#dedicated-servers
1 messages · Page 33 of 1
i got unet connection tick
in my satisfactory i got the server seam to be offline
[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?
but mainly i would recommend checking your internet / firewall settings when error like this appears
The server is not lcal
would need to know platform etc to be sure
Windows
so it is hosted by a provider or what
No dedicated local
so suddenly it is local
But okay; try to allow the ports in your firewall, or even easier for the sake of troubleshooting disable your firewall entirelyt
port forwarding
Already done
Then I believe you should do the steps with firewall troubleshooting
just disable it entirely and see if you get any difference
I can't turn off other game already working on
And player on it
The son of my friend are.able to connect to server
But he are on the lan
brings me back to port forwarding / firewall 😛
or; what IP are you connecting to
since you are going through wan you can obviously not connect through internal ip
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 ?
Do you have your own router fur such as mesh wifi? In which case you likely have whats called Double NAT meaning you have to forward ports from the router provided by your ISP to your own Router and from that to your machine running the dedicated server.
only have the one provided by my isp
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?
we only try with the local machine IP adress, should i try my public one ?
Yea in the server manager just try add your dedicated server with your public IP address
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.
sounds bad already 😅 yes im trying to do both on my rigs
think i will just abandoned the idea, thanks for the help tho
Unfortunately 32GB is too little these days and also run game servers along side, but especially Satisfactory that eats A TON of RAM.
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?
You only have to do it once in the server manager console
Copy that
Probably a known bug, but I'm unable to move the server from "Private" to "Friends Only". It just reverts
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
uploading log file. I saw the IP port in use error but I don't think that should be the issue.
I also did FG.NetworkQuality=3
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...
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. 🤣
[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)```
Have you set up UFW correct?
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.
I see that you are trying to connect to your server with your internal IP address, and since that is not working you need to check firewall on the server itself. Also attach logs here so we can get more clues, screenshot of Connection TIMED OUT unfortunately does not say much.
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.
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?
Is this the setting that will be synced with the clients when first connecting or will this be something else from the server-side
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=""`
Ultra without you customizing client-server communication is set to ~0.3Mbit
riiight...
Guess i have some more tweaking to do.
run sudo ufw status
hm, shows inactive, should I do sudo ufw enable ?
if the firewall is inactive it should not be blocking your ports 👍 calls for further investigations i guess
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
well there is something preventing you from binding to 15777 and that can certainly be a firewall issue
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
Will try to join world and see what happens
and UFW just seems to be a manager for iptables so there is a firewall on the machine
https://satisfactory.fandom.com/wiki/Multiplayer#Temporary_lag_solution
Dont forget to set chattr +i Engine.ini on the server, server will always overwrite Engine.ini to default 300000 bit rate on exit.
might be a zero too much or little i have long since changed my configs to use the bandwidth that my internet connection has.
No these settings are not synced, and each user needs to also set files as write protected otherwise game will overwrite the files back to default values.
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.
awesome, thanks for your help again!
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.
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.
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.
@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
Well a large save can easily take up somewhere between 20 and 30GB ram.
Our medium size save take up 10GB Physical, 17.2GB Virtual as we speak.
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?
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.
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.
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.
You will find server logs inside the server folder <Satisfactory Dedicated Server Folder>\FactoryGame\Saved\Logs\
latest log will always be FactoryGame.log
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?
"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?
As of Update 7 Dedicated Server needs at least 12GB RAM
source?
I see. I was thinking it was in patch notes...
I am having this exact same issue with only 8gb of ram. please let me know if you end up finding a fix.
does somebody know what this means?
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.
Can't really say i've seen anything like that.
How much did it max out at?
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
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
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
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
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
It just uses what it needs 🤷♂️
the way it works is when you first start the server and not the instance usage around 4Gb once you start the instance (map being loaded usually happens when a player joins the server) ram usage should be around 9-10GB of ram and it could increase to around 11-12GB of ram
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
anyone able to install the server with the egg script. For me it goes into installing loop
restarted and updated my panel and instance
still no fix
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
I think if you host the server again, then go into the save options you can export it
ok thjanks
what is going on here? "RemoteAddr: [::ffff:127.0.0.1]:50324"
are you trying to connect locally or what is going on
try to reconnect to last game i was on
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
here is the log file for any legend that can tell me whats going wrong
assuming you tried to use a nosteam flag?
