way to implement that is either consuming a lot of space (the 5 slitter || 5 merger setup) or via the advanced logistics mod.

native cypress
#

who kno how ta get mo than 4 ppl inna wrld

hexed plover
#

Find your game.ini and add last part to it

native cypress
#

preciate it plug

#

was the max tho

hollow breach
#

I think it's 255

#

But your server will stuggle way before that

native cypress
#

ight i seent sum1 said errbody dat join hav ta change they files too that tru

hollow breach
#

I'm not sure. I don't think you'd need to do that, but you could always test it and find out.

desert walrus
#

That's my best suggestion at this point

static burrow
#

Nope, no luck. Installed it a 5th? 7th? time? (I've lost track) on an entirely different machine - no change. Ran this one directly from Steam, because, well, I already knew it was going to fail, since it's 100% broken.

desert walrus
#

I'm inclined to chalk it up to misconfiguration at this point, although you seem quite knowledgeable so that seems unlikely

#

Because the server works for thousands of others

static burrow
#

1 - Network setup should have no bearing on the server starting up or not.
2 - I run my own personal Domain for myself and my horde of PCs/VMs.
3 - I'm running an enterprise-grade network with Ubiquity's Unifi system.
4 - I'm effectively a junior-grade sysadmin.
I might agree with you that it could be a misconfiguration - if there was any documentation about what to configure other than, "install and run". It doesn't even generate config files.

desert walrus
static burrow
#

Like, it litterally only generates 2 files, a config file for crash reports, and the log, that's it.

static burrow
desert walrus
#

The lack of config files and the fact that it stops exactly where they would normally be generated suggests that that is a potential cause of the crash

static burrow
#

All of the following, at least.
home\satisfactorydedicatedserver
C:\GameServers\SatisfactoryServer
Steam Common\Satisfactory Dedicated Server

#

On every single install, there's been half a dozen red errors in the logs.

#

Missing file, can't find file, etc. Given that I've installed it like 6x though, and they've all had it, I'm relatively confident that it's either a lack of proper instructions, or a bad install.

#

...given that it's done it over half a dozen times, instructions are the only thing I can figure.

#

Welp, I can rather conclusively say that there's an issue with the dedicated server plugin itself.

#

On a whim, I merged my Satisfactory and SatisfactoryDedicatedServer folders.

desert walrus
static burrow
#

It generated the config files this time, but no more.

#

So that's at least some progress.

desert walrus
#

Can I see the new log?

static burrow
#

Log looked unchanged.

dreamy minnow
#

are you using any kind of server panel?

static burrow
dreamy minnow
#

ok just curious because i use AMP and just finished installing a server and it booted right up

static burrow
#

...and no it's no longer generating the config files.

#

It partially worked very briefly, and now it's borked again.

dreamy minnow
#

so when you boot it all it does is crash?

static burrow
#

No, it doesn't crash.

desert walrus
static burrow
#

It doesn't load either.

dreamy minnow
#

did you create the server via the in game menu?

#

create the save i mean

static burrow
#

No, the dedicated server itself won't start.

dreamy minnow
#

ahh ok

#

pardon me for not scrolling all the way back up but what are you currently on?

static burrow
#

I'm getting new errors though for the first time - libcurl errors.

dreamy minnow
#

ok linux

static burrow
#

Nope, Windows 10

dreamy minnow
#

umm you could try GSM

#

ok scratch that then

#

and you installed the pres for the server

static burrow
#

That's my most recent log.

#

Pres? I don't know what you mean.

dreamy minnow
#

the presresquites

static burrow
#

There are none listed in the wiki.

dreamy minnow
#

yeah

#

im pretty sure there is some in the server files

#

umm let me see if i can find them

static burrow
#

When I fire it up in W10, it does install some things like U4 Prereqs and DX and such, but it doesn't list the prereqs anywhere I can find, which I might agree with could be the issue for the Windows 2019 Server install, but I've now installed it on Ubuntu, Windows Server 2019, two different PCs running Windows 10. All of them have similar issues.

dreamy minnow
#

well i know u4 is one of them

static burrow
#

I know U4 is on the two W10 machines.

dreamy minnow
#

im looking still im gonna install the server on my person rig real quick and see if i can find them

static burrow
#

I also couldn't find an install pack for U4 either.

dreamy minnow
#

yeah last time i had the server installed on windows it came with the install programs but give me a sec steam is slow

static burrow
#

Yes, on W10 it installed U4 and .net 3.5

#

The machine I'm currently testing on is one of the machines I've played it from, and the game runs fine (single-player).

dreamy minnow
#

then yeah if it runs on sp then you should be able to run the server

#

heres one

static burrow
#

I got off tangent there, but the one time it managed to create config files was a glitched execution. I had two processes named "Satisfactory" in task manager running in the background.

dreamy minnow
#

and im pretty sure the other is DX

static burrow
#

So, basically, it broke in such a way that it worked.

dreamy minnow
#

lol

#

i guess

static burrow
#

Can confirm that U4 preqs are installed on all 3 Windows machines I've tried to run it on.

#

I also manually installed DX11 on W2019 and manually installed .net 3.5.

dreamy minnow
#

hmm

#

you said its not generating the configs either?

static burrow
#

Yup.

#

It generates two whole files, the log I shared, and a config file for crash reports, nothing else.

dreamy minnow
#

i know mine wont generate the configs unless i modify these settings

#

if i uncheck one of those boxes it will generate them at least for me

static burrow
#

That's a GUI - I'm not even getting that far.

dreamy minnow
#

i know

#

i was just sayiong thats what i have to do to even generate them

static burrow
#

Alright, I think I've figured it out. It appears that Satisfactory is super picky about port forwarding, and talking to big brother - that or it was AMP installing a prereq that resolved things - one of the two.
I fired it up via AMP and portforwarded to it, and I was able to connect to it. I shouldn't have had to portforward to it though, as I was accessing via LAN.

#

I suspect that even if you're configuring for LAN-only (testing in my case), you still have to port forward, so it can talk to big bro.

glad nest
#

Glad you got it working in the end 👍

opaque cave
#

Good to know you've got that sorted out.

opaque cave
fading quarry
opaque cave
narrow mountain
#

Hi all, I suspect I'm about to ask questions the likes of which this channel has seen many times already, but here goes... I've been trying to set up a dedicated server (on a dedicated OVH cloud machine, so in theory no port forwarding required, running ubuntu 20.04) for the better part of a couple hours now and I'm at my wits end! There are a few warnings/errors in the console that I've tried to fix without much effect:

LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Warning: STEAM: Steam API failed to initialize!

