#dedicated-servers
1 messages · Page 37 of 1
Well this is interesting, shooting with the lock on rounds and they're not actually showing up
They like spawn away from me
for server I would definitely say Linux
it is native Linux
Got the new server going..for some reason it keeps trying to reach epic games and timing out....I'm playing on steam.....Any Ideas on how to stop that?
Depends how you installed it, I suppose
Is it crashing the server? If not, just ignore it.
i blocked everything Epic on my network and the server runs fine, as does the gameclient
the nssm command unattended did what again?
That's not a huge issue
Eos is used for a couple different services
oh wow going from old server to new i went from 10 seconds to save to 0.001
If it ain't broke don't fix it
Assuming you mean the FactoryServer.sh -unattended argument, it suppresses dialogs which you would otherwise have to interact with.
Yeah it runs great on the new setup so I'm going to leave it alone. I gotta do a dynamic DNS my ISP wants 20 bucks a month for a static IP
They can eat my shorts
sidenote where is nssm services located?
Do you mean where are the save games stored when you run it via NSSM?
yes
Ah, I don't use NSSM/Windows, but according to the wiki it should be here: %WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server
there are a few vpn providers that offer dedicated ip + port forwarding very cheap, last i checked it was like 2-3$ a month, and with that you also get to mask your actual public ip.
and you also get to send all your fingerprint to them
tbh, dns is technically the way to do it
static ip have other very niche reasons to exist
if you want a common address path, dns literally have been made for that
the only "annoying" part is you have to setup a tool to update it
if you connect using ipv4
make sure the dns only reference ipv4 (A record)
playing on a dedicated server, just lost my bag during a DC for the third time, i had hard drives, slugs ect. Does anyone know if any of these bags can be recovered?
because the client currently does not check all the ip in dns response (even though it should)
you mean your inventory ?
yes, everything in my inventory and on my person
works fine, but for the THRID time i got DCed came back at the HUB naked and no bag or bag marker
HDD's gone, slugs gone, animal parts ect.
you didn't clearly answered
you did start from last save right ?
you didn't go back way before your inventory was what it was ?
playing on a dedicated server, can you roll those saves back?
i know you have several in solo, but i dont see that in dedicated
it just says "join game"
the server didn't get shutdown when you lost power ?
am i missing something? sorry if so
it's in a different panel
no one lost power
oh I thought you had a power cut
BUT, i see the three saves now, in the server manger THANK YOU
i am trying the oldest
you can recover your inventory
i think it just crashed
it crashes a lot now that the factory is huge
you have to go kill yourself
the server hosted by GPORTAL crashed
your old you exist on the map probably
oh?
if the server completely crashed that's another topic
it should start over from last save
if you start from hub it means it didn't crash
it will drop inventory once killed
as when you take environment damage
but no marker?
there is no marker if there is no crate
and there is no crate if there is no death
Make sure creatures are set to passive. It seems to help a lot
im not sure we are on the same page, i am def dieng at the same time as DCing, and it is not leaving a bag or marker, i just check the spot for the last 2 disconncts/crashes
but ty for trying, i appreciate it
I said it is Not going to add a marker since there is no crate
you have to find your old self and kill it
@remote ravine did you find your inventory?
If you get disconnected and you re-connect before your previous character has timed out (which usually takes 30-60 seconds), the game will create a new character for you with an empty inventory. Your old character (and inventory) will exist somewhere on the map at or near the point where you were disconnected. The reason you don't see a crate maker is because the crate hasn't been dropped by the player (because the character has not died), and the reason you don't see a player marker for the old character is because that character is 'offline'.
If you cannot find your old character you can try reverting to an older save to see if you can load into it. If that doesn't work, you can try using a save game editor to locate your old character. You can then go and find and kill that character to retrieve your inventory, or you could delete the new character (with the empty inventory) in the editor and save a new copy of the save game, into which you can try loading and hopefully you'll be loaded into your old character.
You can try to prevent this from happening in the future by waiting for a minute or two before re-connecting, but I ended up creating a Discord bot to tell my players when they've disconnected and it helps them to know when it is safe to reconnect.
Quick question:
Do I need only the port 15777 to be reachable from the outside or more than that.
Also, if I am mapping those port to another port on my router and then forwarding them to those ports, will the client figure it out on it's own or extra steps are needed?
In some cases you only need the query port (15777) to be open, as it uses something called a packet router to route all traffic through that port. The packet router is enabled by default, but it may be disabled. For example, if you use the multihome option it causes the packet router to be disabled, meaning all 3 ports have to be open. If in doubt, open all 3 and try closing the other 2 once it is working.
As for port redirection, I do not believe it is supported, but I haven't tested it.
Ok, cause I would have wish that you could open a single port and client would query it and then the server would connect to the client without needing extra opened port.
Also, if you run multiple instance of it, it can become a bit of a mess.....
My setup is in a docker and managed by a proxy
So uh is 128gb ram enough for a server?😂
Simply a waste of ram
Its a dedicated server one of my friends gave me xd
If you're only running Satisfactory, it's way too much and a waste of resources
If you're using it for other things too, might still be overkill 😛
I have to say its not so expensive
Its like 87 euros a month
I have a really good hoster
hi there, we are running a dedicated server on a local core i5 with 16 GB RAM. When logged it, it actially works ok.
I don't know, I just took my old rig and host stuff on it, just overpowered for a server, but underpowered for playing early access unoptimized game
However, there are two annoying issues:
- The connection time. It takes about 5 minutes to connect, the used bandwidth is about 240kb/s -we applied some web hacks to overcome the 64 kb limitation
- After connecting, it can take another 2 minutes until you can actually move
Any ideas, what could we change in the settings?
I'm just trying to figure out why connections keep timing out, sometimes it works sometimes not
Purely in terms of RAM, the server requires 12GB - 16GB. So 128GB should technically be enough to run 8 - 10 instances of the server. If you only run one instance you will likely only be utilising a maximum of around 10 - 12% of the RAM capacity. If you only wish to run a single instance, you can find adequate shared hosting for a fraction of that cost, especially if you shop around. For example, I use a VPS with 16GB RAM, 6 vCPUs, 100 GB NVMe for which I pay around 12.5 euros per month (plus a nominal setup fee).
As far as I can tell, all the correct ports are open
Using the latest ptero egg on a Rocky Linux 8 machine
if you hit retry a bunch eventually it lets you in, which is weird
once you are in it's fine, its just getting that initial connection that seems to be annoying - Has anyone else had this issue?
I had that on the wolveix docker image, yes. I know it's the most popular one out there for docker, but it caused issues for me (and I'm connecting over LAN, not WAN)
im using ghcr.io/parkervcp/games:source
Have a look (with the server stopped) at the Game.ini file in config/gamefiles/FactoryGame/Saved/Config/LinuxServer/ (wherever that is for you) and see what the ConnectionTimeout and InitialConnectionTimeout are set to maybe?
Only thing it has is
[/Script/Engine.GameSession]
MaxPlayers=4
@barren mortar indeed this is the image I am using. Is there a better image to use? or best to use it without docker?
Try adding
InitialConnectTimeout=300```
Below that maybe?
yeah thats what I was thinking
Not sure about better. I had better luck with a different one personally, but that could be my setup. The wolveix one ran just fine, honestly, but I ran into connection issues that I didn't have on the one I'm using (I'm trying to find the link) even with the same settings
yes plz 🙂
Oops, my mistake
It is the renegademaster server
Not sure what makes it different from wolveix, but I have personally had better luck with it
@barren mortar Thanks, I will give it a try!
this is EXTREMELY helpful and should be pinned for others to see/find. Thank you VERY VERY much and you were 100% right. Not only did you help me to find it, you helped to stop it from happening, i will follow your advice to chill at the disconnect screen for a bit. Once again, tyvm, i appreciate your efforts so much.
i was frustrated and ready to walk away, good lookin out homie, ty
if you run multiple instance you can simply open range of ports, and assign the instances to these port in a sequential manner, also note that the port listed in documentation are DEFAULT ports, which means you can very well put custom ones, like 7000 to 8000 or alike
Open a bugreport on parkers repo. the author should fix that egg, because variables and parsing exist
Which service provider do you take your vps from? no lag issues?