"Try running with -NOSTEAM "
nontheless its only a warning so that shouldnt be it...
Hey, would 10gb be enough for a dedicated szerver for around 2 players?
Is it somehow possible to have mods on a hosted dedicated server?
Its there any way i can import Blueprints files to my Dedicated server???
Blueprints are saved on your computer I'm pretty sure
I try to import and i didn't work
Its saves on my computer but if i try to import than they dont load
No
12 min, 14-16 reccomended
alr thank you
Also no, there's currently no mods that work on dedis
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
i cannot authenticate to reset it normally through the normal menues
Just delete the file that is called ServerSettings.<portnumber> in the parent folder where saves are stored then you can set up the server again, once set up you just load the save.
where can i find this folder?
is it inside the steamcmd satisfactorydedicatedserver folder
Check wiki im on mobile rn
well thats a bummer the wiki says the same thing but not the locationm
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.
why does the dedicated server have such high resource requirements listed. thats a quite hefty list. Does it really need that much mambo?
Those requirements are just bare minimum.
And yes you need it.
Yeah, it has to do all the same computations to run the factory as a normal pc would if it were hosting a multiplayer session
Only difference is rendering
You cant just reset administrator password, you need to delete that config and do the claiming of the server, the config is encrypted for security reasons.
so you are really gonna have to run in on a dedicated machine, not your game machine
It removes the vast majority of the client cpu load, so if you have a manycore chip with 32 gigs or greater of ram it shouldn't be an issue
In practice yes, otherwise you need a hefty amount of RAM, anything below 32GB and it'll just randomly crash if you attempt to also game on same machine.
so you need then at least 48 or 64GB ram.
I am on a 3900X, 3060Ti, 64G, all SSD and NVME storage
You'd probably be able to run both without issue
Although, if I may ask, why do you want to use a dedi?
just thinking about it....
mind you that as long as server is running its going to hog 1 core at 100% and 10-20GB RAM 24/7 so take that into account if you want to run it on your gaming machine.
whats network bandwidth requirements like (though I run 1G so not likely to be a problem)
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.
oh..thats not much at all. crank dat bish up
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
I see clients use 10-12Mbit just as they connect but they never go above 3Mbit while playing.
I was thinking 1.5 should cover everything you are likely to ever need, synch wise
but even at 3 its negligible
server uses a pool so multiply 1.5Mbit per client connected
I dont like people enough to get a horde on it. lol
Has there been any info for modding dediserver?
very little information on it, there was a longer post on the modding discord a while ago why it was taking so long but that post has since been removed or edited, now its just that they are close to done with it but no ETA.
Alright thx for the info bud, appreciate it👍🤘🏻
Its it a server or u pc
But 64gb For the other specs its overkill
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 ?
Occasionally if you add/remove server from server manager you need to restart the game or it wont be able to connect or just keeps showing as offline.
@fading quarry This I have tried. Unfortunately, it did not work. I have even reinstalled the game this has not solved the problem.
Then it seems like a problem on the hosting end, but that's just a guesstimate.
When I connect to the other site via vpn. The local ip from the server the connection also works.
I am afraid that the connection with the local ip address can be used only once. This is probably stored somewhere and can not be reconfigured.
Can this be ?
VPN's often use split tunneling where only some traffic is actually tunneled through the VPN itself, and this can certainly be problematic.
hello guys i got my dedicated server working but it wont let me change the session from private to friends only
anyone know how to correct this
i change it from private to friends only but it doesnt save or update
so when i leave the menu and come back its back to private
That is multiplayer and not dedicated server, but check out the wiki there might be some information about that issue there.