Interestingly, launching FactoryServer.sh with -NOSTEAM doesn't actually change anything, I still get the error.
I've confirmed that the appropriate ports on my firewall are open, but to no avail.

Logs are attached.

Am I likely to have success hosting on linux, or are my efforts in vain?

#

Should also add that there were a few shared libraries that the server didn't know how to find. I worked around this by creating symbolic links to what I assumed to be the correct libraries, but given the logs, I suspect this didn't work!

neon summit
#

sorry wrong place

desert walrus
#

@narrow mountain I don't see anything that would cause an issue, at a glance anyways, so as long as jt starts it's fine

long grove
#

Ended, up just renting one

narrow mountain
#

Well that's not good

#

Is there no way of debugging? No logs anywhere to look at?

#

The networking in this game seems to be very flaky, I have an extra level of NAT on my network and I can neither host nor join games unless I bypass it. It really is a bit odd. I'm guessing unreal has it's own reliable delivery mechanisms on top of UDP and that's probably messing with it.

fading quarry
#

Double NAT is quite common, I have had double NAT for the past 20 years as I refuse to use the absolute garbage that ISP's tend to sent out to their customers.

#

That said I just put my private router in DMZ on the router that is provided by ISP that way I dont have to deal having to setup port forwarding in two routers, even tho I have had to do so in the past since that is something routers only started to support in the past 10 years or so.

#

Have you tried using the -DisablePacketRouting argument? Little information what it actually does so not sure if it would help you.

narrow mountain
#

Should note that I'm not running a real router OS like pfsense or somesuch, it's just bodged it together with iptables

#

So that may have something to do with it!

#

I actually tried that, based on some of the warnings

#

"can't use packet routing with multihome"

#

But the warning remained regardless of whether I passed that argument or not

#

The -NOSTEAM argument was similar, seemed to get those warning regardless

fading quarry
#

I think its more meant if you run two instances of satisfactory dedicated server, but I could be wrong.

#

-DisablePacketRouting that is.

#

But yea double NAT can most definitely be painful to debug when things are not working as they should, especially the cheap stuff that they give us that has no logging capability what so ever, I just tested here by doing port forwarding between both my routers instead of using DMZ and its working just fine tho.

narrow mountain
#

I've plugged the PC I'm running on into the home router directly, bypassing my NAT, so I'm not sure it's that

#

A friend of mine running windows is also seeing the same thing on his end

#

So my gut is telling me it's something on the server side

reef gull
#

Windows Firewall? if I had a nickel for everytime that burned me, I could buy CSS

narrow mountain
#

same issue on my end and I'm running ubuntu

fading quarry
#

It has same issue in Multiplayer as well as Dedicated Server, I think I have seen Moderate and Open once maybe twice in 3 years now.

narrow mountain
#

Could you send me an example of a working ServerSettings.ini file?

#

I just opened mine and found there are no ports specified. Thinking if I manually specify them that might do the trick

#

FactoryGame/Saved/Config/LinuxServer(maybe something else?)/ServerSettings.ini is the one I'm interested in

fading quarry
#

port configuration is done using arguments, otherwise the default ports are going to be 15000, 15777 and 7777 all UDP protocol.

narrow mountain
#

Sure, but I've found references online to this file containing port numbers too. Please, just humour me 🙂

#

If there's nothing in there, there's nothing in there

fading quarry
#
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=False
mUsePacketRouting=True```
narrow mountain
#

Damn

#

Thanks anyway

#

Oh dear

#

Seems I can't post links.

fading quarry
# narrow mountain Damn

Any particular reason you use multihome argument? I cant find the information right now but I only believe you need to use that if your hosting multiple sessions on same host.

#

And people do report server just crashing if you attempt binding it to your public IP (and by looking at the logs that seems to be the case, unless you just use that IP internally)

narrow mountain
#

It was just one of the several things I experimented with

#

I just assumed it would allow me to bind a specific address. Not sure what the name "multi home" means to be honest. The machine I'm trying to use this on is a dedicated server with a public IP, so no NAT there.

fading quarry
#

More importantly tho, is the server unavailable? Is it crashing? You only mentioned having some errors and warnings, and only thing that i could see in the logs was the first and last line that was questionable.

narrow mountain
#

Nope, no crashes, it just sits there as if nothing is happening.

#

When I add it to the server browser in the game, I get "the server appears to be offline" with no further information.

#

It's a little suspicious to me actually, the "server appears to be offline" happens immediately, regardless of whether the ports are open or not.

fading quarry
#

Unfortunately I have never attempted to expose my server directly the way you describe so I cant give any insight on that, otherwise i would ask if you can connect to it using the intenal IP

narrow mountain
#

With the ports closed, I would expect there to be at least a few seconds delay while some sort of timeout occurred.

fading quarry
#

Assuming its on you local network

narrow mountain
#

Yeah, I might give that a try tomorrow.

fading quarry
#

That would at least tell if its forwarding that is incorrect

narrow mountain
#

Would be ironic if the dedicated server software turns out not to work on an actual dedicated server 🙄

fading quarry
#

Run mine on a Dell PowerEdge R610 and have done so since the day dedicated became available.

#

So runs fine on a a enterprise server.

#

Have ran it on server 2016, 2019, Ubuntu, Debian and FreeBSD

#

With and without hypervisor, VMWare, Hyper-V, KVM

narrow mountain
#

👍

crystal sinew
#

I am getting get with some network error

#

where my starter close down too

#

I have no lag

wheat jackal
#

Game crashed so much in multiplayer we dropped our server after 30 days, big waste of time this game is on MP

glad nest
#

have barely crashed any at all after i did that

wheat jackal
#

Not creature issue, it's a world save issue that crashed up constantly. When your save becomes to big bad things happen in this game. Don't waste your time or $$$ on a dedicated server for this 7yr old pos game. They been to busy screwing up valheim. Mistlands is garbage

glad nest
#

how big save you talking?