I use Contabo. We get a low ping and stable tick rate. We sometimes get the 'stuck to the floor' issue when we first connect and the occasional crash, but generally it's stable.
i think that's happening on every dedicated server. i have access to two, one runs with proxmox and AMP, one is NextCloud. Both the same exact issue
So
Uh I am running into a error I have no idea how to fix
I will provide the error I have in a text file below
error.txt
self hosting on fast system and I got those as well
That shouldn't actually cause any issues
ah ok
ye it works fine thanks for the info
This is my friend's server and he has not been on it in a while but wont let me join the server like it normally would. Can I fix this without being the host of the server?
If someone could help would be much appreciated
Can you browse the saves and see if you can load a save?
it wont let me load a save i presume cause im not the host
doesnt show any saves for me
I'm trying to open up the ports for my server...I have entered in the port forwarding needs but I'm still not able to get through...Any Ideas?
does it matter if the computer hosting the server is on wireless over wired?
im assuming I have this setup right.??
Unless you have your night hawk in DMZ you also need to do same port forwarding on your router provided by your ISP and point that to your Night Hawk (192.168.1.1). Also i find that mapping very ambiguous its hard to say exactly if the port mapping does 7777 -> 7777 or 7777 -> 15000 or 15000 -> 7777, but then again its first time I see the interface so it could very well be correct.
Generally speaking most routers if you do not specify internal port router will do a one to one port mapping meaning 7777 externally would point to 7777 internally, but again that is just a generalization and not a rule.
As for hosting over WIFI, personally I would never do it since it introduce a layer of unknowns if you were to have any issues.
I'm using a Netgear cable modem and using port 15777 to test. I have the device wired in and it's in the dmz
I'm thinking the ISP is blocking it and I need to move over to business if I wanna use the server.
Should be able to use the server on your LAN without having to forward any ports
Setting up dedicated server on wifi is very hard compared to lan.
Best bet is to go with LAN. I was able to host the dedicated server by opening all ports. Now we have 5 players playing on my server .. feels great
any linux nerds here know how to detect if the server stops in a linux terminal and reboot it when it does
someone said maybe you could do it by running a loop and checking if the process id ends or something?
Id say put it on a service but that seems like overkill
Put it on a service or use something like Docker-Compose with the restart: unless-stopped flag
That doesn't make sense, wifi and cabled network are below the transport layer L4 (OSI), software does not care/know about these layers, it just communicates.
as long as you can forward ports and/or allow it in firewall (ipv6) wifi doesn't change anything beyond stability issue if the wifi is unstable
the service can reboot it automatically when it crash
and that's even the default of service recommendations for satisfactory
but you also can do manually with ps -e | grep 'UE4Server-Linux' or something like this (change the 'UE4Server-Linux' to 'UE5Server-Linux' or something when update 8 comes through) let me check real name
corrected to real name
Running it as a daemon would be the native way to do it, but Docker is another option as already mentioned. The wiki guide, which covers Linux, Windows and Docker is here: https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
Can anybody tell me why my server laggs? can i get some errors anywhere?
What is it being hosted on?
nitrado
Ram is all time on 100% 8GB
my conveyor´s all stucks in my big storage room
8gb is not enough
u know where i can get better?
Self-hosted
16 enough?
Yep
ok thanks, ill look for it
You can ignore those warnings.
anyone got a server I can join, or is this not a good server to ask
Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3
I still can't get my second server on the same IP to work. 
does this seem correct?
UE4Server-Linux-Shipping FactoryGame -multihome=0.0.0.0 -ServerQueryPort=15787 -BeaconPort=15010 -Port=7787 -log -unattended
I just went up 10 on each from my primary server's ports
ok. I fixed it. stupid me had a port for the server in the port range of an ark server.
Hey, I haven't looked much I apologize, but is there a server command to broadcast a message to anyone on?
For a dedicated server
if you are in the game you can just chat with the player I suppose
do you really mean 'server command' ?
Hey yall I was looking through questions + help and saw to come here. I wanted to set up a dedicated server so just wanted to get some tips on how to do so. I tried the free epic one but it didnt seem to link with my steam account
dedicated server does not use any account
you can install it with steanCMD +login anonymous for instance
dedicated server's owner is the server machine's administrator
dedicated server's administrator is the authenticated client game with administrator claim
@sick monolith there's a great guide for setting it up on the wiki
You need to restart windows for updates 🙂
Huh?
In the SS - in the taskbar 🙂
You don't have to
You can run windows without ever updating
It's just really dumb
Even on Linux you should be updating for security purposes at a somewhat regular interval
The server restarts every 24h anyways, so it's not like you have 100% uptime anyways
Hi all.. Whats the best rated docker image these days?
I was using the "wolveix/satisfactory-server:latest" last time I was running a server
wolveix is the top rated, I personally run renegademaster
Satisfactory is horrible on dedicated servers....Anyone have a fix for the duplicate player issue when crashing...Is it possible to lower the timeout time?
Agreed, but perhaps the dedicated server will get some love after the UE5 upgrade bugs are mostly smoothed out
It usually takes 30-60 seconds for your character to time out on the server, so try waiting a minute or so before re-connecting.
Having to run the container with port 5555:7777 however the game client still timesout with error :7777. Do I need to change client port somewhere?
Port 7777 already in use by other game.
Ignore me. Fixed by setting SERVERGAMEPORT in the compose to 5555.. Compose start up 5555:5555
Was looking for more tips on stabilising the server, was not disappointed 
Anyone seeing weird teleporting/freezing issues when using hypertubes on a dedicated server?
Nope, works fine
Hi, I was just wondering if anyone could help me because I cannot join my friends world it always gives me a timeout error
I have already tried changing the Engine.ini File and that didnt work
You're in the wrong channel if it's just multiplayer
Also, what engine.ini changes did you make?
A screenshot if the error would be helpful
The only thing I changed was adding: "InitialConnectTimeout=180.0"
Occasionally, yes
here is the screenshot
Are either of you using mods?
no
I have already deleted sml and all mods
at least I think I have deleted all mods
We were experiencing this bug too... he had the wrong timezone selected on his laptop... correcting it fixed the problem
1 sec we will try it
Do you have hypertube exits that automatically connect you to another hypertube unless you slow down manually?
My theory is that manually changing momentum, within the hypertube, causes the player location to get out of sync between the client and server.
Hmm, sorry idk
where do I see my NAT type
I only have 2 hypertubes in my builds so far, both have done it. No changing directions, it sometimes will spit me out, then rubber band me back to the entrance
Are your builds very complicated? Lots of objects?
How much memory on your server?
32 gigs
No, same timezone is bad, bit devices need to have the proper time for their location set
Well damn, there go all my theories lol
The only thing I dont know is if one of our NAT types is strict
Good catch, yeah, my friend's timezone was east coast (like mine), but he was traveling in the mid west
it worked fine until yesterday evening
You said you uninstalled all mods, how did you do that?
I went to SML and deintalled it through there
I did find some leftover files that I removed manually
What did you do in smm to uninstall them?
there was the trashcan Icon i just pressed that
unless that is for something else
il just try to install the mod manager and desabeling all the mods
but it worked fine before even after I remove the SML
I doesn't work
we already tried that
let me sum up everything that happend:
yesterday we where playing in the afternoon then after like 1h I needed to go help my parents. After that I came back it was like 9pm and tried to join him but it didn't work
we have tried -season ID -modifing Time out delay in Engine.ini -altering our timezones
Alright, what are your relative network locations?
what is that exactly?
Same network or seperate?
we have seperate
That uniqueid:invalid points to an eos resolution issue
how do I solve that
As said before may be a nat issue
I just dont know where to see my NAT type
I seam to be able to play multiplayer if its on a dedicated server
If you can connect to something else, it's likely an issue with your friend
hey peps where can I have dedicated server to play on?
everything i find is 2 years old and dead 😭
Look in #looking-for-group-old on this server is your best bet.
Started up my own server for me and 4 friends. So far not too bad. Even with hypertubes.
any recent developments on modding dedi servers? been looking for a workaround for awhile now and this https://github.com/satisfactorymodding/ficsit-cli seems like it might maybe work but somewhat unlikely
i know the canned response of mods arent supported on dedi servers well, ive been trying to do this for months lol im not looking for that
i have a problem with my server crashing like every 2 autosaves about tick rate or somethin am new to this stuff wondered if anyone knows how to fix this
Best to keep an eye on the modding community discord... there's channels you can access with self assigned roles to monitor progress.
where can i find that?
dedicated will switch to ue5 with update 8
So community still has to wait update 8 for more experiment
how is the stability of dedicated servers? thinking of trying one from a plug and play provider given the current multiplayer issues. I've read in the past about many visual bugs (belt animations, etc). Are these still ongoing and noticeable compared to normal multiplayer or is it mostly the same as normal mp?
From what I've heard: Most hosting providers underprovision the Satisfactory servers and they can run into RAM issues. If all you want is a server to use for yourself, consider hosting it yourself if you have a machine to spare. You'll end up with much better results
I use indifferentbroccoli and haven't had an issue yet. Started using them bc they offer 128gb of ram for their servers
and they have a 48 hr trail if you want to test it
i would highly doubt the 128gb claim btw, for decent ram that is very expensive
they are offering 48 hours free trial so I'm testing that at the moment
I thought so as well and I'm still skeptical but I've yet to run into any lag with mine. Though I only have a handful of factories, one large main factory/hub, and most of the time I'm the only player
Anyone notice their dedicated server crashing when saving a blueprint?
I just noticed most of the power indication lights aren't red 🤔
Damn... even saving small blueprints crashes the server 😕
i had a problem with that also it still works it just dosnt show up red just a visual thing i think
when you reconnect, it'll be ok
Blueprints on my dedicated server are a pain in the arse, just have to be patient and sometimes requires multiple reconnections for them to work.
has anyone used the windowsGSM plugins to setup their server? I'm curious how well they work
I set my game to friends only, but as soon as I leave the menu, and go back to multiplayer settings the session is private again.
sounds like a normal multiplayer issue, not a dedi server issue?
Hmm, it works fine on mine... Make sure you've got some disk space left, because they seem to be saved on the server as well as the client. Shouldn't be so, according to Jace, but I guess they just didn't disable it. I think it's just that the action is executed on the server and the client in parallel.
It's terrible, if not getting worse each update. It's rather the stability of client-side code what renders into these issues, however, dedicated servers crash easily.
yeah I'm literally dealing with this right now, server crashed, and not only I had to kill my own body, all my shortcuts are gone
128GB of RAM for each server they're hosting?
I'd totally agree with @wintry meteor . It can not be true, unless they would count swap space (or pagefile on Windows) as real RAM, which is wrong anyway. Or do you pay them 30/month 🤣 .
it's 12/month
Then I highly doubt their claim. Also consider a server only uses around 14GB of RAM for a large world, so it's just an ad, basically.
still, since 24 hours I experienced one server crash (jsut now) and some client crashes, both me and my friend
when it works it's great, otherwie it wastes a lot of time
I will most likely go back to normal mp when it is working again
when what is working again??
normal multi player. has been broken for a good chunk of users for a few days now, depending on your ip
Hmm, might be a steam issue after all.
running into a weird issue with satisfactory server on linux. Ive ran it before, but havent in a long time. I installed steamcmd fresh and downloaded satisfactory server fresh. when I run it, the server immediately exists with an error
[S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/steam/.steam/sdk64/steamclient.so```
I don't know how their weird "join world" system works either.
yes, you have removed the steam library
the entire sdk64 directory doesnt exist in that folder. steamclient.so exists only in the satisfactory directory
I havent removed anything
You said you've found the real path. Try with a soft link:
ln -s REAL_PATH /home/steam/.steam/sdk64
tried that. it errors out in a similar way complaining about "too many symlinks"
You could try to just copy the files with cp -r and see whether it works.
The thing is, steamctl is the issue here and not Satisfactory. Perhaps you should just download steamctl again.
Ive downloaded it many times already
have you tried using linuxgsm
had the same issue a bit ago, easiest fix is just using linuxgsm
hm, Ill give that a go
It should disappear after you re-install steamctl. You basically installed a second steamctl I guess, in a different environment.
could be, but this is still the easiest fix
@echo marlin on my side .steam/sdk64 does not exist either. Perhaps something is just badly outdated.
weird. Im gonna start over with a new vm for linuxgsm
thanks for the tip. linuxgsm looks way easier to manage anyway
yep it's much easier lol
Is there some way to save the game locally while on a dedicated server?
You can pull the save from the dedicated server
But I don't think there's a way to save it directly to local pc
i've been trying to set this up. I can only find videos on the steamcmd side of things but I have the epic version. anyone have a link for something?
there is not an epic version, the steam version works on epic
what is the "satisfactory dedicated server" download?
in epic games
or is that not supported anymore?
A friend and I just started using indifferentbroccoli to host a dedicated server and have experienced 3 server crashes in the first 4 hours of playing on it. Anyone have a recommendation for third-party hosting that might be more stable?
This is the error we were seeing when the server would crash, there was only 2 of us playing on it at a time
yea host on your own hardware... the problem is satisfactory DS
has been getting more and more resource heavy that most providers cant even host it properly anymore... so short simple answer host is on your own hardware and you need at decent CPU with at least around 12GB of FREE ram to be able to load up the map... if you can find a provider that can do that then your fine...
i run my on a 3950X and 64gb 3466cl16 ram kit using linux and docker and runs fine for me and there is server crashes here and there but rare but i have to auto restart on a crash and is back up in less than a minute
Hello everyone, quick question please, is it possible to transfer a local server to a dedicated one ?
I started a game with a friend locally, but I want to make it online in case one of us is not available
I just noticed we could, do not mind, thank you 🙂
is there any public server i can join?
Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3
Hi, I am trying to set up a dedicated server on its own dedicated Win10 machine, and I'm having trouble fighting all of the errors.
First error occurs even though I am running the launcher with -NOSTEAM
[2023.05.22-00.15.11:317][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
I'm honestly not sure where to start on this
Can someone look at this log and tell me if I am missing something important? Thank you in advancec
These are the 2 errors I cant seem to get away from.
LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
Neither of those errors are inherently a problem if the server works
How can I figure out what's stopping my server from running then?
your instance is started from your logs you just have to log into the server for it to load up the map still and by the way you barley have enough to be able to load up the map physical Memory: 3365.90 MB used, 12897.31 MB free, 16263.21 MB total according to your logs you only have 12.8GB free and you need at least 12GB to be able to load up the map
you might get away with around 10GB free but your cutting close imo but should still load up
So if I have 12.8 and need 12, shouldnt it at least try to load?
yeah like i said it will still work but your cutting it close imo
but it wont load the map UNTIL you try to connect to it
oh
and load up the world
Yeah it wont even start the server, it immediatley crashes
you just made an instance
and from the log the instace has started but it hasen't loaded up the world yet
Any idea why it isnt even trying?
what are the logs after you try to connect
you need to try to connect to it and after it crashes upload the log to see
How can I connect if the server crashes on startup?
I click the launcher, it spits out the log, and closes. It doesnt run long enought for me to mouse over to the client and try to join a server
On average it runs for about 6 seconds
im gussing you running this from epic? and not through a command window? normally you can start the server using a .bat the easy way and then you go into the game and input you world ip and port that you use and connect using the IN-GAME menu
maybe it is running in the background still
Running this after installing from steamCMD
using a BAT file that is like START SERVER -log -unattended
I have no idea what just happened
then yeah the command window should stay open when you run the bat file if is not then you have some other issue
but after changing nothing, its working, or I at least loaded into a world
The command windows is closed
I have zero clue
Im attributing all of this success to you
computer you never what works until you tried it lol... but sometime what i do is back up my save and delete everything and start again with installing the server
Im completley beside myself on how its even on, because I changed literally nothing
if you dont see the command window is probably running in the background if you look in task manager you should see the server running
it would be the one taking around 9-10GB of ram
This is the first time its stayed open in my Task Manager. Its using about 7GB
yeah new worlds are pretty low usage then it tends to go up a little more but in windows it should go down as windows will start to cache the files but the main thing to worry about is the start up as thats when is will load up all the assets first into the RAM to start up the world
we've been getting that quite a bit as well when using Nitrado, they like to change the cpu core count dynamically, and when they do, poof server restarts cuz it dont like such shenanigans 2023-04-24 18:21:30 CPU Usage improved, unlimiting again! 2023-04-24 18:39:08 CPU Usage too high, limiting CPU cores!
When it limits cores, server goes byebye
I set up a dedicated server on Linux with docker and it's working no problem for me and a friend. What can I expect when update 8 drops? Pretty seamless upgrade, or broken completely for a while?
türk varmı
just had a weird issue where my game crashed but the server kept running. When I came back I was a fresh spawn and my old body is sitting in the world as an "offline player". How can I get back in that body?
Also, just checking patch notes, dedicated servers have not had any changes/fixes since.. 2021?
It's because you logged on before it timed out on the server. Easiest way is to hit the old character, kill it and pick up inven. Next time, try to give it 60 seconds or so before reconnecting.
ok thanks
hi i have question. i have set up a dedicated server for me and my friends, i forwarded all ports and checked firewall etc. now problem is i have to use DSLite. can i connect via ipv6 smh? if not, i already set up a portmapper to make use of ipv4 addresse. this works fine for minecraft servers, but not for satisfactory i think :/ does anyone have experience with it and knows what to do in this case? i can connect to the server on localhost, so i know its running at least
15000, 15777, 7777
protocol?
mh?
tcp/udp?
udp
this windows or linux?
windows, on epic games
i downloaded the dedicated server addon on epic games
like it was described in the wiki
try running it from the command line
should be FactoryServer.exe
does the machine y ou're running it from have more than 1 IP address?
no, only one ipv6 on dslite
the juniper stuff?
huh?
you only have an ipv6 ip from your ISP?
yes
what kind of firewall?
i tried connecting using ipv6 on all ports, i also tried connecting via ipv4 from port mapping
i turned firewall off and it still didnt work
your computer, it goes through a router/firewall before it goes out to your ISP?
yes
what kind of firewall/router is it?
its vodafone, idk what firewall exactly it uses
its a speedport
not even real router
I'm sorry I don't know where to begin on that then
i mean, can it be firewall? i turned it off already to try
it's possible, you said it worked for minecraft
I know the dedicated server isn't ipv6 aware
I don't know if the client is
so maybe outside people trying to put in an ipv6 address it's just going no where
minecraft also doesnt work with ipv6, i have to portmap it to an ipv4 adress
trying this with satisfactory says no :/
anyone know how to reset or see the server/admin password in the configs for the dedi server (p.s i forgot the password to my server 😅 )
the dedicated does run on ipv6
if you don't specify -multihome=<an_ipv4>
Can you add mods on servers?
Their docs,/FAQ said it didn't do IPv6
I don't see anywhere where it says that
but I do see multiple mention of ipv6 framework
They both are
Patch 0.5.0.6 added ipv6 support on dedis
I'm playing on a dedicated server and I get regular client crashes with an error like "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000004b0000008a" . This seems to happen when engaging hostile creatures, but not every time.
The server is solid, it doesn't crash - just the client. Saves are taking ~0.2 seconds. Running in docker with wolveix/satisfactory-server image.
Is there something I can try to change on the client or server that might solve this issue, or is just a "deal with it" situation?
That can not be true. Most servers don't even have IPv6 port forwarding.
If it works for Minecraft, it should work for Satisfactory as well. It must be your configuration.
There is nothing you can do about it, unless you don't mind setting the creatures to being passive. It's up to the programmers to fix the code.
What do you mean by that? What should i configure
I only get an ipv6 from my isp. Its dslite
So the router is not in your house? We call that different here.
You mean a private IPv6 but no private IPv4?
But you do get a public IPv4, I'm sure...
Still, that doesn't mean you can't do IPv4 port forwarding.
No he gets public IPv6
And a private ipv4 address that's nated
Dslite is what nats it
You don't understand, do you?
It doesn't matter whether he has a Public IPv6, I asked if he had a private IPv4...
With private, Local Area Network (LAN) is meant.
Ofc i have private ipv4 but im not planning to do a LAN party
Access violations can point to issues with your RAM too, if this is a server you have access to might want to try a memtest on it just to be sure, could also your CPU's memory controller among a lot of other things (voltage drops to RAM from your mobo...) It's very often hardware caused though.
Aaah I apologize. I've never hard of that. In any case, you can't forward with a public IPv4 address.
I had to inform myself, first...
It's a known problem...
ah.
Discord is so slow today aaah
I think his issue might be he's basically double nated, IPv6 to his router ipv4 then that address to his server ipv4. I run into similar problems trying to do nat reflection myself
You could use ngrok.io, but it's a bad replacement.
Or tailscale
is there any workaround to the problem?
Passive creatures
As I've already answered, it is up to the developers to fix the problem, however, if you don't mind, you can set the creatures in the settings to being passive. Experimental Settings it may be called.
Seems to have stabilized my server
In my case I had no problems whatsoever, but perhaps I've just had luck with that one.
ipv6 don't need port forwarding, and real servers only usually need firewall opening, not forwarding
you can usually do ipv6 firewall port opening on home routers as well
so you had... apologies, I only noticed Lute's reply. Thanks very much.
As i said thats what i did. I forwarded 15000, 15777 and 7777
I also tried it with disabled firewall
re read, I specifically said forwarding doesn't apply to ipv6
it's an other setting
there is a ipv4 panel and a too often separated ipv6 one
it's not the same network behavior
I still dont have an ipv4 address
I have the ports open and firewall disabled and it doesnt work
at what point in what part
What? I don't think so. You've got to forward the port from a private IP to an IP in the WAN. You can't just simply open the port.
that is for IP VERSION 4
NOT 6
Both versions work fundementally the same. It does not matter, but what you say does not make any sense to me.
Can u even connect to satosfavtory server using an ipv6 address?
It should be possible, but I haven't tried
you have to get ipv6 ports opened in your server machine firewall
and ipv6 ports opened in your router firewall (that's not forwarding)
As i said already already, i have no firewall enabked
we are talking about routing and forwarding here, and ipv6 doesn't behave the same as ipv4 for that
especially in home routers / network
You're confused, aren't you. You need to forward the port from your server through your router so it is publicly accessible.
we're not, we are talking about ports reachable from a public IP
All ports are forwarded/open, no firewall is activated.
did you check the ipv6 settings specifically
you talked about forwarding which is specific to ipv4 in this case
with ipv6 every machines gets public ipv6 directly
You can't forward IPv4 ports if you don't have your own address. It's the same with mobile networks. You're the guy with the DSLite, right?
Is that so?
I do not believe it.
Strange in any matter
that's not about believing go read ipv6 documentations if you don't get that this is an entirely different versions of the ip network
which is why it is called differently
It is.
(and also why it was so slow to get used by isp worldwide)
Do you have DSLite?
Someone said that, I remember
Yes i do
In that case, you share your IPv4 address with other people. You can't forward any port to your IPv4 address, because other people use it as well.
Bruh you need to read before trying to answer
I told you 7 times already i am not forwarding anything to ipv4. I am not using ipv4. I am using ipv6
I think that's about generating private IPv6 IPs (not relying on DHCP), and not public IPs.
nope
that's about generating public ipv6 that doesn't spoof your hardware id worldwide
But you're trying to use IPv4 you said, because according to you IPv6 is not supported in Satisfacroty
so now with IPv6 anyone knows whom this IP belongs, just like with SIM cards and mobile IDs?
:vomit:
I never said that bro 🫡
not if it is cleanly generated so it doesn't spoof hardware id
but the machine still has its own "network id" yep
what is your problem then
governments are definitely corrupt
Yikes
there is 2 stage to open ports and it has to be done on the ipv6 firewall side everytime
double check that you really accessed the ipv6 firewall settings
for your server machine
and for your isp box settings
because if you don't you may only open ipv4 ports
Also do you use docker ?
because it may only work with ipv4 Idk docker well
Docker does work with IPv6, I am sure. It's just that the port needs be forwarded with the -p option. But if you do that for IPv4 it works for IPv6 as well.
then it may work well with ipv6 as well 
there is also dhcpv6
but it's very not recommended
now every ipv6 router should use the RA protocol at least
So the machine generate its own addresses
Our ISPs are so bad, they don't support IPv6 forwarding or IPv4 forwarding with IPv6 on altogether, and they're "merged", meaning one is the same as another, however, their configurations are entirely different, plus one company's servers have very bad routing configurations, so that someday sites need 10 seconds to load.
And once they seemed to downgrade their router software so that portforwarding did nothing at all for a whole week.
And authentication data for the use of an own router is not public.
by the book ipv6 routers can handover both public and private ipv6 network prefixes
and the 2 networks are parallels
the ipv6 router only act as a network layer bridge
so I could just open the port on my own there, I thank you for the tip
usually ipv6 really only need you to open port in firewall as I said
let me see what address I've got on IPv6
So you just have to tell your isp box settings to open firewall for these ipv6 ports [for your machine]
2001:1715:9d90:76a0:1cc9:c5e9:----:52e2
Okay? Firewalld has the port open, however I've found the port to be unreachable.
ah so I got call those support people that will never hand a technician over :(
they disabled IPv6 in order to "solve their DNS blocking my site"
there are 2 firewall:
your isp box firewall and your machine firewall
In that case I can't do anything about it. They're too lazy to keep up with the technology, unfortunately.
damn it i hope crashes happen less in update 8 , i had no crashes at all in update 6 -.-
Turn creatures to passive
Ye should almost be a pinned message with known current issues and workarounds ... the main one currently is to put creatures on passive on dedicated servers; otherwise you can get a lotta crashes when spawns happen. And on a crash there's a chance your character gets ... unlinked? You'll notice your hotbar will be fully reset. Which means your old character will be sitting on the ground somewhere where you last were when you crashed. If you died there will be a Crate of Shame and you'll have your custom hotbar still.
What command can I use to put creatures on passive?
It's in Advanced Options on every client that connects to the server
Each client has to set it separately
I got a question about dedicated servers. Has anything changed in the last 3 months or so that would effect my dedicated server? I can only connect through a local ip when before it was working fine
Did you used to connect via the loopback adapter?
tbh I'm not sure what that is
I used to use steamcmd followed a video opened ports and got everything to work then stopped playing for about 3 months
Sounds like your IP assigned by your router may have changed.
So when you forwarded, you may have forwarded the ports on 192.168.1.100, and your IP now might be 192.168.1.101
ok so go back in and forward the new ip are the ports still all the same?
Or just assign a static IP from your router so you dont have to worry about it
ooh ok thank you thank you
my server crashes when im building or dismantling alot, is there a way to fix this?
So, I watched 2 videos on making a dedi server and opening ports on pc and router. I am able to connect to the server, but no one else can join in. I have gone through the comments, and seen some great advice. I’m just curious on which steps to take before just giving it a shot.
Are you giving them the correct ip?
Yes
Assuming you have already forwarded ports and also opened the firewall on the actual server where your hosting SF, it is likely you have whats called Double NAT, meaning you have your router provided by your ISP and a router of yourself, this has become especially common ever since mesh wifi became a thing, there are a few ways to deal with this, personally my own router is a lot more capable than the one that is provided by my ISP so I have placed my router in DMZ on the ISP provided router, meaning I do not need to forward ports from ISP router to my personal Router and then to my different servers.
Option A: Forward ports from ISP router to your personal router, then forward ports on your own router to the server IP.
Option B: Place your personal Router in DMZ on the router provided by ISP, now you never really have to touch the router provided by your ISP ever again, as all mapping can be done through your personal router from there on out.
this would make sense if i had 2 modems connected but i have a modem and router seperate. equipment used netgear nighthawk cm2000 modem and linksys max-stream ea9500
hope this info might be helpfull
what do you mean by separate ?
as long as one is routing through the other, you need to open ports on both
i dont have a modem/router combo
so i would have to get on the modem and open the ports on that too?
no you wont need to oepn ports on the modem, just the firewall/router
what about internet connection sharing?
im not the best tech talker but in network connections in ethernet properties under the sharing tab it has internet connection sharing, allow other network users to connect through this computer's internet connection
yes
it will not resolve the server external connection in any way
i dont know, it shows its private, maybe a proxy server?
what do you mean ?
i have no idea what i'm doing anymore
is it definitely your public IP that you gave your friends? Not 192.... or 10.... ?
not fully understanding what your implying, ex if server on pc, and pc ip is 192.168.x.xxx, are you saying i should have another ip for just the server?
the public ip, is not the one you join the server with locally
I personnally recommend using https://api4.ipify.org/ , it's a link without any addition for getting just about your public ip address (change 4 to 6 if you want to get the ipv6 one)
there is the one you have to give your friends
i put that into chrome on both computers just to see if there was a difference, and its the same starts with 24.192.xxx.xx
yep, that's your public address
that would be the one i would use?
? that would be the one (ipv4 x.x.x.x address, which is public) people outside your home have to use to connect yo your server (which is inside your home network)
that makes sense.
I've been running a dedicated server (with 2 players) for several weeks. It hasn't been perfectly stable, but totally playable (crashes 1 or 2 times per day of play, probably). Now, though, it's started crashing on our savegame within 30 seconds of one of us joining and doing anything (constructing something, deconstructing, saving a blueprint, etc). The console reports a segmentation fault every time this happens. Any troubleshooting guidance? Or are we just SOL on the save? (If it matters, I'm running on Linux).
so i take it all the port forwarding should have the public ip address?
so im not understanding at the moment private and public ip with in conjuntion to port forwarding
i feel like i am missing something somewhere
Port forwarding should be for the servers local IP address
Any devices connecting to the server outside of your local network need to use the public IP Address
Devices inside the local network need to use the local IP
Your Public IP will give other people an address for your Router/Home Network. The Port Forwarding is your Router directing them to the correct Device within the home network for the Satisfactory Server.
Follow this simple as that and if you don know how to port forward then google is your friend https://satisfactory.fandom.com/wiki/Dedicated_servers
so according to that, port forwarding on pc and router are green, its just when someone wants to join, that is the issue
then your port forwaring is not correct then simple as that you will need to google on how to open ports etc... is really hard for anyone to help with as all networks are setup differently so you will have to find away to open the port to allow people to connect to your server..
thank you everyone for helping me out, if it werent for you all, i would have given up. it is now up and running
have dedicated servers gotten any better since last year? or is it still better to just host a game for friends by starting the game and afk from another computer that stays on 24/7?
dedicated servers still are a bit unstable
and will get more unstable with update 8 for a moment
because dedicated servers are unfortunately not in top priority (devs want the bare game running fine first)
alrighty, ty
This could be any of 3 different bugs you are experiencing:
- Setting creatures to passive (each client has to do this, and this is very important) is first.
- Crashing when saving blueprint is also a bug to watch out for, to fix that bug clear the blueprint designer and see if there are any structures left inside the cube, if there are any rogue parts left it will cause the server to instantly crash when you attempt to save a bp.
- Bug when deconstructing buildings, this bug seems to be more pronounced on older hardware and when a lot is going on in your game world, unfortunately there is nothing we can do but hope gets fixed in next update. (in the log this appear as a index out of bounds error, because a check runs after a part have been removed a.k.a. 'rain check bug')
The second one appears in singleplayer too, and the third one is actually caused by rain 🤣
Why do you say unstable 'for a moment'? From what I can see there's been no mention of dedicated servers in patch notes since their introduction in update 5.
they stated they will give more attention to dedicated servers
if they included it in update 5 it's because they want it to exist
after main game will be a bit more stable for bare game they will likely fix the biggest unstability issues of update 8 dedicated servers
I am 100% sure this constant crash problem started after I built a blueprint that displayed the "missing part" thing you describe. But now the savegame crashes even if you don't save a BP. Any tips for cleaning that up in a way that doesn't crash?
same experience here for me. I ran into that blue print crash after maybe 50 hours on this save file. now the file crashes about every 10 minutes, though, not every 30 seconds.
the most stable solution for hosting for friends, is to (from my experience):
- buy another steam copy of the game
- start the game from the dedicated computer that stays on 24/7
- join the game session as usual

well, that would require the dedicated computer to have a decent graphic processor as well no?
I bet most people having a dedicated server wont have the strongest GPU in it
true, decent enough to run the game sure, just dont position that computer login in the center of your 🍝
I can't see how that would make it a more stable experience than just running the dedi server, but now the dedicated server here is working in mysterious ways at times
my guess is that the dedi serv code base is separate from the game client. and they prob prioritize the game client stability above all else
how do you prevent idle timeouts ?
dunno what that is, have never happened to me
exactly
the dedicated servers haven't catch up yet
oh, so there is no timeout 
dont think so nope 
I remember there was a github repo that did mimic a dedicated server using the multiplayer version, it basically let you run the game with no rendering.
Hi, guys, im new and would like to ask anyone about setting up dedicated servers, can someone answer me some of my simple questions please? 🙂
Question are:
- If I setup the dedicated server on steam by steam tool, does my friend will be able to play at my server, while im offline and tool with server is also off?
- Do I have to run the server tool every time I start game to play at that server?
- How will my friend join my dedicated server?
- I saw some guy that he was saving his game at dedicated server, does it mean I will have to save my game and load the save file every time I will want to play to keep my progress?
Hi @wet holly here are a few answers based on my limited experience.
- Yes, as long as the server is running anyone can connect at any time and the server will stay up and production running even when no one is connected.
- You should only have to run the server tool to start the server, once it is running just leave it going so you can connect whenever.
- They will join via the IP address, so you will have to have it setup based on how your home network is laid out.
- Save games are stored on the machine that the dedicated server is running on, so you only have to load a save if you want to transfer an existing one over to your server.
- what you mean by just keep it runing? I can close window, just dont call any cancel script?
You can close your game and leave the command shell that the server is running in open.
ok but i will turn off PC eventually 😄
so in that case i will have to run it every time i start PC again, if i undestand that right
That is correct. You can't connect to the server if it's not running
ok, thank you guys
Can I get linked a pterodactyl egg?
dick
You can use the steam egg to run the Satisfactory dedicated.
Just thought I'd ask just to be sure.
So since it would appear Satisfactory has been designed to utilize 1-CORE what kind of server specifications should we be using for a server of 5-10 players?
4 CORE / 16GB RAM is what we have been using but would like to use less.
@lilac juniper how much experience do u have playing on a dedicated server? ive tested it for a few hours, and in my experience it is far more stable and less lag to just host the game by starting the game on an additional game client
I have been hosting Dedicated Satisfactory servers since it came out.
I have a couple of older laptops, PC's and an actual server where I host virtual machines.
My server only has 48GB of RAM which is why I was asking about requirements.
A server with 2-CORES and 8GB is fine for "early game" playing with 4-6 players.
However, as the world grows the server requires more RAM.
I currently host 5 servers all at different Tiers.
Need at least 16 gb for the dedicated server to run well
Hello i followed this guide (Pterodactyl) https://www.youtube.com/watch?v=poOhxK4iS80
tar: Error is not recoverable: exiting now
/mnt/install/install.sh: line 20: ./steamcmd.sh: No such file or directory
cp: cannot stat 'linux32/steamclient.so': No such file or directory
cp: cannot stat 'linux64/steamclient.so': No such file or directory
/mnt/install/install.sh: line 29: cd: /mnt/server/Engine/Binaries/Linux: No such file or directory
SteamCMD failed to install the Satisfactory Dedicated Server!```
Did you download a Linux file?
If so do you use Linux
I personally don’t use dedicated servers, but it appears to be looking for Linux files
@cedar flax install steamcmd manually -> apt-get install steamcmd , then make an install.sh file with this content -> steamcmd +force_install_dir ~/satisfactory +login anonymous +app_update 1690800 -beta public validate +quit
after its complete you can run the server with ./FactoryServer.sh
i recommend to run it on screen
works wonderfull on my site (vserver on contabo.com with ubuntu)
@cedar flax steamcmd must be installed as root , the install.sh you can run as user , like the server itself
ok
you can pn me if you need more help
Hello! I'm running a server on "Linux nuc 5.10.0-21-amd64 #1 SMP Debian 5.10.162-1 (2023-01-21) x86_64 GNU/Linux" and it worked fine first but now it keeps crashing once a day ("Server will update in xx seconds") with a Segmentation Fault. Each time I try to update the server using steamcmd but lately there don't seem to be any updates. Do you have any recommendations what approach to use to fix this? Feel free to point my ignorant behind to an FAQ if you think that will help :-). I'm no linux expert but I sort of find my way around. Any help is much appreciated! (Y)
A complete reinstall is not something I've tried yet because of a ongoing game but perhaps that data can easily be saved?
same here - after update all pipes to mk2 (avoid mixing of MK1 & 2) server runs better, lower warnings and errors on console - i will see this night if he survives a automated restart 😉
Is there a way to disable the automatic updates until then?
And thanks for the confirmation, good to know it's not just me! 
hmm i think there can be an option
Every time we start playing on our server there is the (now) dreaded message "Server will restart in xx minutes" with no option (even as admin) to cancel it.
Having said that, I've not looked for a potential argument to use during the start of the server to disable any automatic updates. Apologies, that is laziness on my part. Will search.
/FactoryGame/Saved/Config/LinuxServer , there are some config files for the game , but there no option to set auto restart. i think this is a default setting , which can be override with the correct entry .. but i didn't know at moment
Has CCS made any comments about Dedicated Servers in Update 8 lately? When they did the initial teaser they said that they could end up way more broken, but I do not think I have heard anything else about them?
@wide elm all what i see is that the auto restart is coded ingame by devs and can't be avoided (at moment). pls correct me if i'm wrong
@wary cosmos okay, thanks for looking into this! I will just manually restart the server again if I find it crashed. I hope the devs are aware of the issue or shall I report it?
normally every crash the server submits a report
I kept an ear out for that as well but I've not heard anything about it either. And based on what they've said so far I kind of fear what it means for the server when we go to UE5...
That is what I am thinking as well
may update 8 brings us to UE5 :> fingers crossed :>
Oh, I thought that was a given but apparently not? I prefer to think it does ;-). But the game looks/is awesome as it is already so it's not like we're stuck with a terrible version of it if UE5 is delayed more.
don't think so .. there was a vid last time in UE5 -> https://www.youtube.com/watch?v=ZywFe6eKNvk , from @grim thunder posted on 5th may. i think we are near on UE5
but this is terrible .. then i can't stop this game anymore - it now hard enough to go in bed , but then .. 🤪
I feel your pain bro 😜
@wary cosmos @wide elm ue5 is the main part of u8
Any optimization articles for enhancing server peformance?
What are you really expecting to be able to optimise?
Hoi! i have been running a dedicated Server for the last 2 months which is mostly only in use on saturdays but still already should have around 70~ Hours of Runtime. playing with 3 to 6 People we have been experiencing occasionally crashes, ALOT of rubber banding since the last 3 or 4 sessions. am running a Intel Xeon E5-2699 v3 with OS and Satis running on a Samsung Evo 970 m.2 and 96GB of ECC DDR4 Ram. is the worsening in performance normal? and is there something i can do to counter it?
That chip us severely limited by its single-threaded performance
The crashes are likely due to creature aggression, have all clients set creature hostility to passive
the dedicated server doesnt use multiple cores?
It does, but it can only reliably utilize around 6 threads, and past that the speed of those threads is the largest factor in performance
Same as any workload
yeah mine only goes to 3.6ghz cuz at the time i bought it nothing ran higher and nothing was better for dedicated servers 😄
It is a 10 yo chip at this point
yeah almost
In this game? There are 100 dollar cpus that could match it in performance for a single server lol
It's also limited by its comparatively miniscule cache
It does have the capability to run 4 or 5 simultaneously
not for satis specifically 😄 have this one for quite some time now xD used to host MC server on my own
My server rocks a i7-3820, slap proxmox on it and this baby runs everything from Statis to Rust, Valheim, Conan Exiles and its barely using 30%
On a small save 
map is >500 Days old, i think were halfway there with the Uobject-Limit
How do you know that?
im suspecting
Bruh
i suspect? 😄
You guess
thats the word! thanks 😄
it's certainly no small save. i thought about upgrading, but as long as this baby runs, why should i?
No need... it'll definitely struggle once you get closer to finishing the game, but playability is always subjective
meh.. problems of the game itself are bigger. Sometimes i cant build belts, until i run away from them and stuff like that
A lot of those issues can be caused by an underspecced server
that may be the case, but i saw those exact problems on a Server of a friend, and he has a BEAST
but who knows, maybe we should just cash 4k bucks just to learn, that this game is in EA and it runs exactly as well on that machine, as it runs now :>
How would proxmox help to run anything? It just lets you keep those things separated.
that's how it helps
What most people don't understand about servers like this is they'd be way better running on cheap new hardware than expensive old hardware
Are you working for Dell or HP? :>
Neither...
sounded like you were suggesting it would be running more than 30% if you had all that running on ubuntu server or something. Proxmox isn't doing anything for performance.
nah. just manageability is way better.
just because you're not bottlenecked by clockspeed doesn't mean you're not sacrificing in other areas. a 3rd gen i7 is def due for an upgrade by most metrics -- mostly power efficiency if nothing else.
i been running it fine on a 3950X and 64GB 3466Mhz ram kit running Debian and no rubber banding or any issues well beside the crashes but i have just a script to restart the server back up with and is back up less than a minute or so for me
Hello, I would like to make myself a server to play with a friend, but when I add the ip of my server on the game it tells me that the server is offline. Thank you for your help
hp and Dell would say exactly the reverse
they sell old hardware mostly
because new Hardware is not first in its cheap reconditioned/tier produced form
for pre built market you want high volume available part you know well (> 1 - 2 year depending on components)
- check the guide about port forwarding
- make sure you share the server's current public address, not an old one, not a local one
- check that forwarding rules are target the current server machine (sometimes rules don't update correctly)
can I ask questions about the exparanetal dediczted servers in here
having a strange thing going on and not sure whats the cause
[[New to this - (and despite doing lots of searching I've probably missed some resources which might help) so be gentle with me! 🙂 ]]
Hi, was there a new version of the dedicated server for 0.7.1.1 - or does the 0.7.0.0 dedicated server work ok with 0.7.1.1 clients?
I've just installed Satisfactory on a Nitrado server and although it reports as being online (and I can ping it), my server is showing as offline in game. I'm wondering if it's due to a version mismatch between client and server? I can easily find my client version ( 0.7.1.1 build 211839) - but I can't find the dedicated server version on the web dashboard for the server. I've looked at some of the log files and the following 2 lines jumped out:
LogInit: Engine Version: 4.26.2-211839+++FactoryGame+rel-main-0.7.0
LogInit: Compatible Engine Version: 4.26.2-211839+++FactoryGame+rel-main-0.7.0
which mention 0.7.0 ... hence my question about compatability.
Also - not sure if related or not ... but what the heck is the red exclamation mark by the server manager menu item in main menu?
power efficiency doesnt matter. The new server would most likely have to run for 20+ years to justify they buy because of power inefficiency
You got it halfway wrong, they sell old hardware as brand new, but they SELL you that stuff :>
Pretty sure that big scary exclamation mark is just a warning that dedicated server is even more experimental/early access than single player is
Thanks Rebelius. Yeah, that's most likely.
On the other issue, I don't think versions are your problem.
I have this in my logs:
2023-05-28T13:31:37.153141197Z LogInit: Build: ++FactoryGame+rel-main-0.7.0-CL-211839
2023-05-28T13:31:37.153143047Z LogInit: Engine Version: 4.26.2-211839+++FactoryGame+rel-main-0.7.0
2023-05-28T13:31:37.153144927Z LogInit: Compatible Engine Version: 4.26.2-211839+++FactoryGame+rel-main-0.7.0
2023-05-28T13:31:37.153146867Z LogInit: Net CL: 211839
dedicated server working fine from Client 0.7.1.1 - 211839
I've heard bad things about nitrado servers
Finish out your month but they're supposedly scarily underprovisioned
Unfortunately that is the case with most if not all "x slots game server" services that supposedly offer latest gen hardware for nickle and dimes, there is no way they would even remotely be capable of making money considering the resources that most new game server require today without making a huge loss on each customer, unless they over-provision to extreme lengths. SF in particular is a beast to run, as server in my opinion requires stronger hardware on the server side than the client side as far as CPU, Memory, Storage and Network Bandwidth goes.
At this point, I'm not concerned with performance ... I just want to be able to connect 🙂
I used Nitrado for an Ark server and I was very happy with it (yes, I realise that the resource requirements may be significantly different for Ark vs Satisfactory - but again, I just want to be able to connect in the first instance).
And thanks for your log extract Rebelius - that does indeed seem to suggest that version mismatch may not be my issue.
Hey all, a friend and I have been having crashes across multiple saves after a dismantle with no specific explanation to why or what object. We are not using mods, we have verified our files. we have even started a fresh save on a different computer to try and pin point this issue. I am using the wolveix docker container for my server primarily and I am very comfortable with using docker I have also run it natively on Windows to see if we can find the issue but it still crashes on a dismantle. it seems to crash during a dismantle phase from my logs
My issue is resolved ... I was using the game port rather than the query port. How stupid of me to use the game port to connect my game client to the server that's running my game!
Big thanks to Moon Zed for the suggestion.
Well, everywhere that you're told how to connect it says to use the query port
the issues is : as satisfactory still is in developpment stage, lot of issues and crashes show up especially big as the hardware is less performant, mostly due to frame calculation and timing/syncing issues between the server's logical parts
I almost never had problems some people have like every 2minutes on weaker hardwares after 2 hundred hours of playing on it
which means technically weaker hardware make you 500% more likely to run into crashs and issues
I've just created a new game on this fresh server, I'm the only player online and haven't really built anything much yet - CPU is between 40 and 55% utilised so far. Will be interesting to see how the CPU usage (and RAM) goes up over the next few days as more players connect and more stuff is built.
on somewhat naive software architectures : more parallel means more chaos, and more chaos means less reliable testing of corner cases
you need to look at single thread load, not normalized distributed load
satisfactory server is thread capped
if you have a 256 thread processor for instance, satisfactory will NEVER goes above 2% use, even though it would be cpu bottlenecked
If I could, I would ... however the web dashboard I have just says "CPU" - so that's all I have to go on. Anyway, I'm connected and up and running now, so I'm happy. 🙂
And even that is hard, because if you don't have limited affinity thread hopping makes it hard to track
anyway I wish you good gameplay, I was just here to warn that it is a bit more complicated to reliably evaluate
usually on such load, it doesnt hop very often though
I wish task manager would let you track per task cpu graph (they would only need to track hop's timestamps)
My Server keeps crashing and idk why? Can you guys help me out?
Are creatures set to passive on each connected client?
Can someone help me troubleshoot why our server crashes every time we start mass upgrading/customizing/placing a structure? We also get rubberbanded often.
Its a known bug "rain check bug", its a somewhat elusive bug that not everyone faces but the gist of it is that the server tries to check a state of a buildable after is has been dismantled hence it no longer exist in array. It happens quite frequently on older/weaker hardware and/or when a lot of things are going on in the game world. Combination of weak hardware and end-game it can feel like playing russian roulette, on my old server it got to the point that it was fifty fifty chance of server crashing every time we dismantled anything.
Assuming the server specs are what is recommended or better you can check out https://satisfactory.fandom.com/wiki/Multiplayer?so=search#Temporary_lag_solution But since you say mass upgrading/customizing and placing structures it sounds more like the server is not able to cope with the demand, be aware that server requirements are higher than what of clients since its doing the exact same job as a client would in single player multiplied by how many players are connected except the graphical rendering (GFX is not the bottleneck when it comes to SF).
your welcome man
So Valves cant be set by entering the amount into the field on dedi. This kinda breaks one of my Nuclear Setups. Anyone knows a workarround?
Yes there is.
What?
I'm curious now
It sounds like your setup will likely break if you're trying to rely on valves
nah, its working. i just cant set a specific value
so i get hickups.
i my repeating myself, but: Just wanted to know, if theres a workarround.
Sometimes it works, sometimes it doesn't. Seems to work better if the pipe is full when you put the valve on, but ymmv
hmm, tried that, empty and full earlier this day, didn't work 😦
Valves don't do exact values anyways
Brother, you may not notice, but you are like a politician giving useless input. i KNOW it works, because i had this setup on my local game. Please.
That may be, I'm just telling you that valves really shouldn't be used in the way you are
They're not reliable in that use case
I'm just trying to help you avoid the same mistake I made
the system is an i5 7400 32gb of DDR4 3600 that i bought this week and a gtx1070 running linux server and docker
CPU is your weak link, recommended is single thread performance equivalent of 3600X or better.
I ran with a CPU that had a single core rating of 1600~ and had exact same issues as you had, the issue as said is heavily exacerbated by the amount of players playing on the server.
well, you'd think so, but this also happens if I run the dedicated server from my 13700k/rtx3090 as well...
That said it is a bug in the code where they are missing a sanity check, so it can and will appear randomly on any server under "correct" circumstances.
It is just a heck more prevalent on weaker hardware.
We can just hope it gets fixed in update 8, as I believe this bug have existed for a few years already.
My server says it's online but it isn't letting me join?
have you tried asking nicely?
I got it to work
Now it just keeps killing itself when I try to join.
logs?
I'm on a linux server so I'm not sure hwo to do that...
Hi !
I was playing on a friend dedicated server with no problem since yesterday. I hate a minor visual bug so I tried to just quit and relaunch the game. Since then, I can't join but my friend can. The game tells me that the server is offline while my friend is playing on it.
I checked the server and port, restarted the game, checked the integrity of the files, reinstalled it from scratch, nothing work. Someone had the same issue here ?
Tell me if I need to put this on the #multiplayer-troubleshooting channel
Dependancy errors like that will depend heavily on your distro. If you keep having problems, try using something like docker to run it (i think i heard its on docker but idk, its worth checking though) Also if you have any way of using the AUR on your distro, there is a satisfactory package that works really well (thats what i use)
Where is the server hosted? does it happen to be at your friends house?
Yep but when he tries to connect with the same IP, everything works
And he has a website hosted on the same machine, it works for me
So maybe not a dns problem
website and server will use different ports, have him check port forwarding
Im using Ubuntu
Maybe try searching that error message relating to ubuntu (not necessarily satisfactory) it might be a package you are missing
He connect through the dns too to play and the port seemed good
plus, I was playing just fine 1 hour ago
anyone else on the server or just you two?
Just us two yep
Is there a public server where I could connect to find if it's a server or a local problem ?
Not sure. Also the other way around would be worth testing, if you have another friend who just doesnt play on your server have them try to join it
Don't have anyone else
oof
sure, dm me ill go boot up the game
Thanks
Server needs to be restarted when that happens, for some reason after I upgraded my server and started running SF from docker container we keep getting this exact issue as well, and restart is only solution I have manged to find so far.
That said we never had a similar issue when I ran it bare-metal.
Turned out, local dns from client was down. When entering IP address, it worked. I don't think devs can do something about it but I want to write it down if anyone have the same problem has me some day.
We had done that and nothing changed. I don't think it was the same issue
Yeah I just got the same issue again a few minutes ago and it turns out my newly installed pfsense router was the cause.
Anyone have a suggestion for a dedicated server host?
I assume theres no way to give yourself items on a dedicated server?
how would I do that
Search glitch 007
This problem happens from time to time.
Happens quite often to me…☝🏽
Anyone dealing with conveyors and splitters/mergers working then not allowing product to feed into the splitters/conveyors after a crash/restart/ or when logging back onto the server? Any fixes?
Delete and rebuild the problem section
Yeah but every time I log in and out? It contently happens
Would an AMD FX 8350 CPU fair well as a host?
Not great single core performance, but might do well with enough RAM, depending on what else is running
Turn Network Quality to ultra in settings
Probably an old question. EPIC games launcher dedicated server. friend cant seem to join. i have accepted port forwarding on my PC in windows firewall and with my internet provider. friend cant seem to see the server even though i have provided my public ip to them. provided both possible ports and neither seem to work. the troubleshooting in the wiki was not helpful as i was unable to use any of those commands.
Did you set up the port forwarding in your router?
its done by doing it with provider per there app and he cant seem to see the dedicated server at all.
Do you have -multihome=<ip address> set?
Anyway a dedicated server can be used without porforwarding? (external apps or such) reason being I cant access my router due to it refusing to let me enter the router homepage.
Hamachi
Not unlessyou're on lan/vpn
I don't know if anyone's tried it but it should
Its been a while since ive used hamachi but its just create a network and all my homies can connect to it and just use the ipv4 if i remember correctly?
Remember to use lan ip
Why do you want a dedicated server if you're just hosting on your personal machine?
For friends to join basically.
Ive also heard that performance is better on a dedicated server so yea...
IMO you'd probably be better off just playing normal mp
Dedis only have better performance if they're not hosted on your main machine
yea idk if Id wanna switch to dedi unless youre looking for the 100% uptime aspect
its like way worse
in every way
Will test it out if I have the time. 😳
Are you out of drive space on your server?
How do I know what the problem section is?
I've had this error on a couple servers
Turn network quality to ultra in game settings
i was wondering if anyone knows of a program or app that could help manage my server. looking for something that will only access the server files, as in being able to start and stop it at a whim, without haveing access to the rest of the files on the computer.
Supposedly AMP has support for satisfactory so you could try that
Has anyone had any issues with server crashing while messing with refineries
not this far in the game yet to help out
I think it depends what your server is running. I use cockpit to manage my docker containers, but it might be more than you want to use
similar here - I have Portainer managing my docker containers which makes start-stop-restart, view logs etc. really simple. The game files folder is also within a samba share, so messing with save files is simple too.
hey, whenever i start up my server i get a warning "NAT Detection failed, unable to resolve host" and i cant connect to the server
even with 127.0.0.1 i cant connect, it says the server is offline and the console doesnt show any connection
seams like WindowsGSM is an easy way to make servers for this game
gonna have to make a video for this the best i can
is it normal for some really odd bugs with dedicated? Ive got a coal generator that is producing coal and not consuming it.......
how do you pull a .sav file in windows server
is it in game or within the host system
On a dedicated server it is located on the host, on Windows in particular it can be located in three different locations based on how the server is configured %LOCALAPPDATA%\FactoryGame\Saved\SaveGames\server, %WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server or %WINDIR%\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\server
"Normal" not really, but not unheard of either. Typically these are visual bugs on the client, in some cases reconnecting to the server will resolve the issue in other restarting the server.
Using 127.0.0.1 (loopback) does not work if you are hosting and playing from the same system, at the very least use the local lan IP of the host machine.
isnt the a server folder supposed to contain everything related to the game lol
i found it though, thanks
and how can my friends connect to it? can i use somethig like hamachi or?
you can do some kind of hamachi thing, or you could forward the necessary ports on your router to the server machine and then share your public IP. If your public IP regularly changes then you'd need to share it for each session or set up some kind of dynamic DNS.
In that case just use localhost
how to join a dedicated server
With the IP address of the server you want to join
Does not fix anything. It's literally just setting the compression lower, that's it. Won't fix it.
I suppose you are running it on a Windows computer?
Serveres crash quite often, but not just "because of refineries". Rather because of loads of problems. I hope they're fixing these for Update 8.
Never seen that.
Why, exactly?
How would that work if the loopback address doesn't? localhost resolves to that IP.
localhost doesnt nececarily return that specific loopback
It certainly does. The DNS resolver has to, what else would it be.
tried
I don't think so. In case lo doesn't work, you need to find out the IP of the WLAN or Ethernet adapter.
You can do so on Windows by visiting the settings, going to network, choosing the network you're connected to, and, finally, scrolling all the way down where your IP is shown.
Don't just ping it
Put it in the server manager
There really isn't a reason that it shouldn't work but I think the game treats loopbacka little weird
The DNS resolver will resolve localhost to 127.0.0.1. There is literally no reason for it to work with localhost, but if you think the developers have messed up something, then it may work. Perhaps they filter 127.0.0.1 and do something weird, though I belive that's highly unlikely.
By the way, it turned out I had SAM turned off because somehow Resizable BAR support was disabled in the BIOS. Weirldy the default setting. I remember turning it on, though. Perhaps a BIOS update reset the setting, or me trying to debug a problem.
Now it is a little bit smoother and I think I predominantly get 100% GPU usage.
@desert walrus
That shouldn't affect server much
Client* is what I am talking about
Ah, yeah rebar is good for ue4
Fixed it for me
No...
It changes the way the game handles network comms immensely
Yes
Got a shockbyte server that I haven't gotten to work so far. Did I just waste my money or has anyone gotten this to work?
Is there a deticated section in the discord for Server Addresses?
Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3
You wasted your money you need minimum of 12GB to be able to load up the map… you can load an instance fine but as soon as you try to connect the server will crash etc… non of their provided services can run it lol
Make sure to read the wiki people https://satisfactory.fandom.com/wiki/Dedicated_servers is there for a reason
i cannot believe the "best" server shockbyte has for satisfactory only goes up to 10GB of memory.
for the webpage to have a dedicated selection for satisfactory, one would think they would actually have enough memory to run it.
seems like false advertisement. hopefully you can get your money back
Yeah non of this provider keep up with the changes from development.. that is why I host on my own hardware which would be better than anything out there anyways lol… if you need to get a provider make sure you have at least 12GB load up the map
Then I think there's nothing for that.
10GB is sufficient, however, not if your world is of, let's say, an average size.
My server doesn't seem to exceed 8 or 9 gb
localhost has to return 127.0.0.1 and ::1
on windows it use ::1 by default as it is the dual ip version network stack standard behavior (prioritizing ipv6 use)
there is literally no reasons for it to not work unless you are doing hard ip filtering on the server which is not the default behavior at all
as long as dedicated server and client game are running on the same machine (and network stack)
it is the most efficient way to connect
Of course, however, I've heard it doesn't behