#dedicated-servers
1 messages · Page 36 of 1
Not sure what you are saying here, sorry. I'm not using any mods though.
Yeah, I imagine that would at least work as a workaround if I have to.
now i try load blueprint to designer one moment
So, i can't load when not enought resources in inventory and its seeing as your video same notify about blueprint loaded
check it please - you have resources for load?
Ah, that seems to have been it.
Weird I usually get an error saying I don't have enough resources.
What does the exclamation/warning symbol (⚠️) in the title say if you hover over it?
And the UI doesn't let me scroll there to see which ones I'm missing either.
when try build blueprint yes
Yeah, that's how I checked.
Anyone know how bugged trains are on servers? I've read a few horror stories and still on the fence about using them. Might just cross my fingers and send it.
We have a few trains and railways on ours. We've not had any major issues. We've had to delete and replace the odd train or section of track, but that's all.
AFAIK they're fine unless you try to ride on top of them
sounds good, thanks for the feedback
i use, but several, not 10+, seing as all fine
Anybody try start server on linux with realtime patched kernel?
I have one through vegetables doing fine
though I'm waiting update 8 to test it again
heh might be time for a restart 🤔
wow, i want that memory too ...
The characteristics of my PC for the server are more modest
personally waiting to run update8 
well you would not want the CPU I run tho (dual X5680), its just barely hanging in there and its practically the best the platform I am running has to offer 😦
Just does not cut it for modern game servers as they are all so reliant and single thread performance, which my cpu's has none.
my server running on dedicated PC with i7-10700, look like fine, only think add memory to 64GB maybe.... but i see - it's dedicated PC and if current memory is ok - no more memory
why? )
note: this is a vm
for sure that processor you use should do fine for years to come, mine however have single thread performance 50% lower than yours
I'm not playing a lot lately, tbh I'm not playing at all since last weeks
and I dont want to expand a lot when update 8 may change things
and I'm also curious for update 8 performance on my setup
same ever since they announced 8 i have been just sitting on the fence waiting
the few bugs we currently have is also annoying AF
especially the dissemble bug, cant really build factories without sitting with my heart in my throat crossing fingers every time one has to dismantle something
heck even more adrenaline inducing than playing horror games LOL
Hm.... i build and destroy buildings without any problems, in last several weeks on server ......
It is very likely because my CPU is so slow and because of that the rain check keeps running after a part have been dismantled
never had dismantle bug, my server is on strong cpu,
but the only few times I may had a dismantle bug, my client just crashed
on client pc i have i7 9700 and without server is fine too ....
problem in videocard .... is stay hot ... some time very hot while i playing....need new video .. or need clear current video 😄
with multiple players we get it easily 2-5 times per hour, if i play alone on the server once every now and then.
I still didnt report the car trunk bug 😔
dont open the trunk and drive at the same time, thats not good
it's not easy to be honest 😄
it can happen without wanting it though
update 8 key binding system may prevent this bug
sticky keys are a problem....
@fading quarry im at 74 days so far lol
any1 know how i can get to the save game so i can delete crates on my dedicated server?
I was more referring to the satisfactory process having ran for 840+ hours.
how you doing it - my server automatic restart every 24h
but server without updates and security fixes - is bad - imho
how? my just restart self every 24 hours and i can't find info how change it
ohh i see lol yeah right now im not running gone but when i do i never really have much issue with crashing and when it does it just auto restarts with a script anyways
self-hosted mostly
and restarting every 24h automatically doesn't mean you are updated every 24h
and it doesn't mean the updated things are super new
hmh i rented a second server to find out if my problem is because i dont have enough memory on my other server but i cant even connect to the new server lol
Did you check the logs like I suggested? It is likely that you don't have issues with ram at all, but rather being unlucky what physical host your game server have been placed on, meaning your game server could be placed on a host that is heavily over-provisioned. As I briefly mentioned I have tested a few different game hosting solutions, and ram have never been the issue but rather getting placed on heavily over-provisioned hosts (I worked a few years for a server hosting company as both sales and technical rep, and what I can say is that it makes no economic sense at all to rent out the required specs for less than 40-50$ /month, so these companies have to cut every corner they can).
You can get lucky tho not everyone report having problems with those game hosting providers and their game server is most likely placed on hosts having a lot of inactive servers.
[2023.04.20-04.22.41:109][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (694704) to: (16384) for RecastNavMesh
thats like the only error i found in the logs
near the top of the logs you will find something like this [2023.03.08-12.49.09:024][ 0]LogInit: Unix hardware info: [2023.03.08-12.49.09:024][ 0]LogInit: - we are the first instance of this executable [2023.03.08-12.49.09:024][ 0]LogInit: - this process' id (pid) is 142262, parent process' id (ppid) is 142241 [2023.03.08-12.49.09:024][ 0]LogInit: - we are not running under debugger [2023.03.08-12.49.09:024][ 0]LogInit: - machine network name is 'gameserver' [2023.03.08-12.49.09:024][ 0]LogInit: - user name is 'steam' (steam) [2023.03.08-12.49.09:024][ 0]LogInit: - we're logged in locally [2023.03.08-12.49.09:024][ 0]LogInit: - we're running without rendering [2023.03.08-12.49.09:024][ 0]LogInit: - CPU: GenuineIntel 'Intel(R) Xeon(R) CPU X5680 @ 3.33GHz' (signature: 0x206C2) [2023.03.08-12.49.09:024][ 0]LogInit: - Number of physical cores available for the process: 12 [2023.03.08-12.49.09:024][ 0]LogInit: - Number of logical cores available for the process: 12 [2023.03.08-12.49.09:024][ 0]LogInit: - Cache line size: 64 [2023.03.08-12.49.09:024][ 0]LogInit: - Memory allocator used: binned2 [2023.03.08-12.49.09:024][ 0]LogInit: - This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no [2023.03.08-12.49.09:024][ 0]LogInit: - This is a licensee build. [2023.03.08-12.49.09:024][ 0]LogCore: Benchmarking clocks: [2023.03.08-12.49.09:024][ 0]LogCore: - CLOCK_MONOTONIC (id=1) can sustain 22894288 (22894K, 23M) calls per second without zero deltas. [2023.03.08-12.49.09:024][ 0]LogCore: - CLOCK_MONOTONIC_RAW (id=4) can sustain 22429646 (22430K, 22M) calls per second without zero deltas. [2023.03.08-12.49.09:024][ 0]LogCore: - CLOCK_MONOTONIC_COARSE (id=6) can sustain 52160144 (52160K, 52M) calls per second with 99.999502% zero deltas. [2023.03.08-12.49.09:024][ 0]LogCore: Selected clock_id 1 (CLOCK_MONOTONIC) since it is the fastest support clock without zero deltas. [2023.03.08-12.49.09:024][ 0]LogInit: Unix-specific commandline switches: [2023.03.08-12.49.09:024][ 0]LogInit: -ansimalloc - use malloc()/free() from libc (useful for tools like valgrind and electric fence) [2023.03.08-12.49.09:024][ 0]LogInit: -jemalloc - use jemalloc for all memory allocation [2023.03.08-12.49.09:024][ 0]LogInit: -binnedmalloc - use binned malloc for all memory allocation [2023.03.08-12.49.09:024][ 0]LogInit: -filemapcachesize=NUMBER - set the size for case-sensitive file mapping cache [2023.03.08-12.49.09:024][ 0]LogInit: -useksm - uses kernel same-page mapping (KSM) for mapped memory (OFF) [2023.03.08-12.49.09:024][ 0]LogInit: -ksmmergeall - marks all mmap'd memory pages suitable for KSM (OFF) [2023.03.08-12.49.09:024][ 0]LogInit: -preloadmodulesymbols - Loads the main module symbols file into memory (OFF) [2023.03.08-12.49.09:024][ 0]LogInit: -sigdfl=SIGNAL - Allows a specific signal to be set to its default handler rather then ignoring the signal [2023.03.08-12.49.09:024][ 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl) [2023.03.08-12.49.09:024][ 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl) [2023.03.08-12.49.09:025][ 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini) [2023.03.08-12.49.09:025][ 0]LogInit: - Physical RAM available (not considering process quota): 189 GB (193426 MB, 198068964 KB, 202822619136 bytes) [2023.03.08-12.49.09:025][ 0]LogInit: - VirtualMemoryAllocator pools will grow at scale 1.4 [2023.03.08-12.49.09:025][ 0]LogInit: - MemoryRangeDecommit() will will evict the memory from RAM (re-run with -novmapoolevict to change)
I would be surprised if you are getting limited on ram considering the host has 1TB ram. Download the save run it on your local client, then re-save and upload the new save to the server.
And btw that is a common log entry that you'll find in every log.
let me check the other server
e.g every single log file on my server have a ton of entries [2023.03.08-12.55.50:259][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (79016) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Giraffe [2023.03.08-12.55.50:260][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (79016) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Giraffe [2023.03.08-12.55.50:261][ 0]LogNavigationDataBuild: Display: Building NavData: Name Elite class /Script/NavigationSystem.RecastNavMesh agent radius 125.0. [2023.03.08-12.55.50:261][ 0]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 [2023.03.08-12.55.50:261][ 0]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 [2023.03.08-12.55.50:262][ 0]LogNavigationDataBuild: Display: Building NavData: Name Default class /Script/NavigationSystem.RecastNavMesh agent radius 85.5. [2023.03.08-12.55.50:262][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (175584) to: (16384) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Default [2023.03.08-12.55.50:263][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (175584) to: (16384) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Default [2023.03.08-12.55.50:265][ 0]LogNavigationDataBuild: Display: Building NavData: Name Critter class /Script/NavigationSystem.RecastNavMesh agent radius 20.0. [2023.03.08-12.55.50:265][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (694704) to: (16384) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Critter [2023.03.08-12.55.50:266][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (694704) to: (16384) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Critter [2023.03.08-12.55.50:268][ 0]LogNavigationDataBuild: Display: Building NavData: Name Alpha class /Script/NavigationSystem.RecastNavMesh agent radius 120.0. [2023.03.08-12.55.50:268][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (446008) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Alpha [2023.03.08-12.55.50:269][ 0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (446008) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Alpha But server is running fine and current save have been for 1500 hours so far.
I see thats likely a VPS or VM your renting I then assume its quite expensive as well?
If you're paying 25 bucks that's quite a bit of slots your renting, SF cant really handle more than 4 to 6 players, and especially so once you reach end-game. (without dealing with a ton of desync and random crashes that is)
10 slots minimum requirement to get a server there
they dont offer less
the one for 40 bucks has 4 players but you are able to increase them without paying extra i think
so far im playing alone on it haha
and it cant even handle me
xD
hey mate if you need a server you can have mine, sent you a pm
i'll happily have it beign used than just collect dust
goes for anyone tbh. its based in europe
Hello guys. Im new here. I have a question, I'm sure it has already been asked 100 times, but still. How can I make my own server? Does anyone have their own guide?)
Actually, after reading it, I still did not understand where to download this add-on in Steam. Tell me who knows, because I'm stupid
developer.valvesoftware (dot) com/wiki/SteamCMD
SteamCMD is arguably best way to deal with steam game servers, as they let you keep best control on updates, what branch etc.
Sorry for being dumb again. Downloaded steamcmd, updated. This step is further in the article. Where to enter this command?
In WindowsPowerShell, when you enter this command, it gives an error
Create a txt file, and paste the following code into it.
change the file name so it ends with .bat instead of .txt
The crash handler part will check if the server is active, and restarts when it's crashed. ( as this seems to happen multiple times a day when playing a lot)
:Start
@ECHO off
@TITLE Satisfactory Server Loader
SET /A XCOUNT=0
::========================================================{ Server }=======================================================::
SET "ServerName=My Satisfactory Server"
SET "SteamCMD_loc=C:\GameServers\steamcmd\steamcmd.exe"
SET "Satisfactory_loc=C:\GameServers\Satisfactory"
SET "Satisfactory_App=FactoryServer.exe"
SET "Satisfactory_FullLoc=%Satisfactory_loc%\%Satisfactory_App%"
CLS
:UpdateServer
"%SteamCMD_loc%" +force_install_dir "%Satisfactory_loc%" +login anonymous +app_update 1690800 validate +quit
:LaunchServer
"%Satisfactory_App%" -log -unattended "%ServerName%"
::===================================================={ Crash Handler }====================================================::
if "%XCOUNT%" == "0" (
GOTO CrashHandler
) ELSE (
@ECHO.
@ECHO.
ECHO The server has crashed %XCOUNT% times while you where gone.
GOTO CrashHandler
)
:CrashHandler
@timeout /t 5 /nobreak >NUL
TASKLIST /fi "ImageName eq %Satisfactory_App%" /fo csv 2>NUL | FIND /I "%Satisfactory_FullLoc%">NUL
if "%ERRORLEVEL%"=="0" (
GOTO CrashHandler
) ELSE (
GOTO Crashed
)
:Crashed
CLS
SET /A XCOUNT+=1
@ECHO.
@ECHO.
ECHO The server has crashed %XCOUNT% times while you where gone.
@timeout /t 5 /nobreak >NUL
GOTO LaunchServer
make sure this file is placed in the folder you want your server installed in,
and to check that either steamcmd is placed in the location thats set, or adjust it to the location you got it installed
but, im not installed Dedicated server yet, its ok?
launching the server can be done by double clicking this bat file
thats fine, most important is steamcmd being present
huh, ok, ty. I will try it now
this file will simnply take given locations where steamcmd should be installed so it can run it,
then there is update lines to give to steamcmd when the script launches it,
same for server launch commands.
if everything location wise is set right in the bat file,
it should start steamcmd and steam should install your server towards the location provided with the line SET "Satisfactory_loc=C:\GameServers\Satisfactory"
that is, if my steam and steamcmd are in a different place, then i need to change this path in the file?
yes, thats why I adjusted it like it's shown, so the lines that could/should be adjusted are all set on top,
except of the 2 lines :
SET "Satisfactory_App=FactoryServer.exe"
SET "Satisfactory_FullLoc=%Satisfactory_loc%\%Satisfactory_App%"
these never change
ty)
will it be possible to contact you in private messages if i need help with the server?
Is there an accepted or easy way to transfer a game save from one self-hosted docker server to a different one?
Can anyone help me set u[ a server?
copy and paste, not really a whole lot more to it than that.
I was hoping it would be that easy, thanks.
Cool, thanks. I like the thought of my machines running in the background while I'm working; but I'm not sure the server I'm using is entirely stable. I get weird crashes occasionally and icons disappearing
That is a very prevalent issue if you are running on older hardware, you can imagine the requirements are just the same on a server as client. Server is basically the same as the client without any rendering as far as requirements go. Better CPU = better performance.
can i create on windows 11 when i do the bat file it stops woprking
Definitely older (i7 4790). For the most part it's been pretty stable, the hard drive icon being missing messes with me sometimes, though
if windows based, I provided some bat code above to make it auto restart when crashed
It's the client freezing and crashing, all running on Linux, which I know is not officially supported
crashes happen atleast 5 times a day on dedi server that has more than enough power
There are a few things you should look out for set enemy hostility to passive, that alone will cut crashes in half.
I didn't know you could do that...I will definitely look into it
That is probably the most important setting to get rid of crashes, then theres another bug which is a problem when running on older hardware where a check runs after a building have been removed that causes server to crash, theres not a lot you can do about it but reduce the time between each save, right now I have to keep it at 5 minutes to not lose too much progress when building and server crashes.
I mostly hate it when everything crashes and I load back in to find out I died, and my body/loot is miles away since I was exploring. Turning enemies to passive should help with that (I hope)
crashes due to exploring has to do with aggression, I cant remember last time game crashed while exploring.
Is there a recommended or preferred docker server for people here? I can't remember which one I'm using at the moment, but I can look it up. I know the wolveix server is the first result on google, but I'm not using that one (I did, but forgot to mount any config files and ended up losing a ton of progress)
I figure it’s just part of late game issues with servers, but has anyone found a solution to rubber banding? I get it even when I’m on LAN. I’ve been dealing with it ok, but figured I’d ask. I run server with pterodactyl on an i7-7700 with 32 gb ram
That 7700 might be a little slow to handle a late game server, but it's hard to say definitively if that's your issue
can anyone help me build a server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server. At the moment, the dedicated server is available for the Windows and Linux operating systems. It can currently be installed using the Steam service (where it is listed in the user's library as a "tool"), or its command line sibling SteamCMD, or Epic ...
how do i find my ip to put in for the server?
Are you looking for only a local server? If so, type ipconfig /all and take the internal IP address (for external you will have to go into the router and do port forwarding)
@toxic aspen To build on what Kites has already written, the resources listed in logs, etc. can sometimes be misleading. Depending on the host type and their set up, you can expect to see different values. In a virtualized environment, you would typically expect the amount of resources listed in logs, etc. to reflect the resources available to the VM, whereas in a containerized environment you will more likely see the resources available to the host, not all of which may be available to your process.
Although VMs and containers achieve similar end results, they work in different ways. Due to this, in a containerized environment, the amount of resources listed will likely be indicative of the resources available on the host machine, but not necessarily the resources available to your process. The host could be over-subscribed, as already mentioned, or there may be limits on the resources you are permitted to use, which are not reflected in the logs.
I don't have any insight into how any given hosts are set up, so this may not be what's happening, but to demonstrate the point, you can run an interactive Ubuntu container with a 1GB memory limit, like this:
docker run -it --memory="1g" ubuntu /bin/bash
If you run the free command inside the container, it will reflect the memory resources available to the host (62GB in total in this case).
# free -g
total used free shared buff/cache available
Mem: 62 2 56 0 3 59
Swap: 1 0 1
However, if we inspect the relevant cgroup file (cgroups or 'control groups' allow resources to be managed in Linux), you'll see the memory limit for our Docker container reflected in bytes (1073741824 = 1GB):
# cat /sys/fs/cgroup/memory.max
1073741824
Similarly, running docker stats --format "{{.MemUsage}}" on the host will show the 1GB limit too:
988KiB / 1GiB
Depending on your router, it's likely something in the 192.168.0.X or 192.168.1.X range
will my friends be able to join that without me on?
If they're in your house. If you want your remote friends to join you will have to do port forwarding and likely set up some type of IP mask to redirect your public IP to a hostname and have it update when your ISP updates your IP
that sounds like too much they can wait until im on
You will still have to do that for them to be able to join if they're not on your internal network
is that in the how to?
I didn't see it. It's a bit more complex because different routers will handle that differently
i copied my save over will that corrupt the save now?
It didn't for me
I appologize if this has been asked or in thw wrong section. I currently am running this on my Dell R730 running dual E5 2660 V3's with 16GB of ram dedicated to the server. Everything is running pretty good but as the map is getting larger we get a few bugs like object not placing every now and again or 1 time I placed an object and it was placed but was invisible. I have an internet connection of 1Gig down 35Mbps UP. waiting on fiber in my area. Im trying to get some more improvments and was wondering if these settings where ok or should they be changed.
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
Don't forget you also need to make the Scalability.ini file having the same configuration, also all clients also need to configure their net speeds as well, and have the files all write protected otherwise its always rewritten to the default value of 120000 (which btw is default net speed for Ultra)
With that being said it is likely your issues stems from the CPU, as its showing its age. If you take a look at single thread performance this is for a Ryzen 5 3600X which is recommended setup, and i would call that bare minimum.
Dont get me wrong I run my server on a dual Xeon X5680 but performance is awful at end-game, having all the same issues as you and then some.
How to configure net speed you can check out here: https://satisfactory.fandom.com/wiki/Multiplayer#Temporary_lag_solution
The example in that page is for 100Mbit, which is more than enough, I have mine set to 25Mbit since that is my upload speed, and I only see connection speed reach 14Mbit when a player joins the server, it then goes down to 300Kbit while actively playing.
OH forgot the picture for CPU comparison
As for parts not getting placed is because of old CPU that cannot cope with the demand, on my server its almost getting to the point of unplayable, while others running on much more modern hardware say they have never noticed it before, tho I believe that we notice it because it happen so frequently.
Floor holes with lifters are especially prevalent on my server, you can bet nearly 50% of the time its placing down invisible lifters.
I was thinking that it would be my single core performance. I may just purchase a server since it's only about 15 a month. Thank you for the help.
does anyone know if rain will come to dedicated servers?
Thank you for your explanation. Does that mean i am able to change on my own how much memory i have access to? Im pretty much new to the Server World and my occupation is way off from that too lol
It's already there
It's simultaneously invisible to clients as well as crashes them
funn, are theyre ever going to/can they make it visible?
After engine upgrade for sure 👍
you mean the one coming up?
Is there an official docker image yet?
Yeah
A game server host will typically use containerization, as this gives them the greatest control and flexibility to manage the game servers, but the maximum amount of resources you'll get access to isn't always clear. In part because of what I described above, but also because resources are often tied into (and obscured by) the number of slots you pay for. It's a way of simplifying their offering, but it can sometimes add to the confusion.
A game host provider will often, understandably, heavily optimize in their own favor to make maximum use of their resources and containerization is good for that, but it means you typically get the minimum resources needed to run the game. In the case of Satisfactory, it seems some game server hosts haven't responded to Satisfactory's increased system requirements, meaning you have to increase the slots to a large number just to meet the minimum requirements for the game. This doesn't mean you always get access to those extra resources however, as the nature of containerization means that resource allocation is dynamic. Increasing the slot count may increase the upper limit, but that doesn't mean all of those extra resources are allocated to your process, if that makes sense? That being said, some game server hosts suggest they do not set upper limits on memory.
In the case of a virtualized server, your resource allocation is more static. In the case of a VPS (usually the cheapest form of server), the host's resources are still shared. For example, you may have 100GB of disk space, but that will usually be on a larger disk that other VMs also use. So things like disk I/O and network throughput can fluctuate based on the demand on the host, but resources are shared more transparently, in the sense that your VM will have access to whatever amount you ordered. When using a VM, you will be using some of your resource allocation to run the OS, so it makes sense to use a 'light' OS whenever you can to minmize the overhead.
The next tier of virtualized server is semi-virtualized. It is sometimes called a Virtual Dedicated Server (VDS). Implementations vary by provider but it usually means some resources are fully dedicated to your VM. In simple terms, for example, you may have a full disk or CPU allocated, rather than a portion of one that is shared with other VMs.
In my experience, Satisfactory runs perfectly well on a VPS. A game server host is great if you do not want to do the setup yourself. With a game server host, you are typically paying for convenience. A virtualised server can be better suited if you want a little more control and transparency over resources.
If you are having trouble running the game on a game server host, I would contact their support team. If you are running on a virtual server, support are unlikely to help you. If you cannot connect at all to the Satisfactory dedicated server running on a VM that has adequate resources, the issue could be something like a firewall rule issue.
I see, its like when i create a partition of my hard drive and use that partition for my game server but only allow the minimum of resources needed for the game to run
can they controle the amount of resources they can give me or is it a set amount dependent on the amount of slots i have
for example
If they are using containerization, you can think of it as much like running an ordinary process on your OS. They can set a maximum that your process can use, but that amount isn't actually allocated or, therefore, guaranteed. If it's a memory issue it's likely either the limit is too low for the game, or their server is over-provisioned. Either way, I would contact them.
Okay i understand. Just for the record: for now the problem has been solved with just downloading the save from the server , opening it in a local game, save it there and re upload it on my server again. I had no crash for 24 hours now which would normally occur nearly every hour. I dont know why that is, maybe because there were too many auto save files which i also deleted?
Ah great. Hopefully it was just something weird with the save. Glad you got it sorted. Hopefully you can now enjoy playing the game. 🙂👍
Yeah spent six hours building without noticing the time lol
Haha. Yea, it is one of those games for sure. 🙂
well you dont believe on what
just a simple stairway
😄 but it looks fancy now, i could sell it to some billionaire xD
Is it possible to run the satisfactory server on arm64
I've got a arm server with 8 cores and 16GB ram.
no
Arm isn't supported
rips
And even then arm would not be a good choice to run this server as it leans heavily on single-threaded perf
I only got a ARM server :#
Is there a known-issues listing for dedi servers? Did not see anything pinned here. We've been getting a lot of client crashes when new hostiles render / spawn / respawn in nearby when you walk into their zone. Once they've spawned in it's fine to walk into their render again.
I feel the "recent" changes to creatures introduced some new dedi issues.
Known issue, you have to turn monster aggression to passive.
I 100% understand CSS don't want to push small patches, but that should have received a small hotfix where they just made it the default option as many are having that problem without ever seeking out a solution.
Ok thx, wel ye they coulda/shoulda but now all work/fixes/focus is on U8 and beyond so this will not be addressed anytime soon i feel. Maybe once there is U8 EA Dedi
hi i am trying to set up a satisfactory dedicated server and have setup port forwarding and i believe i have set up windows firewall exceptions but my server still doesn't start!
any help is greatly appreciated
how much free RAM do you have when you launch the server ?
around 11 GB
just enough, that should do it
Hi for anyone!
For what is server option (in ServerSettings.ini): mUsePacketRouting ???
I'm not familiar with the option, but I believe the packet router routes traffic through the query port, meaning you to only have to have one port open instead of three.
Oh, maybe usefull. Thx a lot!
So that's interesting. I see from the setting you mentioned that it is enabled by default, so I've just tried removing the Beacon Port (default 15000) and Game Port (default 7777) from my allowed firewall rules, only allowing the Query Port (default 15777), and I am able to connect without issue. It appears this feature was added in patch 0.5.1.2 (https://satisfactory.fandom.com/wiki/Patch_0.5.1.2).
I see a -DisablePacketRouting command line option was added in patch 0.5.1.6 (https://satisfactory.fandom.com/wiki/Patch_0.5.1.6), presumably because it could help prevent issues or improve performance in some cases.
I also notice that packet routing will be disabled if you use multihome (-multihome command line option), meaning all three ports would need to be open in that case.
Hi I have not played for a while, since update 5 i think, I was looking to come back and invite a friend and do a dedicated server, do you think dedicated servers are in a state it will not turn away first time players?
if you put creatures to passive it is very much playable
passive creatures pretty much put an end to my cycle of crash - death - trying to retrieve belongings
Yep , same reason i switched it to passive. My friends called me names that I won't repeat here, I was like " Look, I don't find it fun to crash, get killed, then have to run halfway across the map" Now I don't crash anymore
how do i set creatures to passive in the server? or is it a client only setting?
Client only setting unfortunately.
it is set for the dedicated server hosted game once every client put it on passive mode in the game @spice mesa
Thanks!
hi! i have question, why my server isnt responding in game? i have this spam in console
is there any logic in the blueprint related crashes on dedicated servers?
I found that in my case it did not like the lifts, but now I try to make an even simpler design than I just created without problems before,
and it keeps crashing the server for no obvious reason.
This happens on both dedicated server AND single player.
You have a bugged item in your blueprint designer
Clear it and start over
Also anything clipped through the bounds of it will cause a crash on save
If you can give some detail about how the server is running, whether it worked before, if anything has changed and what you've tried so far please, someone will hopefully be able to give you some pointers.
looks like firewall problems
check that you enabled every port needed
looks like the request is passing through but the acknowledgement is not
Hello i need help for server version, my game has not the same version with serveur for reason, how can i chose the serveur version correctly ?
[Translate of image]
Version game : 192921
Version Server 211839```
install last game (client) updates
I notice i cant
and use Experimental version
Where ?
using Steam or Epic?
Epic
Strange. And what does he write when trying to update the game?
Just i cant he dont propose me an update
try to reinstall client
you can't select experimental branch from epic games store though
did they just pushed the update 8 dedicated server or something ?
For Epic Servers, just an install similar to the client. Also, afaik, they haven't. The build number is still the same as U7.
wait so yes you can now ?
then it is not supposed to unmatch
I am thinking about hosting a dedicated server for multi-play.
I understand that mods don’t work on a dedicated server? The only mod I ever use is the ability to fly, giving me rapid transport and ease of building.
What are my options?
Client side hacks or mods
Using vanilla in-game items, the Jetpack is available in Tier 6 and the Hover Pack in Tier 7. They do not quite give you the ability to fly anywhere, as you may find in the god mode or creative mode of other games, but they are sufficient for most building tasks. If you cannot wait to unlock them, you could use a game save editor to unlock them and enable other creative features, but it would change the developer's intended experience of the game somewhat.
I tried client side mods in the past and it crashes when joining a server
Correct, the dedicated server has no support for mods at all. As DJ Woodz pointed out, you could modify the save locally to say unlock the hover pack in Tier1, or just fill a box full of them so you always have them available, then upload that save to the dedicated server, so you'd have it from the moment you have power to run it. It's not as powerful as the fly command from any of the mods, but it's the only option currently.
The dedicated servers probably won't support mods until official mod support is added to the game since whatever method to make it easy to install them for clients would probably be used by the servers too. That's a total guess on my part, but it seems like reasonable time for it to be added.
im running this server on gcp machine, this is my first attempt to connect to it
And these are my firewall settings. I know it's not safe, but I only use this machine to host this server.
hey guys, i have an problem with my dedicated server, in my logs i get 100 of this entry every second and i seems that this makes my server unstable. is there any option to resolve this? maybe remove this icon by rcon command or anything else?
LogReplicationGraph: Warning: GetCellInfoForActor: Actor BP_BoomBoxPlayer_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.BP_BoomBoxPlayer_C_2147110585 is outside world bounds with a location of X=170758.719 Y=166788.766 Z=-1049072.125. Clamping grid location to world bounds.
Load your save into SCIM and delete the bombox, it seems it may have ended up outside the bounds of the world.
As for why it may have happened it is likely that you or someone else don't have creature mode set to passive, and you or other person have then likely crashed and in that moment in similar way your loot-box might have ended up floating below the map it happened to the bombox.
Ports on the VM itself are fine (that said you don't need to open both TCP and UDP because SF only use UDP) but the ports through the web interface might be wrong I can't read what it say, but I see the rule "default-allow-internal" set to "all" but I don't believe it encompass all ports externally even though the ip (0.0.0.0/0) restriction is similar to how SSH is set up, try add 7777, 15000 and 15777 (UDP) in the web interface specifically.
Thanks for your help, is there a way to filter / search for the boombox, i can't find them on the map
nvm i got it, i just need to set the map to view all
Hi, so one of my players is attempting to join my dedicated server, but when they launch on any network quality other than low, they can only move their curser. If they connect on low, it takes ages to connect and they struggle to do anything.
Does anyone know how to solve this?
Are you double NAT?
That's the only thing I can think of.
NAT?
Network address translation. If you have a router in an apartment you usually have double NAT.
Ah. I think so then.
Yeah that can wreak all kinds of havoc on multiplayer games.
Ah. Ooof.
Did you do port forwarding in your router?
The server isn’t run through me. It’s run through a host.
Oh then I don't know.
When you say that only their cursor moves, is it as if they are stuck to the floor? This can happen periodically for some players. Waiting for 10 - 30 seconds after joining usually resolves it. Otherwise, if the issue only effects one player, it suggests the issue is most likely with the client. Do you see anything unusual in the logs when they join, compared to other players? Are they able to join other dedicated or multiplayer sessions? Do they have a good network/internet connection? Do they have any mods or other software that could be interfering with the game? Have they tried verifying the games files or reinstalling the game? Etc.
the host provider's firewall isn't setup to Allow any udp port connections
you must add a rule there, or you didn't show all the relevant rules
you should have
a
allow udp:15777 from international 0.0.0.0/0
at least
Also if you don't use windows and mostly use ssh, you can increase safety by disabling the
rdp allow tcp:3389
rule
(you'll want to allow all three UDP ports, not just 15777)
that's why the "at least" is here
it may start somehow working with 15777
but with only 7777 for instance, it will still not work at all
hey all, don't know if this is ok to ask. But is there any guide for setting up a dedicated server in unraid? I have just build a server, running unraid and am very inexperienced. So if there's some decent guide out there, I would be much obliged!
you probably can follow the usual guide
GUI says its offline on my pc from game Server Manager
do you use the address shown here to connect ?
it may be your firewall settings then
I dont have ufw enabled
hopefully that is a test machine with nothing important on it then
because you are just sharing address and saying it doesnt have firewall on
do you have any log of the server running fine ?
I ran it about a year ago on an old install
do you have enough RAM ? (commonly overlooked)
Yes, 48GB, 12VCPU, its a vps
ok, way enough
Yeah, got plenty
that's without satisfactory server running right ?
I dont know gsm
maybe someelse could help
but 800mo doesnt look like properly started
its just a manager to install / run game servers with, running the regular .sh file still yields same
it literally use 1.1GB when launched without claim, and 2.5GB when a game is ready to be loaded
800MB definetly looks too low
(from my linux setup)
did you look the server's logs
Looks like it loads based off log
Anyone else having issues with launching from a docker after the small update in steam?
`[ 97%] Downloading update (56,973 of 57,699 KB)...
[ 98%] Downloading update (57,428 of 57,699 KB)...
[ 99%] Downloading update (57,699 of 57,699 KB)...
[100%] Download complete.
[----] Installing update...
[----] Extracting package...
[----] Extracting package...
[----] Extracting package...
[----] Extracting package...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Cleaning up...
[----] Update complete, launching Steamcmd...
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
/tmp/dumps is not owned by us - delete and recreate
Unable to delete /tmp/dumps. Continuing anyway.
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1679680174
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...Retrying. . .
Retrying. . .
Retrying. . .
Retrying. . .
FAILED (No Connection)`
The docker crashes/shuts-down after the timeout shown above.
this is not the game server though, that's only steamcmd
The game updated both on the server and client side (in steam; I can't comment on epic since I am not using it). It was a small update ~60MB, but it wasn't a steam update, it was a satisfactory update...
Maybe steam's public api broke, just strange timing...
Well, I forced the docker to have steamcmd to redownload the game files, it downloaded the update after the main game files, and now it's not timing-out. Strange. But at least it's running.
this update here is a steamcmd update
the game update only go after that
does anyone have tips for things to avoid when using dedicated servers? so far ive seen issues with short pipes and belts
the frequency of crashes has been increasing so i want to see how to stem the tide of issues
TLDR; Hardware performance, there is a lot of testimony evidence to support that most issues people have are due to hardware performance.
If you want I can go a bit deeper but this have been discussed many many times over before in this chat.
I prefer wording it as "caused by" "triggered by" hardware performance issues, than using "due to"
because Hardware is ultimately not responsible for these crashes
the crash just are more prone to happen with lower performance
The wiki says "Clients cannot manually drive trains or edit the automation schedule." Does this mean trains are effectively unusable on a dedicated server?
They work fine
Yes that's definitely outdated
Hi anyone know where admin passwords etc are saved ?
It is stored in a file situated in the same directory as the save games. You can delete it to reset the password. You may find these links useful:
https://satisfactory.fandom.com/wiki/Dedicated_servers#Loading_a_save_file
https://satisfactory.fandom.com/wiki/Dedicated_servers#How_do_I_reset_the_Administrator_password?
Anyone avalable to help with a server promblem i have currently dont know if it is something with the game or my server
Might help if you describe the issue
my server keep crashing and it says "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"
Is it a random crash after a certain amount of time? Or is it consistently crashing upon startup?
0x0000000000000003 error can be anything unfortunately, what is more important is to get the context what happened before the crash occurred, usually logs will point you in some direction.
This is a thread where that error code is being discussed:
forums.unrealengine [dot] com/t/unhandled-exception-sigsegv-invalid-attempt-to-write-memory-at-address-0x0000000000000003/750292
0x0000000000003 is typically a nullptr dereference byte access
so basically : a nullptr check as been skipped somewhere
Ah, I came to ask about the very error y'all are talking about.
Looks like it's a known thing maybe? Or is context more important?
So I just installed the server files, and when I went to play, I created a new save on it, and appon joining my server, it something very odd, and kinda made the Internet on my entire server go off for about 10 minutes. So all my other servers went down too. This kept happening as well when I joined the server. Any ideas what could be going on? I also got an error on the game apon joining, don't remember it, it was some type of timeout. The last thing I seen on the server console was Soliderror joined
Then something about a took long to load me in or something.
The specs of the server are 8gb ram, AMD R6 CPU at 2.1ghz and some type of GPU but that shouldn't matter much on a server.
That just means it was unable to write to a specific memory address, which can be indicative of all sorts of issues
Check your logs at the same time
The log says pretty much the exact same stuff it seems.
You're running a dual core cpu
How much ram?
Also please copy-pase instead of ss
It's a Google Cloud server. Computite-optimized, 16GB RAM.
Sure, I can do that. Just thought SS was less spammy.
Intel(R) Xeon(R) CPU @ 3.10GHz
How so? I thought single-core CPU was the bottleneck?
I mean... it is
But that's also the weak point of older xeons
And you want a quad core at least
My guess is that they're just allocating two of the processor cores to your container, but it's not enough
Shouldn't cause a crash though
Hmm, I suppose I could upgrade it relatively easily if that becomes an issue.
But if it's not the crash, I'm not sure what is.
that is the dismantle bug
end-game + multiple players, and perhaps not the highest performing CPU and you'll keep getting this very often.
We were midgame w/only one player online at the time. I'd hoped my CPU was more than sufficient.
even alone i get it a lot as well, but my CPU is a relic.
2 or more players i can get it as often as 2-5 times in an hour. Alone 2-3 times in a day.
R6 typically refers to AMD mobile graphics. Is it a laptop? Your RAM is under the recommended specs but I also assume it has something like an AMD A10-series APU which cannot deliver the minimum CPU performance required to run the server. https://satisfactory.fandom.com/wiki/Dedicated_servers#Requirements
guys, after installing steamcmd and dockerized game on my unraid server, how do i actually start the dedicated server? What am I missing
Assuming you are not using a management panel (like pterodactyl), you'll need to start the docker container using a docker command. You'll probably want to set it up to auto restart. Hopefully the docker image you are using came with instructions, so look at that documentation first. You might need to run some docker commands or it may have an accompanying docker compose file to help you.
hey thanks! It is running, but I need to start the server. Which I now realize I can't do as root
which is annoying in unraid as the gui terminal wonn't let you switch users
I use cockpit on my linux server to manage docker containers from a web gui. Seems to work well (for me, anyway)
I am getting a network error
heyo folks. I have all ports forwarded, i can connect using home address (127.0.0.1) but I cannot get friends to connect, when I use my public IP Address to put the server into the server manager i get this message:
https://gyazo.com/b13bb5b7220e7e0f90199565e20d8e2b
(blurred for privacy, just my IP and uniqueID).
Any one else had this problem or know how to fix?
Edit: Dedicated server is the Epic version, running on win11.
If you are creating the docker image yourself, you'll need to execute FactoryServer.sh, which I guess you've figured out. You shouldn't install or run the server as root. It is considered bad practice, but I think it can actually cause SteamCMD installations to fail too.
Do you have multiple routers? aka. double NAT, in that case you need to forward ports in that router as well as the router provided by your ISP.
Nada, I am connected directly to my router provided by ISP
you forwarded 7777, 15777 and 15000 UDP right? TCP will not work.
both. Lol.
better safe than sorry ^^, that said you can close TCP, it will not be used.
the router software just has it as the default setting to do both at the same time. if it doesnt hurt it, i wont bother changing it.
I have no idea why its not working, I dont have any other firewall or preventative software stopping it from connecting. It gives me a Ping and tries to connect, but I dont see it connecting in the server console and then i get that error.
Are you in a appartment building by any chance? I have heard some appartment complexes that use a single shared IP and you then need to contact your ISP to get your own dedicated IP.
Nope. Personal fiber connection at my home.
Do you have mesh wifi?
No idea, I'm wired.
Reason I am asking is if you do have a separate wifi its quite common to cable through that, and that will act as a separate router where you need to also do the port forwarding.
i dont have wireless capability on my desktop xD.
Not what I am saying
Alright, how would i go about finding out if I do.
That kinda answers the question, you would likely know if you had a mesh system installed since they are rather expensive. Well their getting cheaper, but still a substantial cost non the less.
Check port forwarding on your server machine, make sure that when you opened the ports on that and it is open for both public and private.
server machine is my current machine and only machine
I see, small psa you need like 64gb ram to run SF dedicated server if you also intend to play on that machine as well, and also be aware that 1 core is likely to run at 70-100% 24/7 (or as long as you keep the server alive)
ya, i meet more than the recommended stats, easily.
My server uses no more than like 16GB
you are correct, but dedicated and client does not share the memory space so server+client alone will easily use 30gb alone and if you then have for instance 32gb you will keep getting random crashes.
Ah, server+client on the same machine is what you were referring to. Got it
i'll worry about that If i can get it to run properly. For now I just want it to work xD
A ISP I used a few years back had a separate interface on their customer website where I also had to setup port forwarding as well as my router. Worth checking out.
This one doesn't.
Not very likely, I only encountered that once, and I have worked with networking for 15 years.
I'm usually the one to host things in my friend group, so I've done plenty before. This is the first time I've come across this type of issue,
if you have access to a linux box from a external source try that to verify that ports are open sudo nmap -sU -p 15000,15777,7777 x.x.x.x result you are looking for is PORT STATE SERVICE 7777/udp open|filtered cbt 15000/udp open|filtered hydap 15777/udp open|filtered unknown
No access to Linux.
If you want I can scan for you, if you feel comfortable DMing me your IP.
stranger danger D:
This is the processer, I was thinking of my brothers laptop when I sent the message.
I can run a DayZ server, Rust Server, FiveM, And A Few Call of Duty Servers all at the same time, but when nothing but a Satisfactory is running, the pc just loses internet connection for like 10min and I cant join when it comes back up.
@hasty sparrow Just a thought, but have you checked what interface it is bound to? E.g. 0.0.0.0 vs your local IP.
what interface is bound to what, sorry?
@long grove unfortunately that doesn't meet the minimum specs both in terms of amount of RAM and CPU power. 😦 The Satisfactory dedicated server requires quite a lot to run compared to the servers of many other games.
Thats linux, I am win11
Get-NetUDPEndpoint is a PowerShell command
If I Can Run The Game On That Computer Fine With More Then A Few Players....Then why cant it run the server?
Thats just odd to me, I host all kinds of servers on multiple computers.
Ive never came across a server where if the computer could run the game fine, the computer couldn't run the server.
When I rented one from Nitrado, They had the server running on duo core with 1.9gzh and 1gb of ram and it ran fine, so thats odd.
I understand your frustration. The requirements did increase in more recent updates, which means it may no longer run well on hardware it used to run on. Your CPU is on the low end for both, but your main issue is the RAM:
Client (game) needs 8GB RAM minimum
https://satisfactory.fandom.com/wiki/System_requirements
Server needs 12GB minimum (ideally 16GB):
https://satisfactory.fandom.com/wiki/Dedicated_servers#Requirements
Im understand that, however if anything with the hardware I have there should be hitch's but the server should still run.
Not really. In the case of the CPU it may run a little slow, but if the memory footprint required is larger than what is available it cannot run at all.
From my knowledge, the server shoul'nt need 12gb's to run. It should need that memory for room later on when rendering things in for the player.
I understand why it needs a higher amount of memory, but when watching the memory on my machine, it never went past 30% when running the server and joining.
Oops Tag wrong message lol
lol.
Just because other type of game sever need very little requiere deist mean everything out there can run on potato servers.. i run it fine on a 3950x and 64GB rant kit no issues and run many other severs on tope of that without issues in Linux.. so I think I just time for you to upgrade that pc from like 2013 or so.. all the time I see people complain on here are people with really old system spec from just observing conversations on here
Fixed lol
thanks, i dont think my issue is hardware related xD
Yeah my bad lol
It is true that it won't use 12GB all of the time. Sometimes it will use less. Additionally, systems can fallback to using a swap/page file (sometimes called virtual memory) when memory is low, but swapping/paging will likely degrade performance further, so you should not rely on that for time critical applications like game servers. The bottom line is that the minimum specs are suggested for good reason. I mentioned your CPU because you may consider adding more RAM to your system, but it's likely that your CPU will hinder your experience too. To see what I mean, try comparing your CPU (A10-5745M) to one of the suggested minimums (e.g. Ryzen 5 3600) on a CPU benchmark/comparison website and you'll see it scores considerably lower. I appreciate it isn't want you wanted to hear. I was just tying to help.
I can attest that running below spec leads to sad times once you build past a certain point, this point is not set in stone as there are so many factors that come into play. Heres comparison of 3600 vs A10-5745M vs Xeon X5680 (which i run) and it gets super frustrating when the server starts crashing 2-5 times per hour because the CPU is just not able to cope.
Single core is the metric that is of interest.
I'm not sure why it doesn't show the IPv4 variant (0.0.0.0) for the two other ports, but it doesn't show a local IP which could've been the issue, so I think it looks ok, but hopefully someone else can confirm. Out of interest, you are not running it with the multihome argument are you? I only ask because I know that means all 3 ports have to be open, whereas it seems you technically only need the one open if you are using the packet router (which it will by default, but multihome disables the packet router). The multihome stuff is possibly not relevant to you, just clutching at straws in the hope it may help.
we solved it in DM it was 127.0.0.1 that was the issue, server refuses to be configured using that IP
192... worked fine
LOL
Yay. Success. Nice one.
I understand you were trying to help. I'll just grab my rack server I have when I get a chance and use that. I had it hosing old websites at my parents business, but it's my server and I can host them from home anyway. That has a xeno something CPU and has 32gbs of ram so that def should run it.
I mean xeons are pretty trash a single core performance and that what matter the most for hosting this game.. you might have the ram requirements but not on the cpu side..
Ik it's an octa core CPU running around like 3.5ghz to 2.8ghz. I got the server like a year ago.
This is the CPU Xeon E-2378G
As good as they come 🙂
Should give you very good performance.
I bought that server for like 2k. It cost extra to get what I have
Gonna decommission my Dell PowerEdge R610 as it just does not cut it for game servers any more, going for consumer grade components this time, since that should give me a ton of bang for the buck and a path to upgrade some components down the line. Building a AM5 Ryzen 7600X and 64GB of 5600MT DDR5 server rig.
Sucks since it hosts most games quite reliably but SF in particular it struggles big time hosting.
this is not just a small check then broadcast player actions kind of server
it has to load every ressources and process all the truck, belt, splitters, mergers, items, power, grid, train : calculations, and other things
your client will mostly only need to load data for yourself, playing multiplayer on your pc directly already can take more ressources,
but the dedicated also is expected to work reliably over a long period of time, so it assume every ressources need to be ready, because servers's storage access may be slow, but RAM isnt
otherwise it would constantly freeze while connecting to the server, because it would reload the ressources for multiple players
Yeah, though about that a bit and just shut up on the using the Pc had setup or the other servers I had, so I'ma just bring my real server rig home and use that.
Has anyone tried to do a Rally in Satisfactory event?
Hoi! im running a small Satisfactory server for a small group and we have once a day a crash if people play on it. we are around 6-12 people at a time. crashes only happen if people play on it. if empty no crashes occour. are there logs somewhere i can access and share? we also have other issues like these https://clips.twitch.tv/ResoluteIcyDragonfruitPraiseIt-IrK87066nf8lAdzd
whats a good and cheap server host provider? low.ms was lagging around nuclear
self hosting is unfortunately not possible for me
Alright, I've been running a dedicated server on a GCP c2-standard-4 instance which has worked great until recently (lategame). But now I'm starting to get more errors, crashes, and bugs. I also see my CPU usage regularly going over 100%. But isn't c2 the fastest single-core performance GCP has to offer? Would I get any benefit by adding more vCPUs?
Currently using 4 vCPUs and 16GB memory.
Or I guess they have the C3 series available now, but it's starting to get spendy. I guess the upgrade choices are...
-c2-standard-8 (8 vCPU, 32 GB memory) Powered by Intel Cascade Lake CPU platform $0.34/hr
-c3-highcpu-8 (8 vCPU, 16 GB memory) Powered by Intel Sapphire Rapids CPU platform $0.35/hr
-n2-custom (8 vCPU, 16 GB memory) Powered by Intel Cascade Lake and Ice Lake CPU platforms $0.27/hr
Not even sure if the last one is an upgrade though, but it does have twice the vCPUs.
Ok guys I feel silly asking this. I’m running a dedicated server locally on a windows machine. Got the files from steam. Keep seeing everywhere about making changes to the serverconfig.ini (filename might not be 100% accurate but I know what file I’m looking for). I’ve looked in all the places that I’ve found doing research but I can’t find it anywhere. Am I just being dumb or what am I missing?
You have to start the server once before that file will be generated
I've had the server running for 60 hours and there is no file created.
I have an issue with this popping up when wanting to authenticate my server. Graphics drivers are up to date and done a reinstall of Satisfactory. Even did a procedure with the Engine Files. Still receiving this. Can someone assist please?
Send that as text
?
I can't read the important part
Is there any way i can join a dedicated server with client sided mods like Infinite zoop?
no mod support on DS
Can you help me with this? I used to serve CS:GO on Google Cloud but I couldnt mange this one
don't forget that you have to open ports on the server in the firewall and forward the ports in google cloud web interface.
Assuming you have UFW installed on your server use sudo ufw status to check if ports are open
@satisfactory:~$ sudo ufw status
Status: active
To Action From
22 ALLOW Anywhere
15777 ALLOW Anywhere
7777 ALLOW Anywhere
15000 ALLOW Anywhere
22 (v6) ALLOW Anywhere (v6)
15777 (v6) ALLOW Anywhere (v6)
7777 (v6) ALLOW Anywhere (v6)
15000 (v6) ALLOW Anywhere (v6)
I will share the firewall rules
Did I miss match them?
you did not route the traffic you only allowed the ports in the GC firewall
you need to add route in this screen
even tho this rule say global and all ports i still believe its only internal traffic as the name suggest
Okey my bad. I created a firewall policy instead of rule 😦 Now its working but I m trying to get it work like 2 hours ahahahah
good good! Enjoy!
Thank you for replies @fading quarry
Hey everyone, I know this might be a dumb question but. Are the dedi server for players to play with other Satisfactory players and cooperative or is it just for regular play?
Dedicated servers are for if you want to have a multiplayer session that is always avaliable to the players
Is setting the server+client Network Quality setting to Ultra supposed to help with CPU usage at the cost of lag? Or visa versa? Instructions are not clear.
We have zero lag issues, but CPU is having a hard time. Changed from Ultra to Low but hard to notice a difference.
The higher the string the more load on both server and client cpu and net, but can improve some desync issues
High or medium is reccomended
We've had 2 clients and server running on low for a few hours now and zero crashes. Which is better than usual.
I guess I still get a bug where the music starts chopping in and out, and then eventually certain sound effects stop happening.
it doesn't change cpu load
it just cap network performance
it's recommended to put it on ultra currently
the default values are very low
consequently you could say that putting it on ultra very slightly help the cpu, since there is more room for network operation and the cpu doesn't have to manage the network constraints as much
it can increase cpu load practically
but not as in struggling :
as in more performance delivery
it's not that it have more thing to process
it's it can process more/faster the same thing
which you want
Just installed dedicated server . I get this message. The machine is not behind any NAT (router).
how do i put it on ultra on server? I was manage to edit before that file but i forget how to find it
there is like 3 files to edit for network performance
one to add with overridden ultra profile settings 'Scalability.ini'
but
to just get to ultra setting first you just have to use the command
FG.NetworkQuality 3
in your server's satisfactory server manager panel (on client, with admin authentication)
there is more information here https://satisfactory.fandom.com/wiki/Multiplayer
Thank you
make sure after you do the FG command that you also do the necessary settings changes on your client. It needs both sides for it to work otherwise it defaults to the one with the lower level
If I use Epic dedicated launcer I get this:
what's wrong ?
@west edge you can also customize the network speed to whatever you may wish up to 800mbit (Ultra is 0.3mbit) though this is not recommended at all unless you have trouble with severe desync issues even using Ultra network quality, as you are required to make these changes on both client and server config files and the same files also require that they are write protected since both server and client will otherwise overwrite the files back to 0.3mbps when server/client is restarted. (https://satisfactory.fandom.com/wiki/Multiplayer?so=search#Temporary_lag_solution)
Game will not even start
Hey all! Working on setting up a dedicated box. I have previously had it working, then stepped away for a while. I have updated the client to U7, and the DS through steamcmd. I'm getting a version mismatch, and I can't seem to find which is the one that's out of date. Beyond that, how would I bring it current if Steam is saying it's all up to date?
ehrm, says there the server is lower version
you need to update the server
try to see if you can set it to verify files
also keep in mind that one thing is the stable released version, and another is the experimental version (which i am not sure if U8 is still experiemental)
Ran it again, just as a sanity-check:
I swapped back and forth between different versions (although U7 Exp and EA have merged), as well as both the EA and Exp. versions of the DS.
Same result
U8 isn't even yet in experimental branch
it's under development
try resetting server config files probably
maybe it's saving some version checks there
did you restarted the server completely ?
Uninstalled, reinstalled, deleted server config files, jumped between EA and Exp on both client and DS (all 4 combos).
From what I can find, the client is the correct version. I just can't for the life of me figure out why the server isn't updating to the latest.
getting ready to delete the entire folder from the server and try again.
deleted what server config files
make sure you did the right one
there are 2 sets of config files
one under FactoryGame/
and one under .config/FactoryGame/
the easiest is still uninstalling then deleting
every server related folders
because uninstalling isn't deleting (especially not everything)
I'm in the root folder right now deleting everything.
the .config may be at different locations depending on your Linux setup
if you are on windows that's the appdata/ like folder
but I don't know well dedicated server on windows
I'm on linux. I'm about to the point of wiping everything and starting fresh. It's in a VM, so it isn't that bad
I use a docker, but last time I had issues I just made sure to activate the validate files flag which forced steam to update it
Hey guys ! i have a little problem, i cant switch my game from private to Friends Only any one have a clue whats going on ?
what game ?
on a dedicated server of satisfactory experimental
you probably already checked that, but the .config is at the satisfactory server user's home directory
and as it is a .directory you dont see it by default / it isnt taken in rm * for instance
dedicated servers have no such a thing of "friend list"
how do i invite friends then
the game is not really private nor anything else but "hosted on a dedicated server"
you just give then the server connection's settings
they add it to their server manager and voila
the game ID ?
no, the dedicated server's connection settings
like address and port to connect to (currently that's basically it)
are you sure you are talking about a dedicated server ?
did you connect to the dedicated server already ?
the first person to connect to it can claim it and get administrator rights
you did that ?
yup
does anyone know what this is about?
its never popped up before and im not sure if i should be worried or not
probably just a scheduled restart every 24h
Am I correct in thinking that when a player crashes out of the game while on a dedicated server, the server might not consider them "disconnected", and if the player logs back in quickly, they'll spawn as a new character with their old character (and it's inventory) inaccessible?
Is there a way to work around this / prevent it?
is it possible to run 2 dedicated servers on the same IP address? I booted a second server with all different ports, but I'm getting connection errors
yes, you should go kill yourself
I mean in the game of course, it will drop you your inventory
and the old body will disappear
i had the same notification when I played more than 24hours, but i didnt even close my game so you probably you wont notify any restart
I mean the other you
Is there a way to verify game files on a Linux Dedicated Server? Presumably using steamcmd I would think?
steamcmd +login "%STEAM_USERNAME%" "%STEAM_PASSWORD%" +app_update <appid> validate
<YOUR SYSTEM PATH HERE>FactoryServer.exe -multihome=<YOUR IP HERE> -ServerQueryPort=<YOUR SERVER INSTANCE SPECIFIC PORT HERE> -Port=<YOUR SERVER INSTANCE SPECIFIC PORT HERE> -BeaconPort=15000 -log -unattended
Examples of two server one IP, Note the spaced port # increased by 2.
\FactoryServer.exe -multihome=0.0.0.0 -ServerQueryPort=27020 - Port=7700 -BeaconPort=15000 -log -unattended
\FactoryServer.exe -multihome=0.0.0.0 -ServerQueryPort=27022 -Port=7702 -BeaconPort=15002 -log -unattended
Then obviously you need to edit your router for port forwarding.
the multihome setting is not required especially if you put it to 0.0.0.0 unless you want to disable ipv6
you don't need login though
+login anonymous
did you check you have enough ram
2 servers running means you need at least 24GB RAM on host
Actually worked really well, I guess it had a lot of stuff to download too surprisingly.
Is there a "preferred" docker container for the dedicated server on Linux? Can't remember which one I've been using, but I'm thinking of rebuilding the server shortly when I start up a new save
From there, it seems the Wolveix image is the preferred one
Just based on the downloads
why is this happening to us when playing on dedicated server
materijals not moving on conveyor belts too machine stoping now producing mats etc etc
you probably need to restart both the server and the clients, it's unsynced
and can stay like that until you restart it
check that you have enough RAM free for the server before starting it (12GB)
not enough RAM is the most obvious and impactful source of server problems
I was just thinking about that and decided to write it here
write it here ?
it is possible using a different set of ports
all servers instances can work on all ips at the same time, as long as they dont use the same ports
as for any other standard software using network (I mean on your machine, multiple things use your ip and connect to internet simultaneously, without that being a problem)
as running a web browser and an online game simultaneously does
same game same server same ip but different port works then
at least the documentations highly suggest that it does
if you look at Port settings notes
even if not, that ^ message would still hold true
but it wouldn't work for other reasons, like using the same files control etc ..
so can i make a servers with my own pc or the only way is to pay to a server provider ?
you can make one with your own pc
but you will have to deal with the dedicated server taking your pc ressources
and being down when your pc is down
alll good
and if you want to share it you will have to deal with network setup
(mainly firewall setup and forwarding of ports)
but i follow some tutorial on youtube with the steamcmd and stuff every thing is good im in the server now but i cant get friends in...
i put the rules in the firewall like in the tutorial on yt like for the tcp and udp
but the ports im not sure i putted the 15777 ports
you only need to open udp
how....?
it defaults (the dedicated server use) to 15777 7777 15000
sry its my first time
when you create the rule
ok
you usually have a setting you set either tcp udp or both
here you only need udp
it usually default to only tcp (which doesn't work)
so i can delete the tcp rule ?
yes
and for the specific local ports i put that number ?
15777 7777 15000
well after that i just have to send them my ip adresse so they can connect ?
that are 3 numbers, if you can write a coma separated list, then it works,
else you have to make 3 rules with each number a rule
then yes
I'm look to start a new serve and its muilt player
sorry I never responded and went MIA. I have the server up and running fine on different ports, but the client won't connect. I'm going to try some other things today.
it was an example, I wasnt putting any actual data in teh settingsw
yes but I mean multihome is still not a default thing
Most likely local firewall and network port forwarding at router
I opened them, but I'll check again.
true, but is a setting to look at if you want.
If you open steam and put your server in your server favorites list does steam see them? Also are your servers on the same network as you? Can anyone outside your network see them
I have one server on one linux server here on the network. I used default ports and it had no problems. I setup a second one for a friend on a second computer and I was able to connect it's LAN ip, but that was also with default ports. I changed them, forwarded them on the router, added the external IP and port in the client and it's giving errors. I'm going to connect via the local IP again with the modified ports to see if it still works that way.
routers doesn't always handle well hairpining
: when you connect to public adress from local network it has to back forward it to the server, it is doing double translation
the most reliable way to test it is actually connecting from outside somehow
it also was kind of weird after I rebooted with the new ports. even though I had started a game the first time, after changing the ports it claimed I had to create a game, so it could be something with that too
yeah, loopback/hairpin is a Pain in the rear,
loopback works fine for me on another server also on my network
when changing a setting on the server, you have to re-establich it as new in teh client, though you dont lose any data or advancement gained in teh game itself
so when you create a new game you just use the same game name?
I think I used a different one
I just went through that when my ISP chagned my public IP , had to change server startup info, then reconnect the clients
if it is already established, reconnecting should give you the name. no need to make a "NEW" instance
settings are saved per ports, so multiple instances can run on the same machine with different game settings
But if you have a password you have to re-authenticate
So when you change ports it reset game settings
why would you need to change startup info ?
Oh yeah I was thinking of a velhime issue I had, sorry mixed that up, server start up for satisfactory didnt change, just client side
Also : you can edit the current game name directly from server setting panel
no need to try to create a new one
you are only risking overriding the other one
if you only put the name it will find the files as being your current game
instead of creating one
only if the server is showing online and connected. if not connected you cant edit it that way. I believe.
yes of course but there is no game to create either
if you are not accessing the server yet
True statement,
I was only talking about recovering the game access when the server setting reseted
I can't remember the password I set now. lol. if I want to wipe my server I just delete ServerSettings.PORT and the SaveGames files?
the save games files actually contains your game data
you probably want to keep that
it's a brand new server. I'm trying to just wipe what I have now
there are only SaveGames file because I logged into it to test it once
server setting.port
is the server setting file with claiming admin authentication and that kind of things
check this out btw.

regarding this, if I add to steam server list, which port do I specify? query?
Well now I am not sure on the steam interface for satisfactory, All Ark and valhiem I have and am running I use that to test, I never tried satisfactory that way, and I don't see it working for my servers, though they are all online and connecting to just the client server manager in the game itself, so that was bad advice. Apologize for that.
yeah. same here. both the one of mine that works and the one that I'm having trouble connecting to claim there are no games running
if you have two running and you can connect, but the third isn't, logically one would lean toward the ports not set up , do you have a 2 port gap in your set up?
Hey all, getting back to Satisfactory now there is a dedicated server option.
How are you all handling your dedi's, are you leaving them on nonstop and allowing players to join/exit as they wish? Does anyone only have it on when players are in? What has everyone learned, good/bad about this?
The only real purpose to a dedi would be to leave it on nonstop
Otherwise you'd just use regular multiplayer
Maybe I been out of the loop too long. Wouldn't mulitplayer still require the one who started the server to be online?
Yeah
So a Dedi would be beneficial to allow one to start/stop the server if you choose to. I guess is there any downside to letting the server constantly run. I suppose it would just be failures in your pipelines once they were maxed.
Not really any downsides except needing dedicated hardware to run it all the time
In satisfactory there is no down side to running the server 24/7 as there is no enemies or resources to worry about so why have a DS and not leave it running all the time is pointless imo
In the server manager section, you have options to check a box to pause the game when no one is connected ( it is still running but the environment freezes and doesn't progress)
That is normally how I have mine, unless I am trying to build up some inventory.
does anyone have a hard time connecting sometimes?
it works sometimes
but sometimes doesnt
hey i need some help to make my friends join my server... they cant join they are stuck with game name pending and cant never join...
Sounds like a port forwarding issue
do I have to buy two copies of the game to have a dedicated server on a separate machine? steam wants me to log out of the server?
I didn't when I started a dedicated server with docker compose (the steamcmd instructions also have an anonymous user)
lol im on that learning curve
It's easy for me, but I already had a few things running in docker
everything is looking fine im in the game and all just cant get friends in...
Did you set port forwarding correctly on your router?
well i followed the tutorial on yt
put some rules on the firewall..
i need to get in my router ?
Chances are your router is not forwarding the ports to the server machine. You will need to do that if you want anyone not on your network to access the server
no you don't, Dedicated server runs without any account
you can install it using steamcmd +login anonymous
i knw this is alot to ask but would anyone be willing to help me find the save game file from shockbyte and put back on my computer so i can go back to hosting my own server since shockbyte sucks? voice chat would be great as i could share my screen. i know its a long shot to ask
from the dedicated server's user home folder it's in
.config/Epic/FactoryGame/Saved/SaveGames/server/
damn its getting frustrating lol.... cant get friends in my game ''server'' ive been trying for 3 days now. cant get this thing to work..........
@deep turret is it possible for me to share my screen so u can see if there something im not doing right or there is something that u can fix ????
i found that. but i cant find where to paste it into so that i can go back and host/load the game save
once you get your save file, you can put it in %userprofile%\AppData\Local\FactoryGame\Saved\SaveGames\<number>
on your pc
I will check if I can snap a mosquito and maybe after that
would you be willing for me to do a screen share? im not sure that im doing the correct files. im following those but i dont have the correct save or folder i guess
you really just want to get your savefile from the server, to put it on your pc game directly ?
it's .sav files
yes that is correct. and i found the save file it is in a zip file i downloaded from the server.
and put it here
thats where im running into the issue. when i look for that path. i get to local\factorygame and then i dont have saved or saved games.
it shoes me "binaries, configs, content, mods, plugins"
shows*
you installed the game using epic games ?
steam
anyway
re read my message
you didnt follow the path
copy past the looking like this part into your file explorer address bar
just did that and it comes up showing me a long line of numbers and a blueprints folder
exactly, go inside the number folder
im in it
okay i put those in. so now when i go back into the game and hit "load" game that load will show?
yes
okay trying now.
good luck
awesome! thank you so much! i cant tell you enough how much i appreciate it!!
you have your game ?
sounds like it
yep
lol
yes sir lol. i sure do.
it was bothering me so much.
finally can connect an be good. instead of dealing with connection issues with the shockbyte server hosting.
technically you are not connecting anymore though
you are playing directly on your game
yes that is what i want. i am cancelling the dedicated subscription right now and going to be done with them. and then i can host my own with my computer. sucks friends can only connect when im on but at least its a stable connection
@deep turret so u have time for me ?
I sent a request
why nobody sees my requests ::c
What’s a good setup in terms of resources, if I’m going to use the aws cloud?
very good cpu, few threads (2-4), minimum 16GB RAM, enough storage to install things (at least 15GB I suppose)
m6i.xlarge fits the spec, 4 vCPUs and 16GB RAM - Costs a bomb though as AWS isn't cheap. This ec2 on-demand is $162 a month or $107 if you reserve the instance
or a r6i.large is 2 vCPUs and 16GB RAM costs $108 on demand or $71 reserved
With AWS you'll then pay for storage for the ec2 on top, data transfer from the ec2 - it's a very expensive way to do this
hi,
I'm trying to publish new dedicated server
i followed the wiki for all ports & etc
my game is not open over wan
my game can be access over lan
port are open in the firewall
15777,1500-15003,7777
no redirect ports
what did i miss?
Port forwarding on your router
all ports open (it's ForiGate)
other services on same ports working (made for test)
That's a lot of ports you opened there 🙃
lol, i hope to host more then 1 session 🙂
but for now 1 session should be nice 🙂
If I remember correctly I only have one port forwarded and it worked.
Cant remember which one exactly, it has been a while
Doesnt help with the problem unfortunately🤨
by the wiki
15777 - is game query
7777 - game session
15000 - beacon
all of them needed to be opened - thas done :S
It seems you only need the query port (15777 by default) to be open, unless you disable the packet router. If you use -multihome the packet router will be disabled, meaning all 3 ports will need to be open.
Yes, that rings a bell, that's the only port I have forwarded and that is all it needs.
Wasn't sure if it was the Query or Beacon 😄
I guess they recommend opening all 3 to minimise the potential for issues. 🙂
might Be - but i will be able to test it after it will work
i can't C any reason Y it wont
Are you forwarding UDP (TCP will not work)? And is it bound to the correct interface? https://satisfactory.fandom.com/wiki/Dedicated_servers#Is_the_server_bound_to_the_correct_interface?
UDP
more then that
if i try ro add server with port 7777 / 15000
i can see on logs that the server getting the requests and ignore them
the only port i not C respond is 15777
how did you forward ports and how are you trying to connect ?
there is no information here
you didn't include the column names
is the 192.168.... your server ip ?
that could be what makes problems
if it's not your server's ip
WAN IP?
^
192.168.. is lan
I know... it's the Vlan DHCP address...
If that's not your server IP, does the DHCP on the vlan also forward the needed ports to the server machine?
And your router is opening those ports to the DHCP server as well?
the "router| & "firewall" r the same unit
the DHCP & firewall roles managed under same device (enterprise lvl)
forwarding to vlan interface will do nothing I don't get what you are trying to do like that
lol - not FW to VLAN 😄
there is "any" <==> "any" to that VLAN<==>wan
the Port forward are open from the server to the VLAN roles
update
solved by using the follow command
-ServerQueryPort=15001
not sure what wrong on 15777
but on 15001 it working 🤨
Hi is there any list of public servers to join or someone need team mates for there server ?
each server its game
each server its private group of player
each server its seeking player to group
you can check #looking-for-group-old
Does anyone know how to tell me how to remove this stone?
I don't have dynamite available yet
That's the only way to remove those
How to overkill LoL
I wouldnt use the word overkill, more a complete waste of resources on many levels.🙃
RIP that cpu speed
it's probably better than unused
is not overkill that CPU is from 2012 lol.. and thats 384GB of DDR3 memory lol.. that server is OLD by today standard... probably fine for hosting other type of server for this game i think i would struggle in late game as the CPU single core speed is horrible compare to a 3600X.. the 3600X can run circle around that old Xeon
anyone having issue's updating the server through steamcmd today?
I get stuck at "Update state (0x61) downloading, progress: 0.00 (0 / 11739981186)" and it keeps looping there.
nvm it finally started go. Took many lines at 0 before it did anything.
I had other things going on, but I'm back it it now. Rolled back my Linux VM to a fresh install, loaded SteamCMD, created directories, and installed the DS.
STILL getting a mismatch
Anyone else having these issues on a self-hosted linux box?
is your steamcmd server/app/software id 1690800 ?
I mean +app_update 1690800
did you use only +login anonymous
Yes. Set the install dir, then logged in anon. Full fresh install of 1690800 -beta public
I'm beginning to feel that I'm cursed.
will this reach?
Probably a better question for #satisfactory with the screenshot linked from #screenshots
I'm on the late game nothing strugling bro 🙂
thats fine but is still doesn't change the fact that rig is pretty old now.. but at least is getting some used instead of being in the landfill imo.. but is by no means "overkill" im running it on a 3950X and 64Gb of 3466Cl16 ram kit and x570 master which are all left over parts from my main rig.. but i still dont consider this overkill by any means...
if you run it with -beta experimental ?
Same thing, with the same server version coming up.
your client comes from epic or steam ?
3950X/64GB on a B550 for mine. Definitely not overkill, but also works very well.
Steam
I'm not logged into Epic at all.
64GB is a lot more than needed for only satisfactory, but you probably run other things on it I suppose
well depends on many instances he is running is he is running 2 of them then he need 24GB 4 of them 48GB etc...
Got it!
I just followed the exact definition of insanity: Performed the same task repeatedly, and finally achieved different results!
FOUR fresh installs on new VM's, same settings, same directory structure, same usernames created, same repositories, EVERYTHING.
The 4th one worked.
No idea what the issue was
Nice bro, maybe you live in a better country than mine 🙂
not hatting on your set up or rig i was just saying that is not overkill for this is actually under the requirements imo besides having a lot of ddr3 ram
I have a dedicated server set up and one friend can join, I can join, but another friend can not.
any ideas?
I have the server on a work computer that is not where i am. so that is two remote connections that work but a third that does not
what kind of address are you using ?
dns, ipv4, ipv6 ?
ipv6
i use ipv6, my other buddy is using the same one to connect
but my third friend who lives out of state when he uses it it says the server is offline
they may not have ipv6
i was just wondering that today
i didnt think to give them the ipv4 address because ipv6 was working for my other friend and I
you'd also need to make sure port forwarding is working for ipv4
anyone willing to test if they can connect to my server? I'm getting errors on my end, but it might be because it's a loopback issue with me connecting to a server on my LAN by using the public internet IP.
It seems to be working for ipv4 because i can connect with my servers ipv4 address as well
i would try for you
thanks. I DM'ed you just so I'm not broadcasting my IP to the whole world.
without reading through 99million lines of text, is there a fix for the DC at encounter of enemy on a DS?
also disassociating the player with their player in game and making they start over... Leaving an "offline player" that you can kill and loot (unless they are underwater) ...
It's actually caused by sliding near an aggrod creature
Simplest fix is just to set creature hostility to passive on all clients
BTW, great use case for
That question has been answered multiple times already
Yea, but alcohol has disabled my ability to search.
Wasn't sliding near anything, just walking
Either way, setting hostility to passive is the fix\
Still very lame
this ^
It sucks that the problem seems to have been identified for months and not addressed / resolved.
just my 2c.
Have you checked out #announcements ?
They paused development to work on ue5
Since any work done on ue4 will be replaced in next update
Crashing then loading back in only to find out you lost your old player profile and all the items is soooo frustrating
anybody knows if the pterodactyl egg still works, cant seem to connect via it since give me timeout
unless it is underwater...
can't you send explosive charge on it ?
There doesn't appear to be any open issues for the egg on their GitHub. Is it a new or existing server/savegame? Are you using the latest versions of pterodactyl and the egg? Any clues in the log when you try to connect? And does your server meet the minimum requirements? The requirements are listed in the egg's readme, but more details can be found here: https://satisfactory.fandom.com/wiki/Dedicated_servers#Requirements
nothing I can really see in console, server seems to be running, I can see it in Manager, but when I click it to join nothing happens or im getting the error like this btw its a clean install no save file loaded
If you can confirm you are using the latest version of pterodactyl and the egg (and you haven't modified it), your savegame isn't corrupt and your server meets the minimum requirements (with enough resources available to the egg), it is probably a network configuration issue. It will be a process of elimination though. The log may hold some clues, e.g. if there aren't any obvious errors, look for any activity when you try to connect.
Any way to change the environment variables on the wolveix docker server without rebuilding it?
Pterodactyl is a game server control panel. The terms 'nest' and 'egg' are used respectively to refer to games and the configuration to run specific versions of a game server through Pterodactyl.
nice. I use LinuxGSM
I keep hearing about docker, but haven't messed with it at all yet.
it's essentially a VM?
It's a container framework. In very simple terms they are similar, but they fundamentally work very differently under the hood.
it's a framework for managing containers, and using some sort of a container"++"
I mean containers with some sort of added layer for memory management storage etc..
for instance docker have some script and handling for virtual networks etc..
where "pure" containers are just .. containers, they dont have any outside management
Yeah precisely. You can use containers without Docker, but many choose to use Docker for the added benefits it brings. If you are interested in the technical differences between containers and VMs, I recommend looking it up on your favorite search engine but, in layman's terms, they give you a similar end result. 🙂
Is there a way to set creature hostility on the server?
no, only client side
can someone help me i have a server installed on my laptop with the game also installed on it how do i connect onto my server'
Heyo, is there anyone looking to play together?
Does anyone know if you can change the name of the server on a current save? I tried from the game but it does seem to be working.
if everyone set hostility in the game from the "advanced game settings" then it is set for the server game
I believe you need to use a save game editor to change the session name.
Thank you
Have you tried connecting to your LAN IP in the server manager? I cannot recall if the loopback address (e.g. 127.0.0.1 or localhost) will work, but hopefully someone else can confirm.
If 127.0.0.1 / localhost doesn't work, try your LAN IP, which should start with 192., 10. or 172.
The steam/epic difference shouldn't matter.
im new to the server stuff and where do i type it in and what do i type in like command deal
huh
In the client (game) you enter the address in the server manager, or are you asking how to set up a dedicated server?
if you didn't set the -multihome setting
then you can connect using either ::1, 127.0.0.1 or localhost or local network address of your laptop
idk how to set it up can someone walk me through it
it's in the line you used to launch the server
im new to the server and dont know much about it
the script thing to launch it
i launched it through epic games
then it is fully default settings I suppose
Ah, I wondered if that's what you meant. I suggest reading the wiki page for the dedicated server: https://satisfactory.fandom.com/wiki/Dedicated_servers#Installation
So you can connect like this
If you want multiplayer, that's different.
ok how do i do multiplayer
first step is still to try to simply connect yourself anyway
ok but what do i type in tho
to connect to it
it's in your client game
you go to server manager and add your server
(so the client know about it and connect)
there you put your server's address so your client can connect
that's what we were talking about
192.168.1.186 127.0.0.1 ::1 localhost 35.85.234.90 are all adresses
either loopback local or public
either ipv4 ipv6 or dns
I'm not sure about that. It seems that the setting is per-player on the dedicated server. It also doesn't seem to work perfectly. If you attack something, the creature still aggros and it takes a fraction of a second to de-aggro. Additionally, empty vehicles will attract aggro from crabs regardless of the setting. So I figured all of this might be because it isn't actually turned off on the server. It's just the player settings overriding what the server wants.
we dont see much things do you have enough RAM to run it ? it needs at least 12GB of free RAM ?
it still disable it for anyone if anyone disable it in the game, I did get agrooed before when not everyone had it disabled, but didnt after, maybe that was just temporary but I didnt noticed "crabs" attacking vehicles either, maybe it's because I never meet them though
I have 16 gig ram
but do you have 12GB free when you launch the server ?
So I have a dedicated server set up and sometimes it times out while connecting, aparently the workaround for that is setting your graphics to low, don't know how that works but it does. But the question I want to ask is how you'd go about fixing the slow player to server talk so conveyer belts don't look like this.
Higher network quality setting can help
On my end I have it set to ultra
🤷♂️ not a lot to be done then
intresting, I didn't know if there was a hidden spot in the config or command to higher the outgoing/incoming tick speed, because when I host a world in "single player" this doesn't seem to happen to my friend
Could be something to do with world size as well
wait there's different world sizes? or r u saying how much stuff I have?
Yeah
interesting, thanks
it only applies when it is set both on server and client, also to enable really fast connection you have to edit configurations files directly
https://satisfactory.fandom.com/wiki/Multiplayer#Temporary_lag_solution
thanks! I bought server hosting, ik not the smartest option but I needed somthing to off load my pc, so idk if they'll let me make read only files for my ftp user but we'll see
be aware that temporary lag fix rely just as much on the CPU as the network speed to work properly, on my old server it would only work to some degree but never fully remove the desync issues since the CPU was not able to keep up.
There is obviously a lot more than just the CPU that plays a role, speed of memory, network latency as well does make a difference, for instance SF holds usually around 8 to 10GB of lists in memory accessing and making relations between lists once you get into mega lists like this 30 times per second is a very expensive computational task, not only accessing / modifying the lists but also at same time making all required calculations and notify clients in less than 33.3ms is a impressive feat in of itself. (assuming you run the server with default 30tick per/sec rate)
We can hope that with update 8 we see a small bump in performance as far as desync goes since they are replacing how assets are being handled (we can hope this also includes how their being processed as well) to only be what is in close proximity instead of one or multiple biomes all at once, one of the good spots to set up a factory in the top left northern forest where you have a metal, copper, oil, caterium, quartz and limestone is a notoriously bad spot since its relatively close to 4 different biomes desync wise.
Just setup our dedicated server with a game save I just uploaded, is sudden stutters normal?
hey there i am playing with a friend but i always have to host the world... anyone knows where or what the best site for dedicated server hosting is in germany ?
Really from what I've seen there are no good sites for hosting satisfactory
They all underprovision
as I already explained unleashing network is not going to make the cpu struggling
it's just going to make it free to work more
(here ^)
Not really
Cpu load is actually heavily affected by network quality setting, disproportionately to any performance gain
I didnt set any proportion
Thanks for the info, I'll probably end up just canceling the service, but we'll see how it goes
I said, uncapping network performance is not going to decrease cpu performance
it could make the cpu free to work 50 times more for only 2 times better game performance, I dont care, my statements still hold
and in case it actually make cpu performance worse for the same data processed, then it is a bug, plain and simple
that would mean the engine is not managing network constraints correctly, and is confusing itself when constraints are light
(or is not managing something else correctly, and network constraints was only hiding/mitigating these bugs)
Not what I am saying, I am saying that network speed alone is not the only factor that plays a role wether you get desync issues or not as I did continue to explain.
The temp lag fix had very little affect on my system as the CPU was the limiting bottleneck.
"temporary lag fix rely just as much on the CPU as the network speed to work properly"
the raised network cap : does not rely more on CPU
it's the wording here I found ambiguous,
only how sensible the effect is depends on CPU
but it can't increase CPU requirements
I wasnt mainly going against what you said tbh
it's just that what you said didnt break the ambiguity
maybe I shouldnt have ping you,
then I was responding to @ Fight or Flight
but you are correct tho, why the bandwidth have a pool cap at all is a bit curious, perhaps its a artifact from unreal engine itself. As it could lead to bottling up packets or having to separate traffic into multiple packets since its capped at around 0.3mbit. That said I do believe that is the default network configuration that comes shipped with unreal engine.
I think, that is effectively the default, and that's why it stayed like that in satisfactory
at least someone already said that here once, if I remember right
I dont personally know UE
the game could very well do network spikes, and if it isnt aware of network limitations, it could get unstable, and/or make the client network unstable
here it is aware it is not supposed to go beyond set limits
and can safely downclock tickrate for instance or other mechanism
before actually making network connection unstable
Anyone have a good server recommendation for the west coast? I am using Shockbyte and I think it could be better.
If it's just for you, or people in your house, host it yourself (if you have the hardware)
Yeah I plan on doing that in the future but gotta get the hardware together
Its all over the place here
I have one running on an old i7 4790 with 32 gb RAM. System cost me $100 from a university surplus 😂 Not the best machine, but not the worst
But sorry, I'm not sure who to choose for a server provider. The only oens I know of are the ones advertised by streamers or talked about here; but it seems most are rather underprovisioned
well shock byes non of their plans can host the satisfactory server you need 12GB free to be able to load up the map not just the instance... when you make a server you made an instance only once a player tries to connect to the server then that when it will try to load up the map and if there is not enough RAM available then you will get error or connection problems etc
I’d recommend just hosting yourself if it’s in your budget. If you install pterodactyl or something you can also easily host other games once you’re done with satisfactory.
I just cancelled my plan with shockbyte after 10 days because after a few days resource usage kept going up and the server needed constant restarts and/or i couldn't even connect half the time. They moved me twice to different nodes since supposedly the one i was on was full... but i just think 6GB is way too little RAM for even 1 player. I paid to upgrade to 8GB but it was pointless, the problems persisted and the moves only helped briefly. I asked how much it would cost to get more RAM and they quoted me 2-3x the price of 8GB which is crazy. I googled around and pretty much every host who offers satisfactory only offers 6 and sometimes 8GB. So I moved back to gtxgaming last week (where i was paying to host our Rust server last year) and paid to get 16gb upgrade (20€/mo) but stats say it's only using about 9GB after 400 hours (imported the old world after 250 hours uptime) - probably don't need that much but so far the last 2 weeks the server has been rock solid.
Yeah 12GB is the minimum in the WIKI stated by the DEV which all this dumb "Companies" could take a little time to read but they dont care in reality.. but yeah to start an instance hardly any ram is require once A player tried to connect to the server for the first time THEN the server will start to LOAD the assets on the ram to be able to run the map/game... in some cases 9-10GB is probably enough if its a new Game etc.. but in large game you will see that usage go up but not more that 12-13Gb of ram UNLESS you change the Config file to allow it to use more as REALLY big saves..
so for ANYONE who see "game servers" for satisfactory and is anything less then 10GB of RAM for examples like this screenshot from shockbyte then your just wasting your money as the server will never start up and if it does it would give you so many issues... so dont waste you money and do some RESEARCH before buying
24+ player SLOTS 🤣 like really come one at least this "companies" should at least know what they are selling or have knowledge on WHAT they are selling
Yeah, in general you should avoid these server hosting websites and use ones that are made for the games specifically, because they exist seperately
game servers are not a "one size fits all" kinda thing
I mean, I do sales for a server provider funny enough, I completely agree with what you're putting out
What would be some specs you guys would need over others for Satisfactory servers?
Very high single thread performance
4 threads total would be enough, but the single thread performance can not be high enough
Minimum of 12gb of ram allocated, preferably 16
For the majority of servers 4-6 threads is enough untill they get larger, but any server chip that's not recent will be limited by it's single-threaded performance
Well we prioritise CPU usage and RAM so that's perfect really
Also ram access latency and cache trashing will dramatically harm server performance
Hm interesting
So I'd assume that whatever dynamic allocation you're using could potentially cause issues there, but I don't have the capability to test that
What do you mean exactly by prioritizing it?
Also, can you give an idea of what sort of hardware you have?
As in, if we setup servers we focus on having decent CPUs and RAM sticks across all boxes
So for example, the ram speed we have by standard is 3200mhz
Oh nice
What platform?
As in OS or CPUs?
cpus
We do a variety for both Ryzen and Intel processors
We're predominantly an ARMA host, but you wouldn't choose us say for minecraft stuff
Nice
From what you're saying I may actually be able to recommend you guys in good concience
I'd be more than happy to help refine the specifics that are needed for a satisfactory server
maybe satisfactory would benefit detecting "idle" sessions and grouping them together cpu wise
so the active servers can better benefit from cache performance
I know that xen support that kind of vcpu management
would be interesting to try to make a 100% load host with stable active servers
What's needed to move my save from one server to another
?
I have a backup of the server
Going from Linux to Windows...
Nevermind I cannot get the server to start up anyways gotta fix that first
you don't need the server to start to get saves though 
^ to get saves from server
(and below it : to put saves on client game)
I am hosting a server using SteamCMD and am having trouble with connecting to my server over DNS name. Does anyone else have this problem?
What provider are you using domain/resolving?
I tried Cloudflare and No-IP. Trying direct IP works though.
Who is the current domain purchased through?
Cloudflare
And how is the server hosted?
Self host. I have a question regarding the experimental bit of dedicated servers though. I think I left out the -beta experimental. Is this only needed for the dedicated server or do I have to run the game on -beta experimental also?
That is for the experimental branch of the game, which is currently the same as stable
Ok, I didn't add that to my SteamCMD app but wanted to be sure.
Do you have port forwarding etc configured properly?
It works with direct IP from WAN
What is the domain you're trying to connect through, if you don't mind telling me(dm)
Just dm'ed
KAMRUI GK3 Plus Mini PC,12th Intel Alder Lake- N95 (up to 3.4GHz) 16GB RAM 512GB M.2 SSD Mini PC Windows 11 Pro, Gigabit Ethernet, 4K UHD, Dual Wi-Fi, BT 4.2 Home/Business Mini Desktop Computer https://a.co/d/dDxv5MY
This is what I'm using for my server!....seems to be working
Debating if it works well enough Or what the future will hold.
It will probably work fine until you start building big in the endgame. I have a Xeon-D with rougly the same single thread performance. We can play and build with 2/3 people for about 100 hours until we start finding issues and the cpu maxing out.
I have no experience running either the game or the server in Windows, but Linux has been smooth for me thus far
Arch main PC, Debian server running the dedicated server within Docker
Will the game run when no one is connected or do I need to modify something?
There is a setting in the server manager to pause or not pause the game when no one is connected
setting up my new server today cant wait to see the difference 😄
Thanks Tyndall. When I setup my new server today I'll make sure to turn off pause