#

also im pretty sure the devs of satisfactory is not the devs of valheim

#

so i am not sure where you've got that from 😛

#

on the offtopic note, mistlands are quite dope imo

long grove
#

My server holds multiple saves and they are all big and I have never had an issue other then the occasional belts stop moving objects and then a simple restart fixed it (happened a total of 3 times over 1k+ hrs of server run time)

narrow mountain
#

Either of you have any experience running on a dedicated server with a public IP? I've been trying to get that to work without success (see previous comments)

fading quarry
#

iptables would be sufficient tho as UFW just manages iptables.

glad nest
#

any idea if there is any way to spawn in stuff?
I were running around one day and suddenly spawned back at the hub, without my items.
Had 10 power shards on me at the time, but no death box at where i were standing, sucks a bit as power shards are limited

#

also tried to restart the server, without any luck

fading quarry
glad nest
#

how would i proceed to do that? (sorry i don't know what SCIM is)

fading quarry
narrow mountain
fading quarry
#

Well server is open to the world, the server itself is just not setup with a WAN IP which is not common practice any environment at all.

glad nest
#

I have never tried any setup that you are using 101, sorry

narrow mountain
#

Damn

glad nest
#

I dont see why it should bring any extra issues, beside security 😛

narrow mountain
#

The game does have some weird networking behaviour that's for sure

#

Also NAT provides no more security than a properly configured firewall 😉

glad nest
#

that is true

#

Well only main issues i've seen so far to break the dedicated server starts have been NAT-ing/ports beign closed. Why it's breaking the boot rather than anything else, i dunno.

#

You could try a docker image that is known to work and see if you manage to get that up and running on your setup

#

I am currently using wolveix build

#

i had fucked up one of my port forwardings, that made my local install fail, docker worked but i realized it was my forwarding setup that made my local install fail initially after my friend could not connect.

narrow mountain
#

@glad nest tried that docker image too! No success 😞

fading quarry
long grove
#

All my stuff is set up just like any other servers I have made (I host many game servers and even rent them out on the side using my own equipment) but this server tosses that steam error and I have no idea why, all my ports are correct and I haven't even checked them, I have gotten the server up to where I can start making the world but after that it gives the steam error and with any save data in the server at all it will continue to toss that error for no reason.

fading quarry
long grove
#

I'm not home currently and the server machine I have it on doesn't have the RC enabled yet as I was setting it all for this game and when it did this I seen no point to set up a machine without a server being hosted

narrow mountain
fading quarry
# long grove The error posted in this message is what I'm getting

If the error you are referring to is LogOnline: STEAM: [AppId: 0] Game Server API initialized 0 LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable. LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() LogOnline: Warning: STEAM: Steam API failed to initialize! LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() you can safely ignore that error.

narrow mountain
#

Yeah I've seen that a bunch as well

long grove
#

My server shows it's up, then when I connect it tells me it didn't connect to host and then kicks me and the server shuts down. Idk why this happens, and the errors only happens when I try and join

#

I have even had friends try and join and they have the same experience and the same error pops up before the server goes down

narrow mountain
#

The whole thing is just a bit scuffed imo

#

Also NAT is awful and the sooner we can put it out to pasture and start using ipv6 the better...

fading quarry
#

Scanned your host and yea ports are open, attach latest log

narrow mountain
#

That's interesting, the ports are actually not currently open.

#

Closed them again last night before bed

fading quarry
#

nmap say otherwise tho o.O

narrow mountain
#

Bear in mind UDP port scanning isn't a very reliable thing

fading quarry
#

Scanned my host as well jsut to be sure

#
7777/udp  open|filtered cbt
15000/udp open|filtered hydap
15777/udp open|filtered unknown```
narrow mountain
#

No session/timeout/connection refused messages like you'd get with tcp

#

What's the command you're using for that?

fading quarry
#

using slightly different ports just to make sure on my host PORT STATE SERVICE 7778/udp filtered interwise 15001/udp filtered unknown 15778/udp filtered unknown

#

sudo nmap -sU -p 15000,15777,7777 x.x.x.x

#

I just found out however that portscanning will break Satisfactory and needs to be restarted or it just shows as offline.

#

Ill scan my own server once more it throws a error I have not seen before.

narrow mountain
#

Yup, my scan says they're open too, but they certainly aren't!

#

🤷‍♂️

reef gull
narrow mountain
#

My assumption is that unreal has its own reliable delivery and/or sessioning protocol implemented on top of UDP. It's likely that when nmap sends messages to the port looking for running services, it breaks the contract of that protocol in such a way that it crashes the server.

#

Bit sketchy, but it's not that surprising

narrow mountain
#

@fading quarry Well, I am a dumbass:

#

Turns out because my server is a "GAME" server, OVH stuck this UDP firewall on there, and I just haven't noticed until now 🙄

#

Haven't tried, but I'm pretty sure switching this off would fix it.

#

also "hl2source" lol

bold plinth
#

I turn that off when I get a game server from them it causes issues

near knot
#

Err

#

What's the minimum amount of RAM I could run a dedicated server on?

#

Is 12GB the absolute min or can I go below that ?

desert walrus
#

11.2 is the minimum to even have a chance of starting most of the time

nimble sapphire
#

Keep in mind the OS also uses RAM. I had 16GB, but the other stuff I was running used up some of the ram and didn't leave enough to start

weak prairie
#

I buy dedicated minipc for server. with 16GB RAM and linux server as os )

weak prairie
cedar plaza
#

Hello, I have a Dedi server at Gportal, how do I get mods on the server?

glad nest
#

you don't

#

no mods for dedicated

weak prairie
native cypress
#

whas tha diff of a ds vs joining thru id

desert walrus
native cypress
#

wha bout if i neva leave than game

nimble sapphire
#

right, so if you joined on a friend and he wants to go to sleep, then the game goes down

native cypress
#

is a ds so i dont gotta b on fo tha server ta run

#

so is they any point of makin a ds if i jus ain finna leave my game anyway

nimble sapphire
#

man its hard to read with your short hand

nimble sapphire
native cypress
#

say less

hollow breach
#

You don't need a server if you're going to leave the game running. But you do miss out on the auto restarting features a server provides, and letting you use your computer for other things.

chrome glade
#

Does anyone have recommendations for dedicated server hosting services?

fading quarry
chrome glade
#

Yeah that's why I'm asking for recommendations, not very many give actual server specs

fading quarry
#

Not to mention all the providers I have looked at use weak CPU's with very poor single thread performance.

chrome glade
#

Classic... May end up going self hosted then, just wanted another option if there was a consensus

fading quarry
#

They don't provide that information generally up front, just by checking reddit and some specs that people have posted here as well as from my own experience.

#

IMHO you unfortunately are looking at VPS or Bare metal server hosting if you want something that is worth while, starting at 40-50$ a month.

#

And for that cost 1 year hosting you could build a equal or even better setup yourself...

chrome glade
#

Yeah, that makes a lot of sense. Thanks!

devout finch
#

Does anyone have any experience with indifferent broccoli ds? I'm curious how their performance is...

desert walrus
#

If I remember correctly not that great]

brisk cobalt
#

is there a known issue with buildables continuing to appear as holograms on client-side?

#

I'm constructing a sorting facility with an abnormally high amount of Mk.5 belts in a confined space and belts will take a long period of time to load in at join, as well as appear as holograms after building for up to a minute after construction.

desert walrus
brisk cobalt
#

I suspect configuration issues of some kind. Both client and host are wired to the same router over 10 gigabit ethernet.

#

If it's a networking issue of some kind, it's in the way traffic is being handled at the firewall level or is in the server configuration itself.

desert walrus
#

Have you tried restarting the server?

#

On lan I would increase the internet quality setting to ultra

#

For ALL clients

brisk cobalt
#

yeah that's the other part, server crashes like clockwork every twenty-ish hours or so

brisk cobalt
#

yep, ain't that.

desert walrus
#

Could be rain or creatures

brisk cobalt
#

no warnings or ingame messaging, just crashes

desert walrus
#

Setting creature hostility to passive helps with stability a lot

brisk cobalt
#

understood.

brisk cobalt
#

I stay at hotels with crappy internet a lot, heh.

desert walrus
#

Ah, then I wouldn't raise the setting that much lol

brisk cobalt
#

might tinker during home weeks if it improves performance that much, but yeah. during dispatch networking is a non-trivial consideration.

#

is there a way to control how much RAM is allocated to the server service if I'm using NSSM?

desert walrus
brisk cobalt
#

may as well just turn 'em all off

desert walrus
#

Weather can't be turned off, creature hostility is a client side setting

brisk cobalt
#

OH SON OF A BITCH

#

wife installed it on the disk drive instead of the SSD

#

/facepalm

desert walrus
#

Lol

brisk cobalt
#

still ghosting holograms though not quite as bad

#

hm

brisk cobalt
#

yeah, still desyncing between client and server

desert walrus
#

What're your server specs?

brisk cobalt
#

i7 6700k @ 4ghz, 16g ram, & a 970 evo SSD

#

not what I'd call cutting edge, but it should be good for it.

rich lake
#

doesnt anyone have a preferred server hosting service? Other than gportal, they sucked

#

need a good one cause it was very glitchy for that one

desert walrus
brisk cobalt
#

never seen belt issues like this before.

#

it's a weird one, for sure.

desert walrus
#

I had something similar to that on my server... Don't recall what fixed it

native cypress
#

how i turn my save inta a ds

desert walrus
#

Step one is typing comprehensively

#

Step two, follow instructions on the wiki

#

!wikisearch dedicated+server

rancid etherBOT
#
Satisfactory Wiki

This page shows basics and details on how to set up and operate a Satisfactory dedicated server. At the moment, the dedicated server is available for the Windows and Linux operating systems. It can currently be installed using the Steam service (where it is listed in the user's library as a "tool"), or its command line sibling SteamCMD, or Epic ...

rich lake
#

would i be able to change my regular server to becoming dedicated on a hosting website?

desert walrus
#

yes

#

If they allow you to upload saves

hollow breach
nimble mauve
#

Anyone have any ideas why my logs are not showing up near the save game?

C:\Users\xxxx\AppData\Local\FactoryGame\Saved\SaveGames

deep turret
#

hi

#

is tls needed for dedicated server connection ?

#

my question may sounds stupid, but I hope the dedicated server have somewhat secured connections

#

and TLS certificates can usually be used for similar means other than the web use, when they are strong enough

#

apparently no need at all, ok
but I'm still worried a bit about security

brisk cobalt
#

Why would you need transport encryption on a game server?

deep turret
#

to prevent password spoofing mainly

#

and prevent some people from breaking down your server as they wish

brisk cobalt
#

That's... Not really something transport encryption will do anything about

deep turret
#

yes, it will permit not clear text login

#

it permits connection authentication basically

brisk cobalt
#

Yeah that's very much overkill for something like satisfactory.

deep turret
#

I mean it's not for passwords

brisk cobalt
#

Still overkill

#

For a whole list of reasons

deep turret
#

then it would be better putting a warning when creating server password to hint people to not use passwords they use commonly elsewhere because they are not very secured there

brisk cobalt
#

Welcome to the internet, first day here?

#

😏

deep turret
#

otherwise it makes a break to catch passwords used by anyone that have a dedicated satisfactory server

deep turret
brisk cobalt
#

If you know enough to get this far, you probably already know that much.

deep turret
#

wdym ?

brisk cobalt
#

I mean you're barking up the wrong tree with this one, boss. To the best of my knowledge the only remote access to a server is through the game itself. No third party RCON exists yet.

deep turret
#

and ?

#

doesnt prevent anyone from spoofing any connection

brisk cobalt
#

In a four player multiplayer game with no server browser.

#

I feel like you're looking for something very specific that there isn't really a need for with dedicated servers in such an early development state.

#

Like I said, barking up the wrong tree.

deep turret
#

seems like you make vague guesses about how what I'm explaining is relevant or not, when I'm explaining you how it is

brisk cobalt
#

Why would you explain it to me? I'm not a dev.

#

I'm sure it's important to you, but that kind of detail ain't really something coffee stain has gone into depth about yet

deep turret
#

because you asked for it ?, you say that maybe that and maybe this, so it is not needed,
so I explain you how it doesnt makes this safe enough because the problem is not on the same level
if you really dont want to discusse security with me, then stop trying to say it's not needed arbitrarly ?

brisk cobalt
#

No need to get defensive

#

Just letting you know that ain't on any development roadmap, feature list, or documentation coffee stain has released, and with dedicated servers still in early development it ain't likely to be a priority yet.

deep turret
#

not being a priority is one thing, not being a concern at all is an other thing
it is not only a matter of protecting the game server (if somehow destroy your save, well is that very a life concern, certainly not)

but it s a matter of protecting the user
if the game permit password leaks easily, then the person using the game may have all their important not game accounts hacked, and that's a problem
the easy fix is to warn people that the password is not safely stored when they set it up

brisk cobalt
#

Bruh

#

Chill

#

Put it on the QA site if it's that much of a worry

hexed pulsar
#

Do we know what protocols are being used by Satisfactory? Unreal Engine 4 uses UDP AFAICT, so TLS won't work anyway

brisk cobalt
#

That was my impression

deep turret
# brisk cobalt Bruh

you seem to react to my message like we are in a private conversation,
this is a channel about dedicated servers
so it's worth being explained, even if it doesnt matter for you

deep turret
brisk cobalt
deep turret
#

we are on their own discord server here, bruh
they may read too who knows, it's not because you are the one responding to me that my message can only be for you

brisk cobalt
#

Until they do, QA site or the dev stream is your best bet for an answer

hexed pulsar
#

As part of the protocol, not the networking stack in Unreal . Looks like you have to buy and use plugins for that function. Something to put in as a feature request or the dev stream

deep turret
#

is it really a problem I'm trying to inform myself first ?

brisk cobalt
#

I'm sorry you read my tone as adversarial. Feel free to keep looking for information.

deep turret
#

For general information :

if security for dedicated server itself is not a concern :
then, applying a strong hash to password, as it is typed in the game from client before sending it to any other component (mainly dedicated servers)
may be enough for security

#

so if someone know if it is done then thank you in advance for telling me

#

It doesnt necesseraly have to do with Unreal engine, as it is only how login data are handled, not how the game process game data

deep turret
brisk cobalt
#

Is this for the devs to see?

deep turret
#

it's for anyone to see, if devs see it then its even better, if a non-dev person know about it, they can answer me too maybe, it's for whoever read it

brisk cobalt
deep turret
#

does it takes 10GB RAM for every game online on the server, or does every games have a smaller set of loaded things ? (once the common set is loaded in the first 10GB)

nimble mauve
#

Anyone have any ideas why my logs are not showing up near the save game?

C:\Users\xxxx\AppData\Local\FactoryGame\Saved\SaveGames

daring light
#

me and a friend trying to setup a linux server(my friend is good with linux and servers but we tryed it and it wasnt working(after world creation server crashes)), does it work with every linux operating system, like ubuntu 22?

primal flare
#

it feels like some package is missing or not configured correctly. it´s happend on a ubuntu server 22 lighweight installation from our hoster (no option to install your own os)

#

also tryed on docker but same problem

#

it seems like something with the epic online service sdk is missing

dawn schooner
#

How long does it take to load/unload a train? cause i wanna set timers

daring light
#

after we we click on create world it takes about 1 min and crashes

primal flare
#

the world will load fine but at the point we join the server my console shows me the crash and close the server

pseudo mortar
#

I've started a dedicated server on my linux machine and it seems to be working fine.

Is there a way to interface with it without using the game client? Is there a documented protocol (or tools) for server management?

primal flare
#

we are using ssh to communicate with the server @pseudo mortar

#

and we are running the .sh script in session

pseudo mortar
#

i have the server console open, but it looks like its only log output. I don't think i can enter commands and have them recognized

primal flare
#

do you use debian minimal?

#

or ubuntu minimal?

pseudo mortar
#

right now i just have it running on my fedora desktop machine

primal flare
#

but thats ok we didn´t need it

primal flare
#

and debian 11 minimal as os

pseudo mortar
#

i'm looking for some way to interface with the server application running on the host

#

not the host its self

primal flare
#

i will try to send over some log snippets

pseudo mortar
#

Source based games have RCON; does soemthing similar exist

primal flare
#

sorry mate don´t know 😦

#

it seems to be a memory failure

#

[2023.03.11-20.50.46:396][200]LogCore: Error: appError called: Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformMemory.cpp] [Line: 1031]
Ran out of memory allocating 1299058688 bytes with alignment 4096
<< callstack too long >>

[2023.03.11-20.50.46:412][200]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2023.03.11-20.50.46:412][200]LogCore: Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformMemory.cpp] [Line: 1031]
Ran out of memory allocating 1299058688 bytes with alignment 4096
<< callstack too long >>

civic barn
#

how much RAM?

primal flare
#

8 GB

civic barn
#

my small world on debian needs 10-11GB

near rapids
#

It probably doesn't have enough ram

#

12 gig is recommended minimum

green oyster
#

Hi there, my friends and I are having some troubles with a dedicated server (from NitroServer on the last EarlyAccess version with only RAM 10Gb) - those issues are about crashes and unavailability to retrieve our previous body and stuff. Moreover, the previous body is unkillable (in many way). Do you think the missing 2Gb of RAM (between the dedicated server configuration and the min configuration) could be the origin of those issues or is it about the game only ?

violet lodge
#

is there a guide to using this. i read what i understood on the fandom and im stuck. is there anything else i can read or ask people questions. didnt see anythign in pins either

ive ran the dedicated server app and opened the game but when i go to add server i have no idea the address or port

regal trellis
#

Hello, I am trying to use the Dedicated Server app in Steam and it just doesn't load. A text file pops up with a bunch of errors. I've looked at the text file and it appears to be searching for things it can't find and at least part of the reason is it seems to be searching in the directory \Game\FactoryGame instead of AppData\Local\FactoryGame. Anyone else seen something like this?

viscid lodge
#

does anyone know of a discord bot that shares server status information (online, offline, players, connection info, etc.)

#

if so please let me know🙏

near knot
#

Seems the latest version is royally messed up. Keep getting timed out tick errors (and yes my server has enough hardware capabilities to run this)

#

Tried everything, incl. increasing the tick rate AND time-out threshold. Nothing worked.

#

It used to work fine before. Don't understand why it's not working now.

deep turret
deep turret
deep turret
#

if it can't load it, it can't process the game

#

a safe minimum really is 12GB of RAM on headless machine if possible

#

you may try working around with increasing swap files
but it's not recommended though

#

if you have 7GB free memory
it needs at least 4GB of swap file

primal flare
#

let´s find out if this will solve the failure

#

@deep turret dude it´s the ram - i increased to 16 gb and now it works fine!

lapis kayak
#

Hey everybody, we got some problems with player crashes and reconnecting. If a client crashes and instantly reconnect to the server, a new character will be created and - if the player dies, no marker will be created with the lootbox position. Is there any way to reconnect to the old character?

onyx pumice
#

How do servers do late into the game? Such as tiers 7/8?

supple egret
#

if a player crashes, best to have them wait for their char to time-out

#

if not, on my own server i've found that it gets fixed on a restart if you have multiple of the same person

subtle cairn
#

Is there any fix for the belts being placed but not connecting, just booted up a dedi server last night and still having loads of issues with it? Cheers for any help

lapis kayak
languid ether
#

I have a friend who hosts a dedicated server for me, but he hasn't the game himself. I can't connect " Server name pending" "NotAuthenticated" Do you have to own the game to host a server?

deep turret
#

dedicated server can be installed through unlogged steamcmd
so basically : no you don't need the game to host
but you can't control the server without the game though

languid ether
#

thanks. Then it's some other problems, all ports forwarded with udp correctly, started through steamCMD

desert walrus
deep turret
#

if you skipped it you may restart your game to reconnect and have the prompt again

languid ether
#

yup. i own the game. but after i add his ip it's says offline, server name pending, notautheticated

deep turret
#

you should give a name to the server and claim it when it shows you the prompt

#

if it doesn't show you the prompt the server may be stuck somehow idk

desert walrus
languid ether
#

no prompt. I have an red exclamation triangle beside server manager

languid ether
#

checked and it's the same game version

deep turret
#

it only shows when you first connect to server
maybe:

