#dedicated-servers
1 messages · Page 35 of 1
to trigger it, juste launch steamcmd in cli
then type exit
yep that fixed that issue
can I safely ignore this:
[2023.04.01-15.04.28:145][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1
[2023.04.01-15.04.28:145][ 0]LogStreaming: Error: Found 1 dependent packages...
[2023.04.01-15.04.28:145][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
[2023.04.01-15.04.28:148][ 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
[2023.04.01-15.04.28:148][ 0]LogStreaming: Error: Found 1 dependent packages...
[2023.04.01-15.04.28:148][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2
I can see a couple people asking the same in the discord history, but no direct answer is given
all I know is the first time you run it the server configure itself it can take several minutes, and a lot of red lines are logged, but it doesnt necesserarily means things cant run
this is still an experimental thing, and I guess a lot of not required checks are not cleaned out
so some checks could fail but not be a problem to running the server
especially graphic rendering checks
I guess I might as well science it ;)
well I can connect to the server and create a game on it... connecting as a player kills it and puts the server into what is seemingly a boot loop (service things I guess)
timing out during the session creation:
(i don't care about the IP, go ahead have fun failing to connect)
server reaches this stage in the loading and the connection timeout always triggers (then the server hangs):
...
[2023.04.01-15.31.38:978][409]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Tile_X3_Y4.Tile_X3_Y4:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_79)
[2023.04.01-15.31.38:978][409]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Tile_X3_Y4.Tile_X3_Y4:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_88)
[2023.04.01-15.31.39:666][409]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Tile_X3_Y1.Tile_X3_Y1:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_147)
do I need to have the server data stored on a faster disk?
i'm now in the future:
how many GB of RAM do you have available when the server starts
the strict minimum is 10GB
otherwise it can't hope to load all its stuff
(yes that's a lot)
recommended minimum is 12GB
Can someone tell me how to change the creature aggression to passive/retaliate for a dedicated server? It seems to cause a client crash a lot of times when being targeted
I see some people saying that changing it fixed the issue, but I can't seem to find where I might find that setting, or what command I need to run
every player must go to advanced game settings, and set creature in passive mode
when in the server game
is it an ini file? or it it just in the game when loaded up on the server pc
I cdont know if there is .ini for that, but what I was talking about is in the classical game settings when connected to the game
I appreciate it, I found it
funny, I looked everywhere through the dedicated server files trying to find the setting. Who knew it was that easy
I think I provisioned 8, thanks for the sanity check!
(Excuse the noobish question) What are dedicated servers?
A dedicated server is basically a headless (no graphics) Satisfactory game, where your friends can connect to.
So a multiplayer server. Like Minecraft servers 🤣
Just that Minecraft is annoying and this perhaps, too. Nah, forget it. You understand?
the base game is played directly on your computer with your character doing things in it
actually there is a software part that records every of your actions and process the game behavior and mechanism then send informations to the graphical part that show you the video
when you invit someone else in the game, someone else software (the Client game) connect to your game and get this same informations through network
but it still depends on yourself playing the game on your pc
a dedicated server is specialized at processing the game, no one client game is hosting it, it is hosted on a dedicated software running on an other machine (or same machine)
and can run independently of anyone laucnhing the game
The second paragraph is not correct, but not completely wrong either.
How does hosting work? Is it just me being online and having friends join me in-game, or are dedicated servers different?
Hmm difficult to describe, actually.
I do not understand your question, honestly.
dedicated servers, are different, as I said it is independent of anyone launching the game client
including you
Where can I find some documentation?
there
Basically, a dedicated satisfactory server usually runs on some server or computer that is online all the time. It's the game itself running there, but with no graphics part.
It handles the game and copies the environment to the clients, where these can make changes and the other clients can see it.
A client is a player, or the game of the player.
can you elaborate, note I said software part I didnt talk about it as standalone
That's a helpful explanation. Thank you. Thank @deep turret as well of course.
people usually talk about the game engine as a whole thing, but it is made of multiple components working together
You said the server handles the game, and sends the graphics part to the client, which is not true.
The server does handle the environment, however the clients runs a separate copy of it, where only the required information is loaded, from the server.
When you make a change, the change is sent to the server, and once the server has confirmed your request, it is made client-side as well.
If you open a power pole, for instance, the client asks the server for the information (eg. the energy graph) of it, copies it to the environment running on the client, and then displays you the data as if it would run single-player.
that's not what I said
I admit it sounds confusing, sorry.
yeah that's why that what you said is not entirely true
I didnt say the server handles the game and send the graphic to the client
I never said that, re read what I said without skipping steps please
I talked about 3 different things at different stage
Ah yeah, sorry, then.
I only first talked about game without any hosting, internally
then I said it send the game information to a client so it process the game part needed to show it, it is not in the same sentence
I wanted to explain shading from local game to fully hosted game
the first part is only talking about a fully local game
I said it send game informations [to client], not graphic informations
As well, you could think of starting a game is starting a server where the environment is processed.
The visible part is separate, but always just a render/reflection of the server environment.
When you connect to someone's server, you actually connect to the environment server.
However, it at that point it becomes difficult to be in sync with the server environment, because the client itself must run that environment. But it can not run the complete environment, because sending all that over the network is too heavy and the latency is bad.
Therefore, only some parts are run in the copied environment of your friend, if you are the host.
That's why there might appear bugs - your friend's client is hard to keep in-sync, because the actions your friend does are confirmed by the server asynchronously, meaning the environment of your friend might do illegal things the server does not accept. Because I am no game developer, I can not answer you the question why the server of you does not always accept actions. It's perhaps a lack of information coming from the client, or rather the latency.
Anyways, a dedicated server is basically the enviroment server I have been talking of, without any client.
@undone merlin @deep turret
and client game have the same game mechanism informations ressources in the game files that it can load locally when the network tells it needs to
such as what is a vehicle
then it only needs to tell to client "it currently is at position X with Y stuff in the car trunk"
why are you talking about not accepting action though ? They only asked what a dedicated server is
I didnt see them asking for troublshooting
if you have more specific questions feel free to ask I guess (I'm not mod or anything, just here to answer sometimes)
Ah I slipped, I don't know why.
I'm always scared of giving too many informations and making things confusing, and as we are two to do it (giving informations), it scares me twice as much
that's why I said : dont be afraid of asking more specific questions
He's horrified already :)
Nah I guess his question was answered, though I did not exactly understand what he meant. It's always hard to guess what someone not knowing at all means with his question, because he can not use the professional terms.
It's so easy if you know, so easy you sometimes don't notice how difficult your explanations are.
Don't worry, my question was answered. I mainly wanted to know how dedicated servers are different from actively playing and then having friends join while my game is running.
practically : it runs elsewhere, and even if you are not opening the game yourself
Hey anyone know any active servers?
currently dedicated servers are able to handle only a single game,
so basically every game servers are spread to a close amount of people
there is #looking-for-group-old though with some dedicated server setups
my server stays offline in game when i start my server in my hosting, can anyone help me?
do you start satisfactory on your pc after you started the dedicated server ?
because satisfactory does not do retries
i restarted my game while the server was online, but in my server files it shows as "running" "0"
what do you mean by "server files" ?
"running" "satus 0" means it is running ok, but usually doesnt show in files
did you make sure you entered the correct address and port in satisfactory to connect to your server ?
i'm sure i entered correct, after 15 minutes it showed as idle for a minute, then went back to offline so i'm sure
the person I originally sent this to did not even try, but maybe this will help you at least
sadly thats not gonna work for me, i'm using a hosting so can't use that
wdym ?
I'm talking about check dns address, there is no need to do anything with your hosting to do that
even I could do it if I had the dns address of your server
it is useful to know if the address you use targets multiple physical addresses
because if any one of them is not connecting to server, your game will not connect
cant find it anywhere, i cant use those commands anywhere with reaction, i'm sorry
how much memory do you have on the server?
how do i see that?
hmm, what are you running the dedicated server on?
my friends pc.
then ask him how much memory he has
its a server. 16gb
its like a home computer or remote?
home
is he running anything else on that server? for me 16gb wasnt enough because I has some other stuff running on it and using memory
wierd, my friend is playing on the server, he has 38% of memory usage
i just cant join
i allready played on that same server.
my crashed and now i cant join.
did he try restarting the server?
what kind of address you are using ?
number.number.number.number
numberabcdef:numberabcdef:numberabcdef:numberabcdef:...
name.domain.tld
number.number.number.number
ok, then what I was talking about is not relevant, because you already use a network address
is that a game hosting ? or a machine hosting on which you installed the dedicated server yourself ?
game hosting
where did you get the number.number.number.number address from ?
the dashboard from the server
it can't be the dashboard for other games or servers ?
then I dont see why you couldnt connect
there is either a problem in network or server setup,
either way it's not under your control
did you have any settings to provide when setting the server up ?
wdym?
to get the server, before it first ran
did you have to provide server settings, like port or alike
yes
just the standard 15777
I mean, server side there is 3 ports to setup
15777 is default for client to connect, it is good if server use default ports
but if you put other settings on the server it can mismatch
so, it should work if i add the other ports?
what do you mean by adding the other ports, adding it where to what thing
since this message, I'm specifically talking about hosting settings, not about your satisfactory game client
i can create allocations with diffirent ports, ip stays the the same
you are talking about your hosting settings ?
yes
do you have 1 port to setup, or multiple port to setup ?
i can have up to 3 ports
that's what I dont understand, why "up to"
the server always use 3 ports, no matter what you setup, if there is any settings to provide, it is either 1 or 3 ports
(either the main port with other default, or every port with specific settings)
if there is 3 ports to setup, make sure you put the right number to the right port
the 15777 (default) is for Query Port
if you put it for other settings it will not work by default
thanks for all the help but I don't understand anymore, I'll speak with my hosting tomorrow when I wake up, hopefully they can get it fixed
hey guys, I'm having trouble allowing my friend to connect to my dedicated server. The game keeps defaulting to "private"
tried the workaround I saw online which involved saving the file in single player, but there was no "Server" folder in factorgame/saved/savegame
have you ever had him connect successfully?
Glad to see I'm not the only one that crashes every few minutes when playing on a dedicated...
Hi all,
I'm looking for help 🙂
I have a satisfactory server, hosted by indiferentbrocoli
Since few days, my Satisfactory server is up, but we are unable to access the game
The server is visible as online, we can click on connect, the loading screen appears, but nevers ends
There is a lot of jokes displayed in this screen, it freeze on one oh them after few seconds/minutes
I tried to restart it, or shut id down then up, without success
Any ideas or someone else have already facing this issue ?
Export the save to single and try to run it there
I downloaded the save file via the file manager. Paste it in local and was able to load it locally without error
I save it again locally, I try now to upload this save in the server threw the options ingame
and it works now
I don't understood but in conclusion :
- I downloaded the server save locally
- Launch a solo play
- Save the game
- Send this new save on the server and loaded it
(if it could helps anyone else)
yep someone else here needed to do that too and it worked, maybe that's why Pitched told you that
Thank you all
i got muted on my main idk
how do i fix that issue
i got vpn on buts nhot the issue
Is your NAT closed or something? VPN shouldn't matter I use Nord no problem
Hey team, long time lurker first time poster.
My client keeps crashing whenever I try to use tubes. Dedicated server and other friends' clients have no problems.
Things I've tried:
-Upgrading Video Card drivers
-Switching between DX11/12
-Verified Integrity of Game Files (no issues)
-Disabling Steam Overlay
-Reducing Graphics Quality
-Reducing framerate from Inf to 144 to 120 to 60
Seemingly similar issues. Tends to happen near transport tubes.
FGBuildableSubsystem.cpp
I wonder if this has anything to do with the Blue Print Maker near the transport tubes.
Nah, after removing it, it's still crashing every few minutes.
does it crash constantly with anything else?
i noticed on the last sever i played on, crashes were common with trains, hyper tubes, and during saves (which were becomeing longer and longer and longer, even if not much had changed)
I haven't tried it with any other servers or saves. I might grab a copy of the save and load it locally.
any advice on improving this?
anyone have a good tutorial on how to get a dedicated server set up? me and my friends are trying and we are confused
I use AMP for mine.
is AMP paid?
$30 1 time fee for 5 server licenses. From there you just host it locally, and it makes set up for any game it supports a breeze.
Satisfactory was all of 3 minutes to set up
are there any cheaper alternatives lol the three of us already dumped 30$ a pop and would prefer not to spend any more
That's fair.
In that case: https://satisfactory.fandom.com/wiki/Dedicated_servers
There's a guide in there.
I just run a docker on a server, im already running unraid on it for media
Hello those who are around! I recently got a new pc, and want to use my old pc to host a satisfactory server, and create a 24/7 world with an end goal
hi guys, at this time can we not use mods on a dedicated server?
Hello everyone! I'm hosting a dedicated server on my Synology NAS with the Virtual Manager. It's a Linux Ubuntu desktop that runs the server. It works great. I am wondering if someone have solved the 24 hour restart? I understand the need for it, but I'd like to have that restart at night/early morning instead of in the middle of the day. An idea was to make a schedule restart of the VM, but the downside I guess to just restart the VM is that the Dedicated Server it will not be done safely shutdown and I believe that could be an issue? My knowledge of Linux is very low. Any suggestions on how to do this, or is it just accept the restart during the daytime best?
not to point out the obvious, but solving a 24hour restart at day seems to have a pretty easy solution... starting it at the morning for example?
or does that for some reason not work
I do remember doing that before, but the timer was changed for some reason anyway. I wanted a more early morning 4 am, but yeah that's of course doable
it's surprising there is no setting for that
also depending on how the vm is shutdown it can be a clean shutdown (which is technically expected)
no we can't especially with the upcoming ue5 upgrade
The VM is no worries. It's the Satisfactory Dedicated Server that is the issue of shutting down properly instead of just rebooting the VM. It might not be an issue, but I imagine the dedicated server could break (or something) if not shut down properly before a reboot
reboot include a shutdown
and if everything running on the vm is not shutdown properly then you can't say the whole vm is
so when I said it cleanly shutdown it means also it cleanly close its running services
no mods on dedi's since it get put out there
I have a server i have been hosting simply while i play(not dedicated). i have another computer and would like to setup a dedicated for my friends and I so that they are able to get on while I am away. what/ how do i do that?
thank you so much. i just read through it. and i am wanting to run it from my other computer(laptop-i7/16g ram) do i have to get another copy of the game?
nope all fine without
A small heads up, satisfactory dedicated server is very cpu intensive so keep an eye on cpu core temperatures as 1 core is very likely to sit at 100% utilization nearly 100% of the time, considering you mentioned running it on a laptop.
i know alot of questions being asked. do i just log into my steam on my other laptop and start it in tools like the wiki says? ive done that with other steam dedicated servers and it tells me its logged in in two places
Hi ! Me & my friend have been playing on a dedicated server. The server is running 24h/24h on a separate computer. We are connecting to it using different computers, in different cities. We've been experiencing a strange issue for a few days/weeks : every once in a while one of us can't log in. Satisfactory displays "This server appears to be offline". The server logs don't show anything unusual. As it happens for one of us, the other usually manages to connect without any issue (which means that the server is up and running, and also correctly set up to enable connections to it). The only way we manage to "resolve" the issue is to reboot the game until the issue solves itself. Do you guys have any idea as to what might be happening ?
(We obviously went through the wiki, google and the reddit but didn't find anything that might help us...)
@grave dew does that only happen when two people are connecting at once? or does it persist for the person who can't connect until restart. how much ram on the server?
16Gb RAM on the server. It does persist for the person who can't connect, sometimes event after multiple restarts.
well that knocks out my idea.
I feel that it might be coming from the client, because when the issue is coming up, the error ("this server appears to be offline) appears immediately as if the game didn't even try to connect to it...
do you see the handshake in the logs when the person tries to connect
No, there's no "try" actually
Satisfactory shows "This server appears to be offline" as soon as the game is running, and server-side it's as if nothing was happening
=/ the only time i see that is when the server is actually offline or has crashed
😦
which logs are you looking at? are they in real time?
Yep, I don't have access to the logs right now but I could send them to you tomorrow if you like
Yes that's what confuses us
how are you going about hosting the server? linuxgsm?
I'm not the one in charge of the hosting, I'll ask and I'll come back to you !
turns out 4 cores, 8GB RAM and NVMe is better than 2 cores, 4 GB and an 8GB swap. whodathunk
scrolling up reviewing this chat and i see the "tick: connection time out" screenshot more than anything else. the only time i see that is when i start/restart a server, and i attempt to join the game before the server has finished loading. are there other repros for that error?
do you use dns adress to connect ?
an.adress.name.without.numbers kind
some hosting providers can give you one easily (pointing to your host)
That's because that error appears anytime the game sees the server but can't connect
i wonder if there is a way to make the client wait in those cases (rather than kicking back to the menu with an ugly message)
at least the "server loading" case. i'm watching logs simultaneously while restarting and immediately connecting. server isn't ready, but i see the same message
then after the server finishes loading, i see about a dozen log statements of my ip trying to connect ... i join the game again, and everything is golden
Yes
It waits for 60s by default, you can increase it if needed
ty
You want instructions on how to do so?
Yes we do
Flushing the DNS cache (with ipconfig /flushdns) doesn't solve the issue, we tried
^ @grave dew then to ses how many addresses are reported and what type
satisfactory only try one currently
The nslookup function sends back 2 IP adresses
I'll try without the DNS address and keep you posted, thank you for your input !
beware that the ip you decide to use doesn't change though
dns are made to prevent problems raising from different ips
Yep, it solved my issue ! Thank you ! We'll just have to keep in mind that the IP will be changing once in a while 🙂
Have a server that is not beign used anymore that I am thinking of letting other people use for satisfactory server
PM if anyone is interested
its based in europe so i guess its beneficial to also be based there
nope
What does this mean?
It means the connection timed out
i think i found it here https://questions.satisfactorygame.com/post/62572a7cca608e080350c2ad
thank you!
hello
operator?
Hi @viscid lodge, did you find anything? I found a couple of Discord bot projects on GitHub, but I couldn't find one that would display all of this information. A couple of issues are that the dedicated server doesn't have a friendly API intended for this and dedicated servers do not support mods which could make server information available. The only relevant information I could find was this information about the query protocol, which was kindly shared by @rose valley and @quick mist: https://github.com/dopeghoti/SF-Tools/blob/main/Protocol.md However, this will only give you basic information about your server and not things like player counts. In the end, I created my own Discord bot which uses the basic information from the query port and it derives player connections/disconnections, player counts, etc. from the server's log file. The log doesn't actually contain details like an online player count, but that can be calculated by processing the relevant lines of the log file. So, although not an ideal solution, it is possible.
What commands can i use in the server manager console?
And how can i disable power issues?
I love the new 4x4 😂
How can I set it on my dedicated server so that the server is automatically restarted at a certain time ?
depends on what you are running, but if its linux you can set up a cron job I believe
Hey Guys... I was on @honest badge DS for well over a week, The whole thing crashed yesterday evening (UK time) since then I've not been able to get back on. I've tried the following, in no particular order:-
Restarted steam.
Restarted the game.
Deleted the game , then re-installed.
Deleted again, re-installed to own SSD.
Restarted my Router.
Deleted SMM, and all mods.
Done a rain dance, then watered the garden.
Checked my firewall, then burnt it down.
I just get to the loading screen for the DS and it runs its course and nothing. No crash report, nothing. Have to click the task bar and close the window.
Other users are logging in OK and the game is still running for them.....Does anyone have any knowledge that may help, it would be very well received.
Thanks
ehrm, I didn't think you could run mods on dedicated servers
yeah nah you cant do that yet sadly
Does anyone know why my dedicated server wont allow me to change from private to Friends Only?
wait are you double clicking the factoryserver.exe file or are you typing in the run command in terminal?
Как обновить обычную игру ? Этот параметр отвечает за обновления app_update 298740
Please keep it english. This will also have the benefit that more people will answer your question 🙂
the whole thing about dedicated servers is that they are separated dedicated game hosting
so they can't depends on your personal friend list
your friends for the server is the one you shared the server address to
a nice thing would be a game password
@vagrant raft just the exe. or starting the game via steam application
I really hope they show some love to dedicated servers in the next patch. Seems like its worse that they used to be, and pretty sure update 8 gonna make them poo poo
Vehicles do weird things every time I login into my dedi server lol if i get near it starts to spin out of control till i manage to delete it ( in experimental)
no mod support for dedicated servers?
not currently.
is this specific to headless? but mods will work if i use Windows GUI?
no, they did build a program to handle loading of the mod in dedicated servers, but it was never released. It will most likely have to be completely reworked pending update 8 as well. Mods would also have to be written specifically for dedicated servers as well
are there any active servers,
just wanted to play multiplayer but I don't have friends who play this game
i have a server that runs 24x7. thinking of hosting a MP server with mods. so, how do i do that? . Install windows, then Steam and host?
that means i will need another steam account to run the server?
can I join your server?
sure if i started one 😄 . thinking of how to do it. i can message you my discord, we have few people over there
sent a DM
thank you
there is no gui of a dedicated server
these are dedicated to being server
thanks. got it
I mean, at least not in the game sense
it can have a monitoring/control panel which may take the form of a gui
but this gui part is not directly related to the game
and currently it is directly in the game clients connecting to server (with admin password)
Anyone know if the ai crashing thing has been or will be fixed?