Dedicated server is inherently open with the entire world regardless of what session type save used when you played singleplayer or multiplayer.
not super helpful bud
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.
its for dedicated servers, no one can join as it says the servers appears to be offline
but i as the host can join
friends that attempt to join see the server appears offline
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.
im hosting from my own pc
it says to use the ip address of this pc and the port 15777
it connects me fine just shows offline to friends
whatismyip dot com
have them try connect to the ip that that site gives you
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
i tried that it gave me an ipv6 address and friends still get the same server appears to be offline
iirc ipv6 wont work at all
so you might need to contact your isp and buy a ipv4 address as a addon service
or use a VPN provider that gives you port forwarding but that is a whole other ballgame when it comes to configuration.
as for obtaining ipv4 most internet service providers have this as self service option on their site, so you can check that first.
i found the public ip address from my router and its giving the same fault
server appears to be offline
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.
Forward all the ports 15777, 15000 and 7777 all UDP to the host machine but wiki should already say that.
What could be the solution here ? Maybe a file with that should be deleted ?
Hard to say, you mention VPN, local ip and public ip previously there are many things to unpack right there.
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
Just grab the save file from the save folder on dedicated server and put it in the local save folder on your pc, and youll see it when you load a single player game.
This ??? \steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved
Correct
Here ??? AppData\Local\FactoryGame\Saved
Looks right yea, not on pc atm so cant confirm
Didn't work
Found it
😄
Just updated to latest to continue my old map, nuclear is showing some weird glitch in the waste output
the quantity of waste doesn't change
honestly, its just been unstable in general. I had to restart it because after I updated it some of my mines/belts stopped working
which messed up my recycling
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
the dismantle crash is happening more and more often
is the current solution just "try not to dismantle stuff"?
well, im an idiot
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.
Is 64 GB ram overkill?
No not really
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..
Dayum
64 GB is already expensive but 256gb?!
Thats probably pricey af
whole server was like 1500 - hosted at my friends house cause he has fiber connection
So, no one has any idea why this server won't start?
no i have 128GB on my main rig and my server has my old 64gb ram kit
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?
Just got 128gb ddr3 ecc ram for under $100 for my supermicro server. DDR4 is considerably more for ECC. DDR5 I do not believe exists in ECC yet.
If I have a question regarding how / who acts as the host of an opened normal save, do I ask that here or elsewhere?
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?
Would you rather host on a better processor or a better connection?
(my processor isn’t shit but it’s a quad‐core laptop i5 9th gen, so it could sure be better)
I’m sure that’d do just fine. How much ram
Did you try with -NOSTEAM?
20GB
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:
I do have my pc too, but that’s a 2500k so I doubt that’d run a dedicated server
I do have Steam installed on the computer, and it is running from the Steam directory.
I get the same issues though when I use steamCMD to install it standalone as well.
I've never understood why some devs can't seem to make a dedicated server for a multiplayer game that actually works properly.
Better processor
Server only needs like 150kbit/s per player
Bro it's an experimental feature lol
And tbh it's definitely a you issue
There's tens of thousands of satis dedis that work fine
Not against helping you but don't blame the software
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.
The wiki is community ran
That doesn't change the fact that there's missing documentation.
would recommend just using some pre-setup docker images
tbh
had it up and running in 5 minutes
even get some network optimizations
Yeah, you're definitely missing/doing something wrong
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.
Installing through steam should include all needed dependancies
Did you do both through steamcmd
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.
Why did you need a .bat for that?
...
It's virtually the only way to start it up without manually launching every time the server restarts.
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.
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...
i run it fine on a 64GB, 3950X dedicated machine just to run server and it runs fine on my end
Server has 64gb of RAM allocated to it. Prior to launching the server, it is using ~20gb out of the 64,
I can humor you and allocate another 64gb to it, but I'm confident it isn't an issue with insufficient RAM.
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
No, it really is 64gb.
Thats min
It won't start with anything less than 11.1 or so on windows
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.
like i said is a you issue something particular with your set up...
Perhaps, but it def isn't a RAM issue.
:start
Start server
goto start
The log doesn't lie
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...
I've seen saves over object limit use close to 20
YEAH because like i said unless you modified the Config file to let it use more it wont on DEFAULT.....
he server start up fine from his logs but it just crashes afterwards it has something to do with his set up..
Looking at the log, you can actually see that it found 64gb of RAM.
LogInit: - BufferSize = 65536
dude your server start up fine from your log but for some reason it crashes afterwards for no reason that has something to do with your set up not other way around it
I humored you and allocated 128gb of RAM to the server - no change, as expected. 100% not a RAM issue.
yeah it might now be ram issue but is something with your particular machine or the way is running
@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

Imagine if we'd suggested that
Imagine if I'd already tried that...