  • delete your server from server manager
  • restart your game (client)
  • re-enter the server connection settings
  • upon reconnecting wait for the prompt for claiming the server, and read the message thoroughly :
    it ask for a name and you to click "claim"
languid ether
#

deleted everything from manager. restarted. With no servers added, I still have the exclamation mark

desert walrus
#

That's just telling you it's an experimental feature lol

languid ether
#

ok. didn't know what it meant

deep turret
#

the exclamation mark is hard-coded don't worry about it

#

that's currently the menu design

languid ether
#

hmmm. tried everything, even tried reinstalling the server

deep turret
#

ok so what about :

  • delete your server from server manager
  • restart your game (client)
    - restart your server
  • wait the server to stabilize
  • re-enter the server connection settings
  • upon reconnecting wait for the prompt for claiming the server, and read the message thoroughly :
    it ask for a name and you to click "claim"
#

it really should show you that prompt

#

maybe it saves you already skipped it
but idk
maybe ask somehow for how to reset server data
if it is a problem of server saving

languid ether
#

thanks, tried it a couple of times but no prompt. I'll give it a new shot tomorrow

ionic cosmos
#

I see this site selling "12 slots" for a Satisfactory dedicated server. I thought the game was capped at 4?

glad nest
#

you can change that in the settings

#

but 8GB ram lol

narrow mountain
#

Doesn't the dedicated server fail to even launch with less than ~10GB?

Also, I wouldn't touch a hosting provider that lists their servers this way with a ten foot barge pole lol

"Slots" 🙄

solar spindle
#

Hey Guys,
is there way so i can see the server status (players online), without starting the game?

worthy gyro
#

Hey guys, any idea if there is a way to resolve the OOB memory sigsegv crashes on linux dedicated servers?

#

Or are we just going to have to deal with these crashes as Linux dedicated servers aren't officially supported?

brave onyx
#

If that’s the case of should be able to see the player amount in the server on the right side of your screen after you click on the server

#

It wont show you the names, just how many people are active

solar spindle
brave onyx
#

Umm, if you have access to the dash panel of the dedicated server I believe you can

desert walrus
#

Yeah

brave onyx
#

I usually dont host dedicated servers so this is a pure guess for me

solar spindle
#

how?

worthy gyro
#

Does anybody know if the dedicated server is more stable on Windows vs Linux?

#

If so I wonder if running the Windows build under wine might be a shitty workaround

solar spindle
worthy gyro
#

@solar spindle the machine I'm running my dedicated VM on is pretty robust so I'm not that concerned. I'd rather have a server that doesn't crash.

solar spindle
#

idk if windows is more stable, but if thats the case, why not use a windows server instead of wine?

worthy gyro
#

Because Windows server costs money.

#

And Wine generally outperforms Windows native

#

I also have far more expertise with Linux

solar spindle
#

same, but i can't realy help you, cause i never tested it, sry

worthy gyro
#

Hey it's all good my guy, thanks for trying ❤️

lethal mauve
#

yo when i start up the server is it normal for some errors and warnings to be thrown around

#

suich as

#
[2023.03.13-18.43.20:461][  0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2
[2023.03.13-18.43.20:461][  0]LogStreaming: Error: Found 1 dependent packages...
[2023.03.13-18.43.20:461][  0]LogStreaming: Error:   /Game/FactoryGame/Prototype/WAT/Desc_WAT2
LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2023.03.13-18.43.22:150][  0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2023.03.13-18.43.22:263][  1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.03.13-18.43.22:701][ 14]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.03.13-18.43.23:070][ 25]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).

scarlet fox
#

Not sure if this counts as dedicated server, but me and some friends have a server running on a VPS. We haven't covered much ground at all and the server has been throwing a lot of warnings and since today the server tick rate has been fluctuating between 5 and 30. It also crashes on occasion. Anyone know what could be happening?

frosty gale
#

Can I run a dedicated server on a decent arm cloud?

worthy gyro
#

@onyx salmon I doubt it, I don't think the game is compiled to run on Arm architecture

#

Have you run any other steam games on Arm?

frosty gale
worthy gyro
#

oof I @'ed the wrong person, sorry @onyx salmon

#

@frosty gale Oh that might work, I'd try it

deep turret
#

Do someone know an exhaustive list of [/Script/Engine.GameSession] settings in Game.ini ? or a website referencing it ?
I want to tune the number of saved sessions

frosty gale
deep turret
#

satisfactory doesnt support arm currently

worthy gyro
#

It says no 32bit or ARM support, but again that flag should get around the issue, but it says i5-3570 or ryzen 5 3600 at a minimum and that it favors single core performance over multi core

#

12gb minimum ram

frosty gale
#

That’s probably not enough

worthy gyro
#

Is that AWS?

#

or GCP?

deep turret
#

18TB . h / months ?

#

what is this unit

worthy gyro
#

@deep turret it's network bandwidth usage

frosty gale
#

Oracle cloud

worthy gyro
#

Ahh never used Oracle, I imagine it's a decent product

deep turret
#

network bandwith is Data/time

#

there it is Data . Time / Time

worthy gyro
#

Oh true, I think that must be a typo

#

It's gotta be 18tb /month

deep turret
#

yep

#

that's a lot

frosty gale
lethal mauve
#

hey wheres the blueprint directory? i forgor

frosty gale
worthy gyro
#

@frosty gale Ahhh that makes sense, thanks for explaining

desert walrus
desert walrus
lethal mauve
worthy gyro
snow rune
#

Hi there, I've tried searching but didn't find something so far, I'm having some issues with my new server randomly crashing.
I've managed to setup a server on a ubuntu 22.04 VPS running in docker using https://github.com/wolveix/satisfactory-server.
As far as I can tell should be enough hardware, with 8c, 30gb ram.

I keep getting random crashes from time to time, the error looks something like attached.

Any ideas what this error could be or other things I can try out?

fading quarry
light remnant
#

anyone successfully setup a server on google cloud? i don’t know much about Linux but i think im running into networking issues

fading quarry
light remnant
fading quarry
#

Hehe I have used my free trail as well for game hosting a few years ago, tho a different game, but should work just fine.

fading quarry
#

Did you remember to also rent a dedicated IP? You also have to configure the Firewall on Google Cloud console as well and on VM itself.

light remnant
fading quarry
#

ports are 15000, 15777 and 7777 all UDP

light remnant
#

I honestly dont even know what they mean but ill switch it

snow rune
# fading quarry I have not seen that error before and I cant find any similar on https://questio...