How do I join a dedicated server?
Don't channel spam pls
I don't think you know what spam is...
Both messages have a 4 minute differential
I missed that
@frosty gale you join a server by entering the server ip in the server manager and clicking join
Hard for me to even find a server ip
Even in #looking-for-group-old
You have to message the server owner In the thread attached to the post
Does anyone know a good dedicated server host? ive tried watermelon and shockbyte and they just lag so bad... US based
Come here from help channel as it seems to be a server issue rather than game bug. Map has no "people" section on the menu on the left and i cannot see myself on the map (neither can the other player who uses this server). Any known fixes pls?
Servers were not really playable in the past as soon as Nuclear was up.... is this performance issue fixed or was this an issue from the server host i used?
Just a thought, but you may get better results using a VPS instead. It may cost a few dollars more and you will have to do some setup yourself, but you'll get to choose the server spec yourself and you'll gain full control of the server, file system, etc. Setup is quite simple. There are tutorials that explain the process or you can use one of the community Docker images to simplify the process even further.
how do i make a server... i want to make one but don't know how to
Instructions are here: https://satisfactory.fandom.com/wiki/Dedicated_servers
Alternatively you can hire one from a game server host.
You can use Epic or Steam to download the server. It is free on both. It doesn't matter which you use for the client.
No mod support for now. I had few mods and was wondering why is dedicated server not working.
They lagged for me and alot of restarts!! I corrently use low.ms!!! Take a look around?!
Also on Epic and the wiki info doesn't seem to apply in alot of cases, unless im missing something,
things i cant find:
- .ini config file for server
- Save locations for the server
yes I've read the locations on wiki, they are for the Steam install, epic is different apparently
I'm not sure why the paths are different. Could you use SteamCMD to install the server instead? You don't need a Steam account (hence this +login anonymous).
nah its definatly installed right from the Epic launcher.
watching the server load it up oddly enough it looks for steam ids....??
** sorry i miss read that last, I am actually currently working through a SteamCMD install to see if Epic version will connect
Yeah, as I understand, there isn't a Steam and Epic version as such. The paths could be different (I've only used the Steam version), but the file structure should be the same, so a quick search should find the files.
think im figuring this out. makes sense, the "epic install" is just pulling the SteamCMD fille for the server.
my issue seems to be a failure in the first run of the server, so its not creating the files i am looking for
Assuming you mean a dedicated server, via Server Manager.
Does your server have enough resources? E.g. At least 12GB of RAM.
You are not running the game itself on the same laptop are you?
I am
That'll be your issue then. It needs 12GB of RAM. There won't be enough free with the game running as well.
No probs. Consider hiring a game server perhaps?
not really
or not using a dedicated server
or people who want the game to run in the background
Not really; 4 players is the suggested max (but you can increase it). Main advantage is that they are always on.
Hmm
The alternative is to host a multiplayer session, but you can only play when the host is online, of course.
OK so to help clarify for anyone struggling with this same issue. Ignore "epic Dedicated server" install the SteamCMD dedicated server and follow all setup steps.
my personal issue was an old server from a year back messing up the files. cleared all file reinstalled and works perfectly.
thanx for letting me 'talk it out' 😛
have a clear dedicated server ready to go if anyone are interested.
Not using it anymore so if anyone wants it feel free to send me a DM/12GB of ram reserved
Everytime I try to join a server it says my connection is lost how do I fix this?
checks that you really forwarded/allowed the 3 udp ports needed for connection to go
Nevermind I fixed it
if you only forwarded/allowed the main one, it's not going to work
ok what was the issue?
I had to remove all my mods
Hi all. Do I need to own a copy of the game on the PC i'm running the server on? This PC doesn't have a good graphics card so I would prefer to launch the server through a command prompt. Thank you in advance 🙂
No, you don't need to own the game to host a server
Great! thank you kindly
hey guys may i ask a few questions regarding server performance here?
i rented a server for me and my friends. is it a satisfactory sided thing that tractors are causing kinda medium to heavy problems?
What kind of problems?
What is this channel about
Fighting Factory Factions - Hosted Server Experiment
Hello all,
I'm trying to see how far Multiplayer works in this game. I have a nice setup that I think will intrigue those who've played awhile. Although I'm still pretty new myself.
I have a hosted Server. I've already run it for over a month testing the stability and learning the game. I got up to the Gas Mask Milestone (I think it's Tier 6) before I decided to try Multiplayer. Here's what I'm starting with now:
I've downloaded a Save from Nexus and uploaded it to the server. So, EVERYTHING is already unlocked. The map is completely empty and I'm just now exploring a spot for the HUB.
The server has 10 Slots and will run 24/7. I'm looking for people to jump in and just let me know what they can and cant do.
Server Name: Fighting Factory Factions
IP: 192.227.126.78
Port: 20900
they are lagging all over the place and sometimes there are invisible obstacles which they struggle with
No, that's not really normal
The only big issue with vehicles on dedis atm is if you try to ride them by standing on top of them
you have any suggestions what it could be about then?
What is the server running on?
what do you mean exactly?
What are the specs of the machine being used to host
its the second highest tier of nitrado rented servers
those are usually used to host mega factories, i dont think this in particular can be a big problem 🤥
How many people do you have on the server?
currently i am playing alone but usually there are 2 more people but even while playing alone the problems persist the same way as before
This one?
wait i will look up the exact subscription
Either way, I would have no confidence in nitrado server hosting having adequate performance for a satisfactory dedi
oh its just that i saw good things about them at youtube
💀 What channel reccomended nitrado?
Like I guarantee anyone hosting an unusually large save in satisfactory is not doing it on nitrado
TschukiTV, a pretty big german Satisfactzory Youtuber
Sponsored?
it would need to be labeled as such right?
So what is the recommended hosting service?
Not necessarily, depends on exactly how the sponsorship deal was done
Either way, 14k subscibers isn't that big
I cannot reccomend any service
I would always suggest doing it yourself
yeah but there are few as big in satisfactory in germany as him
i would like to but the thing is i dont have the necessary hardware
How much are you paying for nitrado hosting?
so it seemed like a reasonable thing to do cause i already had some nitrado servers
its about 18 bucks a month
At that rate you could build a machine to host a server in about 18 months of paying for a nitrado server
It'd actually probably be fast enough to host multiple servers at once
yeah but 18 month are still around 18 month xD
either way i guess a reasonable thing to do would be pulling the map of the dedicated server and play on classic MP mode
our map is not even that big i would guess 😦
Just a heads up as Im new to the Discord and this discussion, the server I just mentioned above is hosted on 4NetPlayers, with 10 Slots. I've run it over a month with no lag issues at all, but also havent had other players join yet. Just an FYI
how much do you pay?
$10 a month. 1st month was $4.99
nice, i will try this out
yes it is, though factory carts should work
In Multiplayer, is it only one Hub per server? Or can each player have their own Hub?
1 hub
There is one hub per server, and no way to play against each other.
Yeah, I was more hoping for like a Trading system, but thanks
ya know, this is a building game and not PvP, and not really PvE... Sad.
i had a friend in my instance, they disconnected in possibly the worst spot imaginable to go and learn the game on their own, but their pioneer is just sitting in that spot. is there anyway to forcibly remove them until they decide to return?
answered my own question: killed 'em and they despawned. we're chillin'.
I mean you can
Just make a mod that allows more than 1 hub
Might already be one that exists idk
Just make a mod
So simple
That would require completely revamping the progression systen
And a lot of underlying game code
Never said it would be simple
But its possible
"Just" implies simple
That'd be several thousand dollars worth of labor
that's not a 2 line addition
you are not talking about adding some random simple things
you are talking about literally "just" changing some rule on which almost the whole game is based on
also keep in mind satisfactory is not some standard collaborative tool suit
only mods are
which means you can't have access to everything in the game
you specifically only have access to the existing game interfaces
mods (even simple ones) are already kind of a trick
is there a way to make it so the server stays loaded even while players are offline? that way machines will keep working
you would basically need to give everything a team index
and instantiate every ressource management storage etc.. under every team
you mean game keep running ?
yes
that's the first checkbox in the server control panel
server control panel wheres that
when you connect to your server through your server manager
there are multiple tabs
there is a server setting tabs
im hosting locally i dont have a server manager
then you don't have dedicated server
ah u mean the server manager ingame mb
i thought you meant you were using an external server host
i found it thanks
those would still need the underlying satisfactory server to get settings
so yes the satisfactory dedicated server own setting that you then access from the game

why when i transfer my singleplayer save to multiplayer it times out?
i looked it up and it says the saves are compatible
And then? Your progress is still shared.
These are mainly required to run the world. I am not sure why, really, but the game is not very optimized in that factor.
While running the server on Windows with NSSM, is it possible to change the default save location from the system folder? I tried looking online but all I could find was how to locate the saves
That's not possible, because it is hardcoded into the game or located in a file we don't know.
Ah alright, thanks for letting me know!
I'm not sure how that works on Windows (I expect you would have to use the PowerShell), but on Linux you can create a soft link from the folder you want the save data go to to the path of the save folder, and then it will just store anything in that other folder, while it is still available in that folder where it wants it to save its stuff.
Command for Linux:
ln -s your_desired_path ~/.config/EpicGames/
Note you may like to fine-tune the second path.
This command will certainly not work under Windows, partly because the annotation \ is used to mark folders, instead of /
It may actually use up to 14GB if your world is large, but the 8GB requirement has not changed, IMO. They just accounted your worlds, now, which they did not really do before.
I do have a 40GB RAM server, that's how I solved my problems... But I'm hosting other things, too.
Have you found a solution yet?
I suppose not.
Hi, i just have some problems with items on belts (Server). Sometimes they just dont move and sometimes they are invsible. But both are just a display error. the items move anyway.
It is just sometimes confusing bc i think my production stucks, but its just this problem. I tried direct x 11, 12, Vulcan. And network is on Ultra.
how do you run a dedicated server?
thats a very broad question.