Oh, wait, I did...
Lol nvm
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
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//
Try starting it without a client running, I do see that you used nosteam lol
I also found a whole host of other people on reddit having this exact same issue without any resolution.
It's on a VM. The main game isn't even installed on it - or do you mean no Steam client running?
Yeah, no Steam client
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).
No change I was able to discern.
Nat detection is currently broken for everyone
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).
I have some slight insight on that.
then the cases properly forwarding afterwards and it working has been ironic 😄
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.
Good to know
Ubuntu works even worse as far as I can tell:
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.
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...
I am not sure why you are suprised early access game/server is incomplete
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.
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.
who kno how ta get mo than 4 ppl inna wrld
ight i seent sum1 said errbody dat join hav ta change they files too that tru
I'm not sure. I don't think you'd need to do that, but you could always test it and find out.
Try different hardware
That's my best suggestion at this point
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.
Is there anything out of the ordinary about your hardware/network setup
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
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.
Where is it installed in the filesys?
Like, it litterally only generates 2 files, a config file for crash reports, and the log, that's it.
Various.
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
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.
I can definitively say you're wrong
It generated the config files this time, but no more.
So that's at least some progress.
Can I see the new log?
Log looked unchanged.
are you using any kind of server panel?
None.
ok just curious because i use AMP and just finished installing a server and it booted right up
...and no it's no longer generating the config files.
It partially worked very briefly, and now it's borked again.
so when you boot it all it does is crash?
No, it doesn't crash.
Def a you issue, not sure what to suggest
It doesn't load either.
No, the dedicated server itself won't start.
ahh ok
pardon me for not scrolling all the way back up but what are you currently on?
I'm getting new errors though for the first time - libcurl errors.
ok linux
Nope, Windows 10
umm you could try GSM
ok scratch that then
and you installed the pres for the server
the presresquites
There are none listed in the wiki.
yeah
im pretty sure there is some in the server files
umm let me see if i can find them
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.
well i know u4 is one of them
I know U4 is on the two W10 machines.
im looking still im gonna install the server on my person rig real quick and see if i can find them
I also couldn't find an install pack for U4 either.
yeah last time i had the server installed on windows it came with the install programs but give me a sec steam is slow
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).
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.
and im pretty sure the other is DX
So, basically, it broke in such a way that it worked.
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.
Yup.
It generates two whole files, the log I shared, and a config file for crash reports, nothing else.
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
That's a GUI - I'm not even getting that far.
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 you got it working in the end 👍
Good to know you've got that sorted out.
Circling back on my question: Does anyone know? 😄
Mods are not supported on Dedicated server in any way, shape or form.
That’s what I was afraid of. Thank you for the answer.
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!
sorry wrong place
@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
This is what my server did, and I couldn't find a fix.
Ended, up just renting one
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.
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.
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
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.
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
Windows Firewall? if I had a nickel for everytime that burned me, I could buy CSS
same issue on my end and I'm running ubuntu
If you are referring to LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host you can just ignore that, NAT detection have never really worked in Satisfactory at all.
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.
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
port configuration is done using arguments, otherwise the default ports are going to be 15000, 15777 and 7777 all UDP protocol.
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
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=False
mUsePacketRouting=True```
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)
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.
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.
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.
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
With the ports closed, I would expect there to be at least a few seconds delay while some sort of timeout occurred.
Assuming its on you local network
Yeah, I might give that a try tomorrow.
That would at least tell if its forwarding that is incorrect
Would be ironic if the dedicated server software turns out not to work on an actual dedicated server 🙄
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
👍
I am getting get with some network error
where my starter close down too
I have no lag
Game crashed so much in multiplayer we dropped our server after 30 days, big waste of time this game is on MP
did you try to put creature passive mode on all clients?
have barely crashed any at all after i did that
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
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
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)
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)
Public IP itself should not be the issue you are having, are you running UFW on your server? If so could you show the config for it? If not I would like to see your iptable configuration for 15000, 15777 and 7777.
iptables would be sufficient tho as UFW just manages iptables.
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
Modify save using SCIM, you will probably find the box has fallen through the map
how would i proceed to do that? (sorry i don't know what SCIM is)
https://satisfactory-calculator.com/en/interactive-map upload the save there and you can edit it right there
I'm using ufw, the ports are open. You've already stated previously that you haven't run a server on a box with a public IP, I was specifically asking @glad nest and @long grove.
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.
I have never tried any setup that you are using 101, sorry
Damn
I dont see why it should bring any extra issues, beside security 😛
The game does have some weird networking behaviour that's for sure
Also NAT provides no more security than a properly configured firewall 😉
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.
I don't follow. The server I'm using sits in a data centre in France somewhere and is directly connected to the internet. There is no wan/lan in my case. The IP I see assigned to the network interface is the same one I use to log into the server.
@glad nest tried that docker image too! No success 😞
Try use a port scanner and verify that ports are actually open, you answered me last night when I assumed server sat on your local network.
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.
there are one error you can fix with a symlink, another you can ignore. Paste the error you are getting.
The error posted in this message is what I'm getting
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
I tested for port related issues by disabling the firewall temporarily, so I don't think it's a firewall issue.
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.
Yeah I've seen that a bunch as well
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
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...
Scanned your host and yea ports are open, attach latest log
That's interesting, the ports are actually not currently open.
Closed them again last night before bed
nmap say otherwise tho o.O
Bear in mind UDP port scanning isn't a very reliable thing
Scanned my host as well jsut to be sure
7777/udp open|filtered cbt
15000/udp open|filtered hydap
15777/udp open|filtered unknown```
No session/timeout/connection refused messages like you'd get with tcp
What's the command you're using for that?
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.
That is a bit scary to me... wonder if it is a Unreal Engine thing, or a Satisfactory thing. I don't know enough about either to say for sure.
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
@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
I turn that off when I get a game server from them it causes issues
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 ?
11.2 is the minimum to even have a chance of starting most of the time
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
I buy dedicated minipc for server. with 16GB RAM and linux server as os )
Yes is needed free memory, unfortunatelly
Hello, I have a Dedi server at Gportal, how do I get mods on the server?
Mods not supported on dedicated server (also on connected clients)
whas tha diff of a ds vs joining thru id
A dedicated server stays on all the time
wha bout if i neva leave than game
right, so if you joined on a friend and he wants to go to sleep, then the game goes down
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
man its hard to read with your short hand
but none, if you just want to leave your pc on then its fine
say less
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.
Does anyone have recommendations for dedicated server hosting services?
All I can say is that do research before you rent a Dedicated Server, Satisfactory Dedicated server use a LOT of memory and a lot of hosts grossly overprovision their hardware and you are left with a awful experience. I am then refereeing to the "x slots" hosting services.
Yeah that's why I'm asking for recommendations, not very many give actual server specs
Not to mention all the providers I have looked at use weak CPU's with very poor single thread performance.
Classic... May end up going self hosted then, just wanted another option if there was a consensus
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...
Yeah, that makes a lot of sense. Thanks!
Does anyone have any experience with indifferent broccoli ds? I'm curious how their performance is...
There was somebody looking into them a while ago
If I remember correctly not that great]
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.
Hmm, I've built some pretty big factories on dedis and not run into that
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.
Have you tried restarting the server?
On lan I would increase the internet quality setting to ultra
For ALL clients
yeah that's the other part, server crashes like clockwork every twenty-ish hours or so
Server restarts every 24h
yep, ain't that.
Could be rain or creatures
no warnings or ingame messaging, just crashes
Setting creature hostility to passive helps with stability a lot
understood.
I travel for work. Server's on my home machine, client is on my travel machine.
I stay at hotels with crappy internet a lot, heh.
Ah, then I wouldn't raise the setting that much lol
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?
I'm not familiar enough with it to tell you unfortunately 🤷♂️
where in the config would I find flags for this, weather, and seasonal events?
may as well just turn 'em all off
Weather can't be turned off, creature hostility is a client side setting
OH SON OF A BITCH
wife installed it on the disk drive instead of the SSD
/facepalm
Lol
yeah, still desyncing between client and server
What're your server specs?
i7 6700k @ 4ghz, 16g ram, & a 970 evo SSD
not what I'd call cutting edge, but it should be good for it.
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
Hmm, as you say not cutting edge but it should be fast enough to handle a moderately sized world with no issues
I had something similar to that on my server... Don't recall what fixed it
how i turn my save inta a ds
Step one is typing comprehensively
Step two, follow instructions on the wiki
!wikisearch dedicated+server
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 ...
would i be able to change my regular server to becoming dedicated on a hosting website?
Check the wiki for exact directories but all you need to do is copy the existing save file from your computer and place the copy into the server file.
I would kill to have my server stay up for 20 hours. 30 minutes at best here. Unless you don't delete anything then it'll stay online for a week 🤣
Anyone have any ideas why my logs are not showing up near the save game?
C:\Users\xxxx\AppData\Local\FactoryGame\Saved\SaveGames
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
Why would you need transport encryption on a game server?
to prevent password spoofing mainly
and prevent some people from breaking down your server as they wish
That's... Not really something transport encryption will do anything about
yes, it will permit not clear text login
it permits connection authentication basically
Yeah that's very much overkill for something like satisfactory.
I mean it's not for passwords
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
otherwise it makes a break to catch passwords used by anyone that have a dedicated satisfactory server
password are not supposed to be stored nor transported clear text today
and they are not expected to
welcome to security, first day here ?
If you know enough to get this far, you probably already know that much.
wdym ?
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.
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.
seems like you make vague guesses about how what I'm explaining is relevant or not, when I'm explaining you how it is
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
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 ?
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.
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
Do we know what protocols are being used by Satisfactory? Unreal Engine 4 uses UDP AFAICT, so TLS won't work anyway
That was my impression
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
TLS certificates can be used over udp
This is the only explanation anyone has right now
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
Until they do, QA site or the dev stream is your best bet for an answer
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
I came here to get more information about it and maybe talk about it in a constructive way
if it doesnt matter for you, and you have no information to provide me with, then why are you so inclined to absolutly respond to me
is it really a problem I'm trying to inform myself first ?
I'm sorry you read my tone as adversarial. Feel free to keep looking for information.
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
else, it needs to be advertised as unsecured password, to prevent people from leaking their important passwords
Is this for the devs to see?
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
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)
Anyone have any ideas why my logs are not showing up near the save game?
C:\Users\xxxx\AppData\Local\FactoryGame\Saved\SaveGames
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?
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
How long does it take to load/unload a train? cause i wanna set timers
after we we click on create world it takes about 1 min and crashes
the world will load fine but at the point we join the server my console shows me the crash and close the server
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?
we are using ssh to communicate with the server @pseudo mortar
and we are running the .sh script in session
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
right now i just have it running on my fedora desktop machine
but it´s correct you cant type in any command
but thats ok we didn´t need it
we are using a vps machine with 4 cores and 8gb memory
and debian 11 minimal as os
i'm looking for some way to interface with the server application running on the host
not the host its self
i will try to send over some log snippets
Source based games have RCON; does soemthing similar exist
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 >>
how much RAM?
8 GB
my small world on debian needs 10-11GB
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 ?
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
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?
does anyone know of a discord bot that shares server status information (online, offline, players, connection info, etc.)
if so please let me know🙏
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.
for today it seems the only documented interface is SIGTERM to initiate server stop
the address and port depends on how you configured the host, it doesn't depend on the dedicated server
you can setup the dedicated ports with arguments listed in the fandom link
for the address it's completely host dependent
it really looks like not enough ram to me
the server really does load a raw 10+GB in RAM when the game is launched
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
thanks a lot for all these messages - i will increase the memory up to 16 gb
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!
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?
How do servers do late into the game? Such as tiers 7/8?
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

enjoy your game
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
restarts doesn't help... yeah. I've told them - wait a couple of minutes for the timeout... but.. u know.. 😄
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?
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
thanks. Then it's some other problems, all ports forwarded with udp correctly, started through steamCMD
Somebody that owns the game has to claim the server
it should show a prompt to claim the server first
if you skipped it you may restart your game to reconnect and have the prompt again
yup. i own the game. but after i add his ip it's says offline, server name pending, notautheticated
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
You need to claim the server through server manager
no prompt. I have an red exclamation triangle beside server manager
yes, im in the server manager
checked and it's the same game version
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"
deleted everything from manager. restarted. With no servers added, I still have the exclamation mark
Bruh
That's just telling you it's an experimental feature lol
ok. didn't know what it meant
the exclamation mark is hard-coded don't worry about it
that's currently the menu design
hmmm. tried everything, even tried reinstalling the server
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
thanks, tried it a couple of times but no prompt. I'll give it a new shot tomorrow
I see this site selling "12 slots" for a Satisfactory dedicated server. I thought the game was capped at 4?
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" 🙄
Hey Guys,
is there way so i can see the server status (players online), without starting the game?
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?
So wait. Are you saying like to see how many people are on a dedicated server?
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
i want to do this without starting satisfactory
Umm, if you have access to the dash panel of the dedicated server I believe you can
Yeah
I usually dont host dedicated servers so this is a pure guess for me
how?
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
i wouldn't recommend it, to my knowledge you will lose a good amount of performance
@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.
idk if windows is more stable, but if thats the case, why not use a windows server instead of wine?
Because Windows server costs money.
And Wine generally outperforms Windows native
I also have far more expertise with Linux
same, but i can't realy help you, cause i never tested it, sry
Hey it's all good my guy, thanks for trying ❤️
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).
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?
Can I run a dedicated server on a decent arm cloud?
@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?
I know, but I can run it on docker with the —platform=linux/amd64 flag
oof I @'ed the wrong person, sorry @onyx salmon
@frosty gale Oh that might work, I'd try it
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
What are the minimum requirements for a server?
satisfactory doesnt support arm currently
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
That’s probably not enough
@deep turret it's network bandwidth usage
Oracle cloud
Ahh never used Oracle, I imagine it's a decent product
I don’t know how good it is in the end, but it has a pretty good free tier
no one ?
hey wheres the blueprint directory? i forgor
It’s ram, 24GBx24hx31d=17856GB
@frosty gale Ahhh that makes sense, thanks for explaining
Basically same as saves
It's in #faq
The server won't run on ARM platforms
Several of the libsthat it uses are not liscensed for ARM
ty found it
On Linux, I'm pretty sure all the libraries are GPL. I don't think they need a different license to be used on ARM
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?
I have not seen that error before and I cant find any similar on https://questions.satisfactorygame.com/ could you include a few lines above the error itself (15~ or so lines), that will indicate what you were doing at the time the server crashed, also look if its same on each crash.
anyone successfully setup a server on google cloud? i don’t know much about Linux but i think im running into networking issues
Have not attempted it and personally I would discourage using Google Cloud and AWS, I have some math on both services and both are going to cost at least 100$ a month for a suitable server for Satisfactory, there are much better options for that price.
yeah i wouldnt ever pay for hosting lol just because it's a server for a couple of friends. im using the $300/3month google cloud free trial right now
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.
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.
yeah I think I did that all correctly, I did the same thing that worked for me when I hosted a minecraft server on google cloud lol
ports are 15000, 15777 and 7777 all UDP
oh shit I had all tcp
I honestly dont even know what they mean but ill switch it
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.
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?
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
could you grab same lines from the FactoryGame.log as well, hard to see exactly what is from docker and what is not
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.
I see that the server is crashing once its being viewed in the server manager.
I assume that is when someone else is trying to connect to the server?
And you were already ingame?
Ah, I got the wrong timestamp, here is the ones that match the docker logs,
yes, that could line up. I'm trying to connect via epic client.
[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.
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.
I would try a bare metal installation just to rule out its a docker issue.
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
Unfortunately there is not, but most of the time its more than enough information in it just not easily read.
yea, fair enough
On a side note, is there a way to 'spin up' a server before a client tries to join?
oh do you have pause when a player is not on? That could perhaps be it.
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 😄
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.
ok, thanks for the tips, I'll keep having a look around.
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
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
can i join anyone's dedicated servers i cant find any in #looking-for-group-old
pls dont report
it was just meant as a short description without being too technical since he said he did not care, but you are absolutely correct. I should have perhaps used slightly different wording.
there is this kind of group announce :
#looking-for-group-old message
so I dont understand why you say there is no dedicated server group seeking
can someone help figure out whats stopping me from setting up a satisfactory dedi?
First start by explaining what problems you are encountering, then we might be able to help you sort them out 🙂
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.
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
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
Ok I'll probably need help with that in roughly 2 and a half hours
Can someone explain to me how to create a server with docker?
pretty good explained here ^
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].
nvm i figured it all out myself
That’s just how I start it, but how do I gat access to those directories
They will be created
I just noticed, isn't it that you just wrote UDP when you were thinking TCP at the start of your message ? (typo ?)
because your message makes very much sense if it is TCP at the start
sorry I didn't notice it may have been a typo
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
I think that also happens with game not hosted
Tbh, never played in single player. I've just started playing with a friend and I've setup a linux server (docker)
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
Will keep that in mind when we get to there
I mean with my own words I would say that UDP is a faster protocol than TCP because it has a lower overhead, that permits a continuous packet stream, however this is a explanation that is hard to understand if you don't understand networking hence I used a very simplified explanation.
but that is only true for the handshake, after handshake tcp can use wide windows and in-frames windows increase if supported if I remember right
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
but ofcourse that is very true for short-lived connections
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.
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)
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.
I started having same problem recently when I was going to do some testing, I never found out why though 😦
I own it on Epic too so I can still test but it certianly is annoying. I wonder if it's unintended. I hope so.
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.
I'm using 2 computers, one for the server one for the client.
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.
I just ran it from the Steam interface. Is there a way to just run it directly from the install folder?
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
Ah right, it's been a while, I remember having to do that for some servers. Thanks!
once downloaded run the server using .\FactoryServer.exe -log -unattended
Is there any way to monitor the server? For example, see the current tick rate so you know if it's starting to lag?
After running it i just get a string, and nothing else as a output
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.
Problem is the amount of memory you need for running both client and server on same machine as well at main thread of the server that is going to sit at 100 or close to 100% cpu 24/7, while it can be done its not very practical over a longer period of time.
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
Eventually once mods are compatible with dedicated server I expect a heap of mods for external monitoring but right now only way to check that is using ingame server manager that is very unreliable source to check tick rate as the mere act of checking tickrate has a large impact on tickrate itself.
so what is the log saying
is the server not booting up after you have created the container?
exec /init.sh: exec format error
can you continue showing it with pictures if you are going to provide the minimal information
That’s everything
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
Yes
atleast format error is normally some invalid arguments provided, i believe
Could it be because I’m running it on arm?
it on arm? like the processor?
Yes, I know that it’s not designed for arm, but the platform argument has let me run other things on arm
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
Do you have a good space?
well
i would create a satisfactory folder under there
since the container also generates a few more folders
for example
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...
I have 32GB so the memory isn't a problem, and running the single player game never hit over 40% so it seems to be able to run both fine, and split the load better than single.
exec format error can be because of the wrong cpu architecture
32 is not enough once save grows, you are looking at 48 or 64 gb if you are looking at long term if you were to host and game on same machine.
I've got 800 hours in this save, the server was using about 4GB and client 8GB.
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.
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.
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.
why would server thread be stuck at 100% ?
my server thread is at 4% cpu
I'm scared of the time you put in that message man
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%.
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
In the end I have ended up running a bare metal installation without any hypervisor giving me the best performance I can possibly get.
I've done some pretty extensive testing on threading with the client, and that lines up with what I've found. It is also worth noting that the practical limit is around 5 threads
does anyone have a dedicated i could join
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
How can i query my server to see if its online and how many people are in it?
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?
The server dashboard whouild show this information in-game
The management console on host should also show
IIRC there is no query api atm
maybe if they disconnect again and wait for the first avatar to timeout
is their old avatar sitting like a disconnected player ?
kill it
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
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
why should it not be possible?
I was thinking about the IP it would share
as long as you assign other ports for the other server i do not see any issue
would that be done on the router?
config and router
oh I see thanks
yes it is, the've tried disconnecting and reconnecting; and I've tried restarting the server with no success, it just sits there
not sure exactly on how to kill it, or what it is referring to (the "ghost" avatar?)