Hmm, this time I crashed on the first time trying to join after a fresh restart. Previously I have managed to play for ~30 mins and had 1-2 hours uptime before crashing. I crashed so far on connecting, while playing and also while not connected (but game unpaused). The error seems similar to last time. Looks like signal 11 is also a part of it? As far as I can see there could be an ipv4 ipv6 issue with linux servers, but I think that docker image already takes care or the multihome setting which apparently fixes that...

Are there other kinds of logs or debugging I could try and enable?
I attached the tail of the docker logs, since they are more complete than the console ones were.

fading quarry
#

signal 11 as far as i know is just the flag dedicated server sends when it crashes, looking through some of my own server logs they are always 11 whenever my server crash as well.

#

Is that a large save?

snow rune
#

ah, ok. Makes sense, then I'll stop searching for meaning in code 11

#

It's a brand new VPS and also world

#

all from scratch using the docker image I linked earlier

#

I could try a different install method if that works better, but I figured docker would be most convenient

fading quarry
#

could you grab same lines from the FactoryGame.log as well, hard to see exactly what is from docker and what is not

snow rune
#

sure, should hopefully be the right logs

fading quarry
# light remnant oh shit I had all tcp

UDP is a streaming protocol that is more suited for continuous communication between a client and server. But regardless UDP is what Satisfactory uses, you also need to do the same thing on the Virtual Machine as well.

fading quarry
#

I assume that is when someone else is trying to connect to the server?

#

And you were already ingame?

snow rune
#

Ah, I got the wrong timestamp, here is the ones that match the docker logs,

snow rune
fading quarry
#
[2023.03.14-01.12.58:558][242]LogBeacon: Client netspeed is 300000
[2023.03.14-01.12.58:559][242]LogBeacon: Beacon Join FGServerBeaconClient EOS:(EOS)539596192abb4cb3a48faf49443b25cd|0002e356620046ebabe0184b0ff2ba49
[2023.03.14-01.12.58:597][246]LogBeacon: Handshake complete for FGServerBeaconClient_2147476468!```

Is when someone is trying to view the server in server manager.
snow rune
#

And am using the (ingame) manager to see if it's online/ to try join it

#

The only connections I'm expecting at this stage are from me.

fading quarry
#

I would try a bare metal installation just to rule out its a docker issue.

snow rune
#

Yea, maybe I'll try that tomorrow. Try not to get dependencies mixed up 😄 Since I'm hoping to later add a few different games on there.

#

Thanks for your tips and time so far!

#

Is there any more detailed logs or parameters that are useful or not really? For me to try turn on next time

fading quarry
#

Unfortunately there is not, but most of the time its more than enough information in it just not easily read.

snow rune
#

yea, fair enough

#

On a side note, is there a way to 'spin up' a server before a client tries to join?

fading quarry
#

oh do you have pause when a player is not on? That could perhaps be it.

snow rune
#

After a fresh start it times out, then after a few mins its loaded the 8gb into ram and all good

#

I have crashed with pause on/off

#

Already tried toggling that one, of course I'd prefer it off

#

damn, now that's 3x in a row I can't join at all, cause of the server crashing Going backwards 😄

fading quarry
#

never ran with pause when there is no players online so i cant comment on it, just trying to think what it might be since its crashing as you connect to the server browser.

snow rune
#

ok, thanks for the tips, I'll keep having a look around.

next hound
#

accidentally painted one of my factory carts with asphalt pattern while making a skatepark. server crashed. Now every cart in my world is invisible lol

deep turret
# fading quarry UDP is a streaming protocol that is more suited for continuous communication bet...

not really, I mean I will let you say 'streaming' because I don't know what you meant by that word and it may apply quite well
but for continuous communications TCP is particularly well suited
UDP is especially useful for short lived connections
here it is used for a couple of reasons
two of them are :

  • a game server doesn't need to send data in as reliable way so UDP is fine
  • as it has less data control UDP is also more optimal for latency

so for game server you don't want overhead specially latency overhead
so you use UDP

woven berry
fading quarry
deep turret
left barn
#

can someone help figure out whats stopping me from setting up a satisfactory dedi?

fading quarry
#

But generally speaking make sure to forward ports 15000, 15777 and 7777 (UDP) and open them in the firewall on the host machine, in most cases this is where most problems lie.

left barn
#

Ok I think I have the ports forward I don't know if it'll take since I have 5 other games ports set up as 5 other services in my routers port forwarding tab, all with my computer as host so I'll check the firewall when I get home from work and go from there all I know is I set the ports, tried booting the server and it doesn't seem to have worked but I can't really tell since I don't know what port to tack onto my IP to connect

desert walrus
#

If you have 5 other games, you'll want to check and make sure that they're not using the same ports as satis

#

if they are, you'll need to change the default ports in the config files

left barn
#

Ok I'll probably need help with that in roughly 2 and a half hours

frosty gale
#

Can someone explain to me how to create a server with docker?

glad nest
glad nest
left barn
#

how do i know if the server is active and how do i connect right now its sat on this [2023.03.14-23.36.57:324][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.03.14-23.36.57:661][ 11]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].

left barn
#

nvm i figured it all out myself

frosty gale
deep turret
tiny sky
#

Hi all. I've searched but didnt found anything (sorry in advance if I overlooked it). Is anyone experiencing belts not working until rebuild? I mean objects just stop in the belt and you need to rebuild the next sector of belt to make objects move. Also, belts doesnt move fluidly

deep turret
#

I think that also happens with game not hosted

tiny sky
#

Tbh, never played in single player. I've just started playing with a friend and I've setup a linux server (docker)

glad nest
#

not happened much with belts, and only then if not snapped correctly

#

same problem goes for trains, maybe even worse when trying to snap freight station

#

trains are however way more bugged in dedicated than on SP

#

occasionally will need to let it run for 5-6 rounds before it will detect my newly placed station

tiny sky
#

Will keep that in mind when we get to there

fading quarry
deep turret
#

and for compatibility, instead of windows allocation UDP need heart-beats to prevent timeout

#

so it's similar in data transmission capabilities once the handshake is performed

deep turret
fading quarry
#

TCP require that each packet sent / received is acknowledged where as UDP this is not required, that being said it is common to have some form of acknowledgement to ensure that a packet was sent or received successfully.

deep turret
#

yep
the main drawback for gaming, is TCP stacking and reordering as well as this same things but in middle network (ie no client control)

spark vigil
#

I was going to test the dedicated server but I can't run the dedicated server and the client at the same time with Steam? I've not run into this before with other dedicated servers.

fading quarry
spark vigil
fading quarry
#

Could be because the server has to allocate at least 12GB Memory and it conflicts when trying to run client at same time, but this is just pure speculation.

spark vigil
fading quarry
#

Oh I meant when trying to run both on same computer.

#

Are you running the server PC as anonymous login? I know A LOT of games refuse to start with same steam session on multiple computers at once.

spark vigil
#

I just ran it from the Steam interface. Is there a way to just run it directly from the install folder?

fading quarry
#

download steamcmd for windows and use .\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit

#

replace paths to suit your environment

spark vigil
#

Ah right, it's been a while, I remember having to do that for some servers. Thanks!

fading quarry
#

once downloaded run the server using .\FactoryServer.exe -log -unattended

spark vigil
#

Is there any way to monitor the server? For example, see the current tick rate so you know if it's starting to lag?

frosty gale
spark vigil
#

Interesting, I tried running the dedicated server and the client on the same machine and I get better FPS than on single player. Makes me hopeful that 1.0 release will have better multithreading.

frosty gale
fading quarry
glad nest
# frosty gale

did you consider changing path to config to an actual path

#

as i said if you follow the instructions on the github it should be sufficient for the structure of the docker container

#

but it still seems like the container is created

#

however i think you should remove it, create an actual path for it and then recreate it

fading quarry
glad nest
#

so what is the log saying

#

is the server not booting up after you have created the container?

frosty gale
#

exec /init.sh: exec format error

glad nest
#

can you continue showing it with pictures if you are going to provide the minimal information

frosty gale
#

That’s everything

glad nest
#

are you new to docker?

#

or you just trolling now

#

anyway

#

remove your old container firstly

#

so we know its not the nonexistant path ruining it

frosty gale
#

Yes

glad nest
#

atleast format error is normally some invalid arguments provided, i believe

frosty gale
#

Could it be because I’m running it on arm?

glad nest
#

it on arm? like the processor?

frosty gale
#

Yes, I know that it’s not designed for arm, but the platform argument has let me run other things on arm

glad nest
#

did you create the /home/steam/config folder

#

also i would not recommend having it on your base user folder

#

would shook it in someplace else

frosty gale
#

Do you have a good space?

glad nest
#

well

#

i would create a satisfactory folder under there

#

since the container also generates a few more folders

#

for example

frosty gale
#

It’s probably because of arm

glad nest
#

the error message doesnt sound like it

#

but i dont think you should run it on an arm processor anyway

#

i doubt there exists one strong enough to host any useful amount of players...

spark vigil
frosty gale
#

exec format error can be because of the wrong cpu architecture

fading quarry
spark vigil
fading quarry
#

Pulling hours is irrelevant, i also have a few thousand hours. Server will easily consume 16 to 24gb alone on a large save.

#

I mean if you want to work around it be my guest i am not going to tell you how to play, it is just my advice.

spark vigil
#

That's got to be a pretty crazy save. I don't have the largest factory ever but it's pushing out over 10 Rockets/min which is pretty extensive. I suppose for people who are maxing out nuclear power and doing 100 points/min for tickets could push those numbers.

fading quarry
#

But server and client does not share resource pool both are basically full fat clients, only difference between client and server is that server does no rendering, and game alone often on my system itself take run around 16-20gb leaving little left over for server and considering my insane amount of browser windows that i keep open, heck between game browser and windows itself its not unheard that my game crashes because of running out of memory (32gb)

#

But again I am not saying you cant do it, it just 'can' become very unpractical if you hit memoy ceiling, and you have to start manage memory carefully or server / client start crashing without any sign what so ever, of what caused the crashes.

deep turret
deep turret
#

I'm scared of the time you put in that message man

fading quarry
# deep turret why would server thread be stuck at 100% ? my server thread is at 4% cpu

I have never seen such low numbers, only exception might be on a fresh save and freshly restarted server where no players have yet connected. But honestly I would not count this as a real scenario as this changes rapidly once you connect to it and the save grows.

Feel free to ignore any of my advice, it is just what experience I have having spent what now feels like hundreds of hours trying to host dedicated server optimally ever since dedicated became available.

So far I have tested the following:

  • Running server locally on my gaming rig (Ryzen 9 5900X, 32GB DDR4 @ 3600MHZ CAS 14, RTX 3080Ti) and game at same time.
  • Running server locally on gaming rig without gaming on it. (only others connect to it)
  • Running server in several different hosting clouds all seemingly heavily over provisioned systems with awful experience.
  • Running server on my own server hardware Dell PowerEdge R610, Dual socket Xeon X5680 @ 3.33Ghz 3.6Ghz(Turbo), 192GB DD3 @ 1333Mhz, 1TB SSD
    Running VMWare ESXI - VMs: Windows Server 2016, 2019, Debian, Ubuntu, FreeBSD
    Bare metal: Windows Server 2019, Debian, Ubuntu (Currently)

All with and without Hyperthreading/SMT

There is also a great difference on the server usage before and after a user have been online on the server, the server does not seem to free all resources after a player disconnect from the server and the main thread then hangs at 70-100%.

deep turret
#

4% was after game loaded when no user connected
otherwise I'm at 30%
maybe it as to do with overprovisionning and/or windows server ?
I'm on R9 5900X hosted virtualized linux server system

fading quarry
desert walrus
tender mauve
#

does anyone have a dedicated i could join

rancid etherBOT
#

Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3

fair cedar
#

How can i query my server to see if its online and how many people are in it?

autumn rampart
#

I have a question, i had a player that had thier game crashed, and when they rejoined the server they were in a new avatar (spawned at the hub) and now thier old avatar shows up as an offline player. is there any way for the player to retrieve thier old inventory?

desert walrus
#

IIRC there is no query api atm

deep turret
glad nest
#

also put creatures to passive... its causing a lot of game crashes on dedicated servers

#

this is client based so all users should do it

crystal eagle
#

Hi guys I need some help, I'm running a Satisfactory server with (windows) steamcmd on a separate pc at home, I was just wondering if its possible to run a second server at the same time? has anybody tried and been successful? thanks

glad nest
#

why should it not be possible?

crystal eagle
#

I was thinking about the IP it would share

glad nest
#

as long as you assign other ports for the other server i do not see any issue

crystal eagle
#

would that be done on the router?

glad nest
#

config and router

crystal eagle
#

oh I see thanks

autumn rampart
autumn rampart
# glad nest kill it

not sure exactly on how to kill it, or what it is referring to (the "ghost" avatar?)