-
get a server ( cloud/slefhosted ) at least 16GB of ram because the server application itself takes 8-14 GB of RAM
-
install the server software (steps differ depending on the OS )
-
open ports to the server, there are 3 different ports
-
run the server application and connect
more details:
https://satisfactory.fandom.com/wiki/Dedicated_servers
could i run the server on my computer and play on it at the same time?
i cant say confidently that you can, but i don't see why you couldnt.
Counter question, what problem are you trying to solve by running the world "dedicatedly" versus running it when you are playing it . i mean, if you playing on the machine hosting the server, the game already allows you to invite others to your world while you play.
hey guys how can i get a map from a server and download it to play it on singleplayer
nah im good
it went down to 1.5 i think it was just loading
anyway im not using a dedicated server because my save wont load on it
you can, though it is a performance waste - you should not if you don't have to
I could host for you 🤣
im good i got it to load
i think maybe that particular save was corrupt
now i can finally get resources without cooking my gpu
now you're cooking your money instead xD
How much do they charge? I'm curious.
Linux or Windows?
linux
yay another guy using Linux yay :)
you can, but I can't because frankly I would have to vomit constantly
how can I use tcp protocol instead udp?
i dont think you can, although you can enable tcp and udp on that port
not sure if the tcp will be doing anything though
but why do you want to do that anyway?
very bad connection
that probably wont help you
too much freezes
100Mbit/s after tests
but udp connection kill me
udp is faster than tcp
I'm changing traffic priority, I've no any droped packets but still freeze
and even if you could use tcp youd probably have more freezes because it cares more about correctness
but what can I do?
not sure
udp is generally not faster than tcp and less reliable, however, if handled well, it has less latency than tcp
not a possible thing, and a stupid, either
you may want to inform yourself
udp is faster because it is less reliable
it doesnt care as much about packet order
that's latency and not speed
if you have 1GBit/s with TCP, you do not have more with UDP
wouldnt latency be tantamount to speed in this case
all that matters is how fast the packets are sent and received
so latency is everything
If you know how to help - tell me. And if not, then please do not use unnecessary words!
that does not matter
it matters how quickly packets arrive, not the throughput
throughput and latency are different things
yes, i know
Dude, do you really think you can be so rude here?
I doubt UDP is the problem. Please inform yourself a bit better, the next time.
throughput is irrelevant here though because it really just depends on your internet speed and not the protocol
I want error corrections
yes, and tcp is for throughput and reliability, udp for latency
so udp is not faster than tcp, but it has less latency and is less reliable which is good for games
hm im not sure about that but ill take your word for it
I wasn't rude, but I'm not a fool at all
Ah it doesn't matter much in the end, UDP is just better for games, and TCP better for general-purpose applications.
verdict: they both suck use quic instead
You were rude, but maybe you didn't notice because of your lack of English knowledge.
Additionally, you straight up thought it is the protocol UDP that is causing problems, while it could be hardware or the ping.
quic
aaah hahah yes we use quic today for general-purpose web traffic, though setting it up is quite painful
May be... My English is too weak
just so you know, UDP is better than TCP for that matter, and there's no way to switch
Test your ping and hardware.
from mikrotik
this is foolish, you share your IP
well, anyway, most probably nobody cares
your ping indeed is quite good, but what type of connection do you have? LTE?
this not my ip
And what freezes do you experience? FPS drops?
no fps drops or fps freeze. We have troubles with the positioning of game objects
blenders, belts and others... at sometime
sometime waiting for switch to demolish tool
Ah, you have trouble with entity movement.
It is normal that items do not move well over belts (they get stuck client-side when they enter a new object, such as a new belt of splitter) which should be fixed in a new patch, if I read correctly somewhere.
It's quite possible the server is either very slow, or the ping is terrible. You did not show your real ping to the server's IP, so I just guess.
connect pipes , for example, and see on blue pipes. after 10 seconds pipes are drawing correctly
No, not entity movement. I know as you about it
frome home pc to server in remote place
is the server overloaded? are you using Linux there? I could help monitoring on Linux.
trying to upload blueprints to a dedicated server on a cloud platform, it's using linux and steamcmd. i do not see the blueprints directory even after creating some in game (no saves folder either), what am i missing? my ultimate goal is to upload some .sbp i found but there doesnt seem to be a corresponding directory to place them in, and I didnt see any mention of this in the FAQ
I have ESXi host, and win2019 std server. The server isn't overloaded, it have dedicated ethernet link, 32Gb RAM and 8 cores cpu
☝️
Blueprints are client-side, aren't they? Not meant for servers. You have to install it on the client, and not in any saves folder.
oh, that may be why i'm not seeing where to put it!
gotcha, so i cant have a blueprint repository on my server, it's a local client-side thing
Then I can't hekp, but ESXi, that's VMWARE? Perhaps the problem lies there.
No, i have troubles only with SF DS
Hi everyone, I am trying to set up my own local dedicated Satisfactory server.
For that, I am using a Docker / Podman container (wolveix/satisfactory-server) running in a Proxmox cluster.
The container is running, ports are open but I am not able to join my server.
Server and computer are on the same network / lan.
This is what I tried:
- Changing timezone for the Docker host
- Forward ports via Bitvise SSH to local computer
- All steps in wiki FAQ
Now I am kind of desperate.
Does anyone have any idea? Or tips?
You shouldn't have to forward ports for playing on a server over lan
What IP did you put in the server manager?
I know, just wanted to be sure that Docker was not blocking by using it's own internal network.
What IP did you put in the server manager?
192.168.178.130
and127.0.0.1because I forwarded the ports
Wait, I don't need to put my public ip in there, right?
Lan ip should work too?
You want lan IP only
Yes
Did you change server ports in config?
No
Has anyone else tried connecting to it?
Not yet
Hey folks, I know the dedicated server doesn't get a lot of love, but would you consider it crashing several times a day on a Hosted Linux Server, no mods, 1 player most the time, sometimes 2, normal?
I know recolouring tiles crashes it, so I don't do that... but yeah. This feels like it's taken 5 steps backwards for stability... when I last played 6 months ago I rarely so Dedicated server crashes.
i would say no. i have not seen a server crash unless it runs out of ram. lots of client crashes, though, and not related to timeouts.
I can reliably crash it with nested blueprints, but that's currently a low bar
Hey bud, did you get it working by now?
It do crash occasionally..
i play with a friend of mine almost daily and it crashes like 2-4 times a day.
Mostly because of the blueprint designer (conveyer belts inside a blueprint designer can cause crashes)
Sometimes mobs can cause crashes (Client and server sieded aswell)
Thanks, it's possibly RAM related, the host I'm with has it capped at 6Gb, I don't have any insight into how much (if any) is free. Raised a support case with them to check the host. 🙂
6gb RAM is too less for a server
as reference. my server takes about 7-9 GB of RAM. Runs inside a Docker container (for context).
I am thinking 6Gb is a little lite on. Will see what the support guys from Shockbyte come back with. Scanning through crashinfos now.
Logs show "Error Assertion failed Array index out of bounds" on all the crashes with a varying number on the Called 63 from an array of size 63 for example.
Flood of multiple dismantles happen within a few seconds before the crashes. Of 10 crashes in last 2 days, 9 of them had this. It's certainly possible it's just running out of memory trying to keep up with things.
[2023.04.10-21.58.43:518][880]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147312202::SetMeshes, This cannot be called after PreStarted.
[2023.04.10-21.58.43:518][880]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147312212::SetMeshes, This cannot be called after PreStarted.
[2023.04.10-21.58.43:518][880]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147312203::SetMeshes, This cannot be called after PreStarted.
There's a post on the QA site for this. It happens on servers with much more ram as well
That said 6gb is definitely on the very low side
There may be more than the one I created on the subject - https://questions.satisfactorygame.com/post/6387b28aca608e080352792d
Thanks Shanyuan, that appears to be very similar. 🙂
Hello, any luck on mods for dedicated servers?
Not my server 🤷♂️
Another question, Some cheat commands doesn't work even it is autocompleted in the console
oh my bad. sorry, i misclicked somehow
Are you having issues with a server?
Nope ^^ the one you answered had and i wanted to ask him.
well... dedicated servers in general are a issue 😄
They're still highly experimental, and never received any bugfixes after last major update due to engine migration
i know and i hope they get more love ... i like to play with friends but its a bit complicated if on of us wants to play and the "host" isn't available.
I've spent a fair amount of time playing on dedis
They're not as bad as people make them seem, often nobody takes the time to mitigate the crashes
but at the moment my ded. server is working (with 2-3 crashes a day while playtime, mostly due to blueprints) inside a Docker container. so anyone of us can restart the container an go on with building 🙂
there are some negative sides but overall they are great to use.
Like no mod support, sudden crashes and performance issues. but its playable and thats what matters
The lack of mod support isn't a css isssue, it's a community one
At this point, mods will basically be on hold untill ue5 drops and is mostly stable
Blueprint crashes are also pretty avoidable
i didnt blame anyone for it.
Its just a thing to consider
2 till 3 crashes a Day? My server runs no for 3 days without any crash. Sounds more like really poor server hardware
"forward ports to local computer"
you need to forward to your docker network not to your local computer forwarding is needed server side not client side
you also may need to make sure your firewall on the server is really setup to accept udp connections on all 3 ports
also forwarding to localhost doesn't really makes sense and is usually filtered as a faulty networking directly by the kernel network stack
localhost is localhost it is not made to manage external networking by nature
localhost is the machine accessing it's own inner network
listening to connections to the machine is not a localhost thing
wait I just realized you were trying to forward ports through ssh
smh
it is not really suitable for this kind of service
also makes sure it is working in the right direction
game servers need low latency
ssh forwarding is really not efficient for that
Also you said it's the same network so it's not really needed
Also note that the server need udp connections while ssh only perform tcp forwarding by itself (it can be tricked to throw udp data at it, but is not a built-in capability)
anyway it's easier to just use the direct network connection and setup your firewall for that
Hey, thanks for looking into my headache and sorry for misunderstanding about forwards. I was really desperate and I have had good experience with SSH / BIND forwarding for debugging purposes.
As you can see here, I have added SF UDP ports to UFW firewall:
that's in the docker ? what about the host ?
is the docker on the network directly ?
Nah that's the host. I did not modify the docker image
(I dont know well docker setup)
Docker uses a internal network but that should not interfer
if the server and your pc really is on the same network, then only firewalls need to be setup
do you have enough ram ?
its common people dont expect the server to need at least 10GB free ram to run
if the docker is not on the same network, you cant directly join the server
Yeah all 32 gigs. My only concern is all the warnings that pass by about epicgames telemetry failing. But thats just a warning
Well Docker should act like a NAT and should pass every given port
it cant do it automatically
you need to tell it what port to forward in the docker network if it is doing nat
Dis?
unless it is part of the docker image settings, but again I dont know the scope of automated features in docker setup
In the Docker host (not container) I can see the ports are open
make sure you use the docker host local ip when you try to connect from your computer then
I mean 192.168.178.30 on default port (15777)
It should work I suppose
as long as your pc is also on 192.168.178.0/24 network
one other thing to look at is if the docker image is up to date, I've seen multiple people having no success with epicgame based dedicated server version, apparently it is not last version or something Idk, I've done manual steamcmd setup personally
I wanted to say that server and client could ping each other. But I can not ping my pc from the server. Pc to server is pinging fine.
it is probably ok, firewall usually disable pings for personnal pcs
The Docker image I am trying to install is also using steamcmd if im right. Maybe it's indeed better to manually setup steamcmd and wrap it in a Docker afterwards
I dont know, it really look like a network issue
there is something your docker is not forwarding correctly or something
there is no specific things to do to setup the docker network that would be documented aside of the image ?
Well I have set up Docker images before but not game servers with UDP ports :/
Normally everything works out of the box
Hi Friends, anybody wanna give my post about slugs re-appearing on LOD some love on Questions.Satisfactory?
https://questions.satisfactorygame.com/post/642729c65298eb579df0de15
Hi, guys! Try to install steamcmd on CentOS 8.3.2011.
after running ./steamcmd.sh
I have next text:
[----] Installing update...
[----] Failed to apply update, reverting...
[----] !!! Fatal Error: Failed to load steamconsole.so
Who knows how to fix it?
Permissions? Just guessing because the error doesn’t say anything
just wondering if anyone could tell me what this error means, pulled it off the file manager from where I'm hosting my dedicated server - SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
Not poor hardware, bugs in the code. I had similar problems, though maybe 3 crashes a week. For instance, upgrading one power pole instantly crashed the server. But it had to be the one, and it always was the one, no other, but it always happened.
There was also some chance that it just crashed, and it was no RAM issue.
Since I'm running it with a systemd service, I could set it to restart automatically... @gusty hawk should be able to do the same with docker.
If you haven't fixed it yet, try to run an NMAP scan on the docker container's IP and localhost.
🫤
I just don't get it
Okay I give up. I just created a new VM and installed it manually (without Docker) and BOOM, connected.
Not really how I wanted but it works.
Out of curiousity, I was reading a bit about the rain crash, since my server seems to have it pretty often. Is there any known way to mitigate it, or methods to avoid causing it?
how do i add blueprints into my dedicated server ?
already installed
does anyone have any thoughts on this?
The solution has been found!
If you work under root, but you wanted to use steamcmd under another user, as Valve's website suggests, then run the startup script steamcmd.sh on behalf of the user in whose folder you are located
runuser -l steam -c './steamcmd.sh'
Reason:
The script automatically tries to use the current user's home folder. In my case, it's root.
And it was necessary from the steam user
Question: who knows where placed gamesaves and blueprints in *nix OS ?
Answer:
cd ~/.config/Epic/FactoryGame/Saved/SaveGames/
lordy WisherMan, do not run anything as root that you do not need to run as root.
It was planned to install everything under root, give rights to the folder and start DS
terrible, terrible practice.
Maybe. I specialize in Windows Systems
Ugh Winfk :(
And there you run everything as Administrator as well?
No
So?
For future reference, then- next time the only thing you should ever do as root is install sudo. Everything else should be done by your personal account or by a role account for a specific task
(and that doesn't mean "then just run everything with sudo")
SteamCMD can be installed entirely in usermode (i. e. without elevated privileges)
ok
and any software installed thereby is also usermode, so root doesn't need to come into play at all
when you run runuser -l steam -c './steamcmd.sh', you're at least actually running steamcmd.sd as the steam user rather than as root, but it's easier (and less prone to issues) if you just log in directly as the steam user.
(creating the steam user you would do with sudo or as root for instance, but once that user exists, you're done with root until it's time to play with the firewall)
And how to understand this CPU load? 150% ?
that's 150% of one core's worth of cycles.
Virtual machine has 8 cores
If that's top you can press 1 to toggle at least the header between aggregating the CPU load information or breaking it out by core
since you have 8 cores, 800% CPU usage is full load.
(as an aside, it's mildly interesting that with your locale setting, the , is being used for the decimal point for everything other than the process time clock)
Locale is RU
thanks for the explanation
My pleasure.
So I'm looking to set up a server for a couple friends to use - I have a laptop with an i7-8750h that is dual booted with win/linux, is there any recommendation to what I should run the server with?
Linux has less overhead
Is it best in terms of stability? That's my main concern really
Stability will be similar
Guess I'll go with linux for starters then. Thanks!
so I am hosting a dedicated server on my network with a different computer, I have been able to in the past on other versions connect with no issue. However now I am getting a network timeout error whenever I try to connect to it, despite nothing really changing. Ive looked into port forwarding, changing the timeout settings, and nothing seems to work.
am I missing something?
I would say Linux will be more stable
both as a troll because the term 'stable' can actually describe configuration living without need of changing it, which Linux is better at than Windows where any Installation can break everything
and because actually as there is less overhead, especially for RAM, it will get less spikes latency for processing stuff etc
I would say Linux networking is more reliable performance wise too
Windows can peak but also fall
and both at the same time
Was having issues with blueprints on dedicated when they first released, has that been fixed yet?
What recommendations for a linux server? What distribution? Does it run on the server versions (headless, no graphics)? How much RAM & storage? ARM, AMD or Intel?
If this is covered somewhere the please post reference.
Don't think there is any specific recommendations for linux distro
the server runs headless
ram and storage is specificed in the guide
arm will probably not work
16Gb Ram, 100Gb HDD (SSD, NVMe), 4-8 cores 3.2GHz
Intel more cold, and nothing else matters
Does anyone know the approximate release date of Update 8?
If we did it would be in #announcements
That's the whole point, that they are silent there...
yeah would have been super dope if they had updated it every other minute
maybe make a suggestion for them to create a progress bar for update 8
An indicator? That would be wonderful!
Might be more difficult than you expect: Technology is simple but accurate long term estimate over multiple sprints is not easy. Could end up with something like a Windows progress bar that sits on 80% but with an increasing duration remaining.
dose anyone know how to upload blueprints to a server?
May change post manually... without any troubles
you could probably upload them from you local save directory to the server's save directory, but I don't know if the server will pick them up or not.
Ok
Hi i haven't played Satisfactory in a while and it seems that my dedicated server is offline i have been trying to find an answer on internet and i can't exactly comprehend what happened with the dedicated servers it appears to be hosting with Apex or something like that
maybe if someone can help me
upload to bp folder on server, when server is restarted you'll see newly added bps
@brazen folio
AMD or Intel not too old and small should do it
arm is not supported
it runs headless see the steamcmd guide (no need for steam account)
you need at the very least 2 logical cpu (physical core thread)
and 10GB free RAM as you launch the server (12GB physical RAM usually, 16GB recommended)
the dedicated server is platform agnostic
2-4 logical core *
over 4 will make no difference
and it's been several years that's absolutely not true anymore
@keen skiff specs like @deep turret said, single core performance is king, as for distribution Ubuntu in my opinion is the quickest and easiest to set up, I have been playing around with several different distros and I could not find any noticeable performance difference between each. However if you run your machine as a vm that is a totally different case, i would strongly suggest you run it bare metal if you have the option to do so, both Hyper-V and VMWare ESXi had huge performance penalty, I assume however KVM will give a much greater performance.
For those asking the same nube question as I asked there is a wiki page: https://satisfactory.fandom.com/wiki/Dedicated_servers.
Thanks to everyone whose replying. Real world experience is better than wikis
KVM unlikely to be much different. I app is not multi-threaded by design then only one VCPU will be used by it.
Being a bit "old school" I have a preference for Debian server minimal distribution.
Debian works just fine as well.
I have an old xeon machine with as least 16G. I might dust that off and see how it goes. Other than time, its a no cost option.
what type of Xeon is that? I have an old Dell PowerEdge R610 with dual X5680 and it is really struggling at end game when a ton of things going on at once, not pleasant experience at all for any of the players.
Its a Power Mac that I used to use as VMWare server. Not proposing that it'll be permanent, just to try out and see how it goes.
ironically my setup is still a LOT better than all those game hosting "x slots" deals out there that are running on seemingly much better hardware, problem is that they over provision to extreme lengths to make a profit.
Had considered AWS before I'd dug out the requirements.
the dedicated server is multi-threaded, it just isn't heavily multi-threaded
that's why I said 2 is minimum, it does rely on multiple threads
basically 1 thread is closed loop and is offloading to another thread or more
so it starts being stable at 2 threads
Not promoting anything but really only viable solution would be something like a root server from Hetzner that is really cheap compared to others charging basically 100$ and upwards if you look at recommended specs. But anything above 50$ /mo you could factor 1 year and build a equal/better setup yourself.
Not sure if I should post here but I had someone create a server for my group, bought him the game just so he could set it up even though he doesn’t play. Not realizing though that he started it up and has access to the HUB. Just kind of a funny situation
why do i keep getting an authentication token error?
I log out log in to fix but its annoying
you don't need any account or key to run the server
you just can't play with it
I mean what is done is done
but it's still worth spreading the word
I do play from My laptop and sometimes from my PC. My laptop never has an authentication token error but my PC constantly does
do you log out of the server from your laptop before login in with your pc ?
That’s good to know, but I also just wanted to be nice and buy it for him. We also realized you can give out admin access so we used that and reset the game…so we got it solved!
yes
steam wont allow me to run 2 instances of any game
first person to spawn gets the hub
How do servers work with this game and how do you set one up for you and friends? Do you need to start it up every time anyone on the whitelist wants to play, or is it permanently up?
You would usually set it up to run as a service, so that it is always available: https://satisfactory.fandom.com/wiki/Dedicated_servers
In terms of running when no players are connected (as in continuing to tick), there is an admin setting for that.
Also, I don't think there is a whitelist. You set up a game password.
If you do want to spin it up only when required, there are projects like this which may help, but I've never tried creating such a setup myself: https://github.com/feydan/satisfactory-server-aws
Ah so there aren’t server subscriptions like with minecraft or rust?
There are, this game's server is pretty demanding and most online hosters won't provide the best experience
By all means try a game host, but you can achieve a good performance to cost ratio by renting a reasonably priced VPS, providing you are comfortable with setting it up yourself. If you are not too comfortable with that idea and your PC has ample resources (in the order of 32GB RAM, etc.), you could try setting up the dedicated server inside a local VM to get an idea of the process involved.
can anyone tel me where blueprints are saved on my server. been scrolling in the files but cant seem to find any blueprint files .
if you have not made any blueprints folder does not exist but its in same root folder where you find saves folder
wee already have blueprints on the server stuff we made on it but we like to upload a few from other save game. single player
All locations are listed on this page: https://satisfactory.fandom.com/wiki/Blueprint_Designer
in that case its in same folder on client, theres a blueprints folder along side the saves folder on clients
Hey guys, does anyone know how to fix this problem? because of how big my world is im playing on a rented server to lessen the burden of my own computer.
I have a 2080 ti, 32gb ram, 3900x cpu. I have the specs to server host if needed, I just got no clue how
If you don't want it to be on constantly, just do normal multiplayer
If you get it working, let me know. I have the same issue, but for a server that doesnt even have a game attached to it.
You don’t need a server to play with friends? If I want it on constantly, what do I do?
To have it on constantly, you'd want a server
If they're just going to be playing while you're already online the normal multiplayer would be better
How would I get the server set up?
- create a folder for SteamCmd where you want to keep the server files
- download and extract the contents to that folder: https://steamcdn-a.akamaihd.net/client/installer/steamcmd.zip
- create a shortcut of
steamcmd.exeand put it somewhere you'd like to have easy access to it - edit the target to have
steamcmd.exe +login anonymous +app_update 1690800 +quit - open the link to download the server files, the same link will also update the server when needed
- go to
..\steamcmd\steamapps\common\SatisfactoryDedicatedServer\ - create a shortcut of
FactoryServer.exeand put it somewhere you'd like to have easy access to it - edit the target to have
FactoryServer.exe -log -unattended
I recommend placing the shortcuts in one folder for easy access
to start the server open the shortcut and a log window should open.
to stop the server focus the log window and press Ctrl + C (do not close the window)
You'll have to port forward 15777 (UDP), 15000 (UDP), 7777 (UDP) for people outside of your network gain access
Check the wiki for more details: https://satisfactory.fandom.com/wiki/Dedicated_servers
Thanks!
@toxic aspen, @round echo you can try increasing the timeout values. I cannot recall if you need to do it on the client, the server or both, but this is where you can set them:
On the client you can use ConnectionTimeout in: %LOCALAPPDATA%\FactoryGame\Saved\Config\WindowsNoEditor\Engine.ini
For example:
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
ConnectionTimeout=60.0
On the server you can use InitialConnectTimeout and ConnectionTimeout (assuming Linux): ~/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer/Engine.ini
For example:
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
InitialConnectTimeout=60.0
ConnectionTimeout=60.0
tried that, same result.
ive tried fresh installs on top of it too
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=10
InitialConnectTimeout=180.0
ConnectionTimeout=120.0
i did that too but i was told to that in the game.ini
I think it should be Engine.ini. See: https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files#Client_disconnected_for_Timeout
i will try it out
It doesnt work, the time you have to wait and can't do anything until you get kicked from the server is just longer.
in order to use a dedicated server do i need to use the experimental branch of the game?
cheapest dedicated server hosting ?
Y
No, you can run a dedicated server for both EA and Experimental, it's a choice.
Ah that's a shame. Are you using a game server host or is it running on a cloud server/VPS?
I wonder if the server doesn't have enough resources to load the game in time. You could try setting it really high (like 5 mins) and waiting, just to see if it works. If it does look like a resource issue and assuming you are using a game server host, I guess your options would be to either increase the resources (your only option might be to increase the max players, but that may not necessarily increase resources, it depends how the host works), or your could move to another host or try a different kind of host (e.g. VPS). If it doesn't seem to be a resource issue (but a networking or other kind of issue), you should raise a ticket with the host, but you may want to try that anyway to see what they recommend.
You may have tried this already, but I would download your game save (assuming you can?) and try using it locally, just to rule out any issue with the save itself. Similarly, you can try a new game save on your host to check it loads that without issue (make sure your original save is backed up first, just in case). This won't fix your issue, but it will help you rule out possible causes. Being under-resourced is the most likely cause, but it can be useful to rule out other possible causes should you decide to raise it with the game host (assuming that is what you are using?).
On our server we get this error once every time we restart the server, even if one waits for the server to fully initialize before trying to connect to it, many others have reported having the exact same issue, it is likely that there is a server-warmup process that happens when the first player connects to the server after a server restart that is taking longer than the configured timeout.
Also be aware that there is no keep alive between server and client when you only stay connected to the server manager without connecting to the game, it will d/c you once the timeout runs out with same error.
If you dont want to give someone the server IP what do you give them so they can join?
Would your purpose be for vanity/memorisation (i.e. give it a hostname) or give a different IP? In the first case you'd use DNS (e.g. set up a sub-domain on a domain you own), which will just resolve to the IP. In the second you'd need a proxy running on a public machine/IP, or you'd just set up the server on a public machine/IP.
@craggy goblet I'm running a new save with people from this discord and I'd rather not give out the IP. I'm unable to change the server from private to friends only in order to get the session ID so I'm wondering if there is another way to invite them
Ah, you are talking about multiplayer, not a dedicated server (which is what this channel is for). I'm not familiar with how mutliplayer/sessions work (I only play on dedicated servers personally), but it sounds like you might want to run a dedicated server if the only option is to share your IP and you don't want to.
@craggy goblet thanks
I don't seem to see a Dedicated server channel for early access.. however.. that being said I will just post here... when Hosting a dedicated server.. Im constantly crashing.. I know multiplayer and dedicated servers are more buggier than single player.. I have already turned mobs to passive but still crashing.. and jittery.. Im not the host and the person who is hosting is renting the server.. so to add.. whoever you rent from or choose does that matter? does the amount of RAM matter for crashing? (server is set to 6gb ram)
You need 12GB minimum really. 16GB would be better: https://satisfactory.fandom.com/wiki/Dedicated_servers#Requirements
okay . but is that for computer Steam CMD host.. or renting a server.. or does it matter
These requirements are for whatever the dedicated server is running on (and that's assuming no other hungry processes are running): https://satisfactory.fandom.com/wiki/Dedicated_servers#Requirements
These are the requirements for the client (i.e. your PC): https://satisfactory.fandom.com/wiki/System_requirements
I mean.. re linking the same thing does not give me a straight answer.. you could have just said "no it does not matter.. 12 gb min for anywhere its hosted.
its fine.. I'm not a computer guro.. so the way I looked at it.. is hosting from your own pc. vs.. paying for a rented server is different
Yes, you are right, hosting a multiplayer game from your PC is a little different to running a dedicated server. The dedicated server is a separate software package, so to speak. I would assume hosting a multiplayer game (through the game itself, i.e. not using a dedicated server) would require closer to the client specs, but it's a good question, and I do not actually know the answer. However and whoever you are hosting with though, a game server provider or a VPS, for example, you will be running the dedicated server package, so that's the specs that matter in that case. Hope this makes it a little clearer.
yes , it does. I appreciate it.. now another question.. when it comes to renting servers.. IF you know.. are there going to be ones better than others because of THEIR servers? ie .. using Gportal.. vs using one called Shockbyte ?
I do not use a game server host myself. I run mine on a VPS instead. I have used several game server hosts for other games though and, in moving my games between hosts, I have found that some are better than others. Some offer better performance, some offer greater flexibility to do things like access the filesystem and some have better customer service. With a Satisfactory host, my primary concern would be performance, because the dedicated server is resource intensive compared to some other games, so my advice would be to inquire about the specs of their servers before signing up and I'd compare it with the recommendations linked above.
Greetings. I'd like to have one question! What are the RAM requirements outside of the 16GB limit? I mean speeds. I have a server with 1333Mhz DDR3 sticks, and a friend mentioned that some bugs might be due to slow and old tech server RAM.
Ram speed does make a difference, however it is single core performance that is the most important metric. That said cpu and ram kinda go hand in hand due to what generation platform you might be running. DDR3 1333Mhz is likely 12-14 year old platform and due to that it is likely your end game is going to struggle if you are more than two players running on dedicated server of that period.
there is 2 things about RAM performance
latency : what time it takes for cpu when it know it needs some data, to actually get that data from RAM [1]
throughput : how much data can be gotten back from one command [2], and how many commands can be processed in parallel [3]
over generations :
point 1 is at most ~2 (to 4 *) times better
point 2 is at most ~2 times better
point 3 has greatly increased (4 to 8 fold)
*but only from old ram to high end new ram, high end ddr3 had already quiet good latencies
what matter the most for single thread performance is mainly points :
1, then by a margin 2, and only slightly 3
(though as software and cpus takes more advantages from increased throughput and parallel operations point 3 is becoming still relevant for single thread softwares)
I mean, very old or bad RAM can make an impact on performance if it just isnt enough
but somewhat recent or high end old RAM, should make it ok
better RAM will mainly make things more stable more than making things faster
*I'm still talking about single threaded softwares, for multiple process and thread working simultaneously, that point 3 becomes very important
Greetings friends. I'm looking using a dedicated server hosting service to host a map for just my brother and I. Does anyone have experience with any of the services? I see some offer 4-8GB of RAM, but the Wiki recommends 12-16GB? What is actually needed for just two people and what would be overpaying?
Also, would I have trouble uploading blueprints when using a hosting service?
I do have the technical knowledge to set one up in the cloud by myself if that would be cheaper. I guess I'm just setting out feelers to see what other people do and what they might recommend.
@toxic aspen so one thing to try that seemed to work for me. Create a new save on the server, then load your old save.
cause my stuff is working now, and that was the only thing I did to change anything
the "x slots" services have more than enough ram however you get exactly what you pay for as far as performance go (end game on those is a horrible experience all around), you are looking at a root server at the range of 35$-50$ /mo if you were to rent a server that have recommended specs. (server needs to be able to allocate 12GB when it starts but typically it runs at 10GB, hence usually a VM/physical server needs 16GB to be able to run the server and also have some headroom to grow)
Blueprints should not be of any issue, but how you get to interface with the server can differ greatly between each service, usually what they offer is FTP access to blueprints and saves folder, and a web interface to modify config files. Mind you non of these lets you configure network bandwidth (you wont be able to make Scalability.ini) so you are stuck with ultra network configuration.
I would actually recommend that you start with a "x slot" service since they are dirt cheap, if and when you get feed up with the lacking performance (and in some cases excessive crashing) you then start look for a upgrade.
Isn't there a console command to change network bandwidth?
Also isn't "Ultra" typically what you would want/expect with a highly-available cloud service?
Hmm, I could still look into that but I was toying with the idea of making a GCP compute instance and just turning it off when neither of us is using it. Can probably set up a fancy script/Discord bot with the Google API that we both can use to start/stop the VM. Wouldn't that presumably be cheaper?
Actually I spent the last hour setting it up and successfully connecting to the server on Linode, only to realize they still charge you when the VM is turned off 😢
those are only the default network configurations you get to chose from, you would have to make scalability.ini and modify the values of lets say ultra, but this is more of an end game thing when you have so much built that you get issues with severe desyncing.
Oh, gotcha. Wouldn't have that problem with GCP though I imagine since I control the whole server.
there is a project on github for aws where you only run the server on demand, as far as cost goes I don't know what it comes out at pr month.
Yeah I was just poking around at that. Looks like it used AWS though and hadn't been updated in a while. I can probably set something up for myself just as easy.
Maybe I'll make a Discord bot that controls a GCP instance and share the repo here.
I am sure many would appreciate something like that.
I've got a dedicated server up. My client crashed while connected. Now I login into a different body. Any idea how I might fix this?
maybe restart the server?
I'll give it a shot
Hrm... It let me revive the offline body which then shot off into the distance
I didn't think we had a revive mechanic
The no inventory issue usually happens when you try to connect and your previous connection hasn't timed out. I created a Discord bot that shows us when the player connects/disconnects, so we tend to avoid this but, generally, you should usually wait a minute or so before reconnecting to allow it to time out. If you can find your character again, I think you may be able to kill it by hitting it to get your stuff back. If you cannot find it, you could try viewing the savegame in an online editor to see where it is, editing it to remove the new character, or you could try reverting to an older autosave.
Of course, you should take backups before editing or reverting it. 🙂
I had bumped the autosaves to 10, so I'm going to see if loading an earlier one works
Noice, undid the issue, hurray for time travel
is this Bad... ? like is this the reason I keep crashing .. ?
8gb is not enough to host well
In reference to ram
12gb is functional min
of memory usage ? Im looking for an explanation as to why .. not the answer on what is functional
I'm telling you that's why you're crashing
8gb isn't enough ram
good talk
thanks.
I asked for an explanation as to WHY its not enough RAM.. I already KNOW its not enough because you told me.. but you did not explain why
and thats what im looking for
Oh, I missed that
It's not enough ram because the server client for this game is rather demanding compared to others. It needs more ram than that to function properly, and when it runs out it will cause issues like crashing
Works like a charm.
Will put up a repo and post it here shortly if anyone's interested.
Most of the work though is going to be configuring GCP and then setting up the Dedicated Server itself, both of which already have guides. This is just to allow the starting and stopping of the VM through Discord bot to save a few $$$.
That's pretty sweet
so basically.. with only 8gbs.. of ram.. and Satisfactory needing lets say that min of 12.. that means its using up all the ram and then has to take from the disk space to be able to run properly?
im just trying to understand this correctly in technical terms
Essentially yes, but disk is far to slow for it to actually function and continue running
If page file is set up at all
Nothing special here, but might be convenient for others. Enjoy!
https://github.com/Cerkoryn/FICSIT-Assistant
has anyone heard of indifferent broccoli , for hosting satisfactory servers ?
will not it save $$$ already if it is directly controling the dedicated services ?
so the vm can still be used for something else ?
also I believe making a OVH adaptor to this bot would be trivial (just a thought and a happy one)
also it would make the discord bot able to run on the same vm
I would make the adapting configuration files as a file.cfg that you pass as arguments to the script
like server_bot.py my-GCP-or-OVH-or-AWS-or-Local-dedicated-server.cfg
demo :
#!/bin/python
import sys
if len(sys.argv) == 2:
server = sys.argv[1]
else:
print("Unable to get your server.cfg filename.")
sys.exit()
try:
server = __import__(server)
except BaseException as e:
print(f"Unable to get your server.cfg file.\n{e}")
sys.exit()
discord_name = "a Super bot !!"
# ignore the following, it just runs the demo code
import asyncio
loop = asyncio.get_event_loop()
loop.run_until_complete(
server.start(discord_name)
)
loop.run_until_complete(
server.stop(discord_name)
)
loop.close()
```as server_bot_demo.py
```python
server_name = 'S'
async def start(disname):
print(f'Hello I\'m : {disname}\n I\'m starting {server_name} server.')
async def stop(disname):
print(f'Hello I\'m : {disname}\n I\'m stopping {server_name} server.')
```as s.py
```python
server_name = 'U'
async def start(disname):
print(f'Hello I\'m : {disname}\n ASDKJASDJEIFHQ {server_name} server.')
async def stop(disname):
print(f'Hello I\'m : {disname}\n qwdjhehfakgfuey {server_name} server.')
```as u.py
`./server_bot_demo.py s ` :
```Hello I'm : a Super bot !!
I'm starting S server.
Hello I'm : a Super bot !!
I'm stopping S server.```
`./server_bot_demo.py u ` :
```Hello I'm : a Super bot !!
ASDKJASDJEIFHQ U server.
Hello I'm : a Super bot !!
qwdjhehfakgfuey U server.```
then one could write GCP AWS OVH and Local server templates
that could easily be extended to support multiple server with the same bot
Nice job and thanks for sharing!
I understand this is just a little tool for your personal project, but (as a fellow bot developer) I would suggest to only use slash commands. Message prefix commands are quite EOL, if you were to further develop your bot of course. (Also try to use ENV variables for bot configuration).
But again, this is not necessary if you just want to keep it personal, in that case, forget what I said 🙃
ENV variables are not as reliable when it is for internal settings
and they do use env variables for discord api key
I also dont get the environment variable trend, these are the reverse of safe
if you want spoofing to be lord then use environment variables
ANY file/exe/script running in a similar environment will get ALL the environment variable access, unless it is passed as one time environment setup
wich is not easier than plain old arguments
But that security risk is not that of the application, it's the underlying infrastructure.
Following your argument it seems you make a argument for one large server running multiple services on a single host without any kind of isolation and that is a fundamental security issue in of itself. Something like a vm, jail, docker then isolate a service now env variable is a great option as a server should not run a unknown amount of scripts to begin with, at the end of the day however keys, credentials have to be retreived from somewhere.
To give you an idea of how I would run this bot securely: create container image, set env config for the bot, use Kubernetes to spin up container with the GCP keyfile mounted as a Secret.
No security problems and everything is configured without having to rebuild the image.
But anyway, going way off-topic here, I'll stop 🙃
that vm docker etc, do use multiple script with multiple sources with multiple different level of auditing and revision, what I said DO APPLY TO ANY system, no matter what destiny as been given to the whole operating environment
there is no argument as "as it is a sub part, doing shit is allowed" and even worse "as it is isolated sub part, doing shit is better"
then it is a never ending loop of creating containers inside containers because containers part are not well secured etc..
you have to do it correctly at some point
TLDR: the environment being virtualized/containerized/etc.. does NOT change anything to my argument
simplified version :
keep what is specific to your script : specific to your script
otherwise it is a logical rift / weakness / thing to exploit later
My understanding is that the VM needs to be complletely stopped so that they can re-allocate the resources for something else. But if you set up the Satisfactory Server as a systemd service to start on boot, then this is pretty easy. Forgot to add that part in the instructions.
This looks great but I didn't feel like doing the testing for all the non-GCP setups. If someone else wants to do a pull request or fork it though to be more versatile that would be fine.
Thanks, I've been out of the loop with slash commands vs. exclamation points it seems. That looks like an easy change.
Question is how much they charge per hour to begin with, i have not really looked into that type of hosting much since i have always found them way to expensive. Aint they like a dollar or more per hour?
Dont get me wrong 1$ per hour having fun is not a bad price, but it can rack up quite quickly to become a rather steep price /mo.
Depends on what you're use-case is. I work in cybersecurity and one of the bigger mistakes you see is people accidently pushing their private API keys in git repos because they weren't using environment variables.
It is often possible to do command injection via environment variable, but you would still need access to the local computer running the script (which is different than the Satisfactory Server VM), in which case you probably already have all the other stuff to control that VM anyways. And that's assuming that the library calling the API token doesn't sanitize it (I didn't check).
All the stuff with containers and Kubernetes to secure a simple script like this is probably massive overkill and increases the attack surface.
I used a nice c2-standard-4, compute optimized w/16 GB memory and this is the cost if I let it run 24/7 for the whole month:
It's just me and one other person though, so we're probably not going to have it running all that often.
I'd actually set it up on Linode first without realizing they still charge when the VM is down. That was less performance and around $74/mo IIRC.
I guess you could push down the cost quite a bit if your meticulous bringing the host down when not in use, I just know I would get lazy and keep it online* if lets say i was to go afk for a few hours and end up having it run nearly 24/7. I have been considering a host like this but if i factor 1 year cost I could practically build a similar system.
Yeah, that's why I set it to annoyingly ping @everyone in the Discord channel every hour the server is running. Would be easy for someone to shut down remotely from their phone too in case they forgot.
yes of course don't worry
I was only talking about making interface so it is easy to adapt to any kind of server
maybe I could do the OVH part later 👍
I've heard some are charging for used RAM so running with a script freeing the RAM and unloading the caches may give back some 💵 depending on provider options
some vm can have resized RAM on the fly
I don't know if GCP allow for that though
my fear and point is for instance :
import os
os.system('wget https..')```
is enough to astonishingly increase attack surface and risking giving all credentials and all
without any kind of explicit mistake or exposure
because every environment variables are given up to the sub-process implicitly
Yes but in order to do that you need to already control the computer it's running on. In which case you could just wget https... yourself anyways.
if wget have any security issue, it gives a lot
when if it weren't environment variables, it would only give few thing up
maybe just ddos-ing it
Well if you could run wget through an env variable, you could also cat /etc/passwd or make a reverse TCP shell.
The command injection might be possible, but you have to set the env variable locally. Can't do it over Discord with this.
I was talking about genuine wget somehow leaking its env
and I really don't like that idea (when env contains credentials)
Hello! I am trying to troubleshoot connecting to our dedicated server. It seems like an issue on my end somehow as he connected his gaming computer to a mobile hotspot and is able to connect to the server no issue. Whenever I try, it starts to load for a few seconds then tells me "Your connection to the host has been lost." I've tried flushing my DNS and verifying game file integrity.
These are the log messages when Xingor logs into the server.
It may be your way of connecting, every time your phone connects to a phone tower it is given a ip address, now if you are in a well covered area it may bounce between towers (one with best signal) getting a new ip address every time and as Satisfactory does not know the change of address it will still try and send the server data to that IP address on connection. The corrupted packet is where it may of connected back to the same tower originally but as the data was being sent in between connections to towers it lost enough packets to cause this issue. (There is free apps which will be able to confirm if this is happening by showing the IP address of your phone)
the ip address is not supposed to change very often though, (only like every 15minutes or more, likely)
close 'phone towers' usually are part of a same network of 'phone towers' and just keep the same address matching the same phone id
otherwise phone would cut every connections every so often
and you would mostly loose phone talk every time it happens
how are you connecting to server ?
look like you are trying from localhost
Hey guys! I'm trying to set up the server, i can connect to it but when the 30 seconds pass it fails to connect. I added the value to change that to 60 seconds but the error constantly throws 30 seconds. I set an admin password and regular user password.
Is there something I am missing?
Firewall is allowing connections. The server is hosted on Netcup
It is hosted on a debian 11 system.
I followed 0x2142 guide on setting it up
What is the "0x2142" guide? How does it compare to the step-by-step instructions in the Wiki? Do you see anything in the server log when you try to connect?
I sort-of agree. Personally, I use the medium of a .env file which is added to the git-ignore list so that it can't be committed to a repo (which has a dotenv_example file to help new users get set up). Yes, this means my credential is in plaintext on disk but if the API key had more permissions than I thought save I'd probably put it into an Ansible vault or something and use that to start/stop the process.
0x2142 is a guy that writes guides. I followed his because it also shows how to start it as a Linux daemon.
I'll see in the logs what shows up.
[2023.04.16-19.27.30:148][936]LogNet: NetworkFailure: ConnectionTimeout, Error:
'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 37.18, Threshold: 30.00, [UNetConnection] RemoteAddr: [::1]:47256, Name: IpConnection_2147481296, Driver: IpNetDriver_2147481304 IpNetDriver_2147481304, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID'```
This is what I get in the log file.
Stepped away for a bit. I'm just connecting directly using his IP and the default port. I can connect to the Minecraft server he runs on the same workstation
environment variables, also are plaintext on disk, they just are all put together in another location
And it worked for me about a week ago no issue
network configuration didnt change ?
you connect from the same local network or host is not in the same location with your pc ?
Nah i'm connecting over the internet. He tested connecting to it himself both on the local network and using his mobile hotspot to see if he could. Both worked for him.
did they made sure they were disabling wifi when using mobile hotspot ? and really using mobile data ?
maybe some port closed itself on the router
lets say 15000 closed but 15777 is still up
I'm pretty sure, but he works in IT so i'd assume he knew better
you may have a connection but not complete enough
Yeah, I can see that the server is up and that there's no one else connected currently
but when I hit connect it only loads for like 3 seconds
if from a cmd, you use ping -6 google.com does it show you an address
looking like 2034:7df3:9182:0bed:4d9...
says Ping request could not find host goo... etc
does it need the full url with http://
?
no just the name, as I put it
it just test network connection
it doenst load any data
oh i'm on IPV4 so it was -4 for me
if you do -6 it doesnt work, but -4 does ?
yeah
with x.y.z.w looking address
then it is possible your friend is connecting using ipv6
and you dont have ipv6 available
it may even be you had ipv6 in the past, even if that is not likely
anyway what this means is :
with ipv6 you dont need port forwarding
so if port forwarding are getting wrong but you connect ipv6, you dont see any problem
ah gotcha
so it may be worth rechecking port forwarding settings
it may be that the local ipv4 address of the host machine changed, but the forwading rules didnt update accordingly
so overtime
yeah. I'll have him do that. because the satis one could be messed up but Minecraft port obviously works
the link is lost
port forwarding rules bug in consumers routers are quiet common unfortunately
some dont update target machine properly
some dont reactivate some of the rules after a restart
etc..
yeah gotcha
Well I appreciate the help. I'll have him check the port forwarding again to make sure.
you can tell them that you can*** only connect in ipv4, if they work in IT they are likely to understand what that means
wait, I mean can only theoretically connect in ipv4
as, practically, the connection doesnt initialize properly
anyone here use GPORTAL for their dedicated ?
Can I take a save file from another server hoster and upload it to Gportal ?
ur mom
yes, you can
Is there any way to create a server running 24h?
Hi, im trying to make a satisfactory server and i keep seeing this error in console when i try to create it
[2023.04.17-13.51.54:923][615]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (112464) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Elite
By default Dedicated server is set up to run 24/7, but there's an option to pause it when there are no players connected.
If you mean you only want the server to run for 24 hours then kill it you could do that with a scheduled task or cron job.
Is it possible to add mods to a dedi server?
Not atm
Map loading error
Does the server have enough ram allocate?
Also try verifying files
Building on what @fading quarry already said, the server process would usually run 24/7 via a service, daemon, container, etc. that has a restart policy configured, such that it restarts on system boot up or in the event of a crash. If you install and set up the dedicated server yourself you will need to configure this, but if you use a game server host this should be provided as a standard part of their service. The server will also automatically restart after 24 hours of play time. This functionality is built into the dedicated server itself, but that is not the same as running the process with a restart policy.
Looking to create a dedi-server for Satisfactory - We are already running 3 other servers for other games wondering who would join Satis? Systems specs are
-64gb RAM /can be placed to 128gb
-8TB M.2
-CPU - 5950x 16 cores
-EU Germany
Will be an Adult only server!
Sounds like a nice setup. Just FYI, there is another channel on this Discord server where you can advertise for players. You may want to ask there too.
tried to look for it believe me but couldnt seem to find it
if its looking for group its bugged for me
aka the forum is logged into my old discord account and wont let me sign in to my current one
Ah, yes it is. Oh that's a shame. Hope you find some players. 🙂
just an idea to busy with all the other servers at the minute. Though thanks maybe or maybe not was just an idea to run a server
Its a standalone server and its not being shared with multiple users who are playing different games. I've got the best server you can get on nitrado (i rented the ultimate public server packet )because i cant upgrade the memory any further. The memory usage ist constantly at 8129.00-8140.00 RAM while the cpu usage is mostly at 50%-59% with some high peaks up to 95%. The server is specially made for games like minecraft where you needs lot of memory and i think satisfactory is fitting into that category as well. If i increase the max players on my server the RAM increases as well. How much RAM do i need for Satisfactory? Wow on a 10 Slot Server i get round about 8gb RAM lmao if i increase my game server from 10 to 50 slots i would have around 16gb RAM and would have to pay 80€ per month, thats way too expensive just for a server lol
i may need more memory lol
was away for a time from servers... how is performance now around nuclear? is it better or very laggy?
You need at least 12GB, but 16GB to host comfortably. If you are happy to install and manage it yourself, a VPS can be a much cheaper option, especially if you shop around. To give you some idea of the cost, I pay about €12-€13 per month for a general purpose VPS that has 16GB RAM and gives us adequate performance, e.g. we are at the end game and get a tick rate of 30 fairly consistently, 18-20ms ping, usually no more than one crash per week with around 4-5 hours play time per day, etc.), or I can upgrade to one with more cores, storage and 30GB RAM for €21 per month. I appreciate using a VPS to host the game isn't for everyone, but it might be worth considering.
It's funny that you pay for a server where they don't give you enough RAM for the game to run properly..
Hi hi im trying to make a dedi but i keep getting this
[2023.04.17-21.48.57:340][744]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 406.89, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:53418, Name: IpConnection_2147478203, Driver: IpNetDriver_2147481180 IpNetDriver_2147481180, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147481180 IpNetDriver_2147481180
[2023.04.17-21.48.57:341][744]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 406.89, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:53418, Name: IpConnection_2147478203, Driver: IpNetDriver_2147481180 IpNetDriver_2147481180, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
@craggy goblet what server provider do you use?
I'm using Contabo.
It is likely because in update 7 the memory requirements went up quite a bit, and so did the over-all memory consumption, on the bright side performance did a huge jump going from update 6 to update 7. If you take a look at the logs you will probably see that your game-server is hosted on a server having 32-48 cores and 200-300GB ram so ram should not be a issue, I have been testing several different game hosting providers and this appear to be the most common setup they run.
I need a little more information about your setup
Relative network location etc
Can anyone recommend a good server service for Satisfactory?
I have used Indifferent Broccoli for about 3 months now, and it has been good. There are some inherent problems with dedicated servers, of course, but IB has a discord server for support. I had a little trouble at first, but one of the people at IB jumped right into a DM with me and got it sorted out.
I've seen people that said they had nothing but problems with ib
i used low.ms in the past, but around nuclear the performance just dies
but i think the server version of satis is the cause
Nope, if you host on a competent system you can get better performance than hosting local
Can you name a competent system?
Anything with 4+ cores that are resonably fast, at least 12gb of ram
Thank you
well i thought low.ms is good for performance
but late game as soon as nuclear was running, the session was basically not playable
Yeah, definitely underprovisioned
can you suggest a good host?
Hosting it yourself is going to be your best bet
In a year or two of paying for a server you could buy your own hardware
Or less if like me you have a university in town that sells surplus tech. I grabbed an older i7 OptiPlex that I use as a Docker server (including Satisfactory) for $100
anybody know why server restart every 24h? and possible or not stop this or do it not every 24h maybe every 72 hours .... ?
That functionality is built into the server. I assume it is to try to minimise crashes. I'm unsure if there is a setting to change it. Hopefully someone else can confirm.
on Linux *
Is there a trick to getting imported Blueprints to work on a dedicated server (Linux)? I put mine in the correct folder, and they show up at the blueprints designer in game, but when I try to load them nothing happens.
When i add blueprints to folder on server -this blueprints download to local client folder and work fine. but - need restart server
Yeah, I restarted a few times. Still shows blank 😦
it's 100% work
Just a random thought, but does the blueprint you are trying to use include any items you haven't unlocked yet? I'm not sure how it behaves when that's the case, so it is just a guess. Maybe also check the log for any clues.
where you server running? and use same folder as game if on windows or diffirent "server" folder?
Left is Linux server on GCP. Right is my local computer running Satisfactory client.
Okay, well I can still place the blueprints, I just can't load them in the Blueprint Designer.
If i not mistake you game with mods (blueprint designer not standard) - server not support mods as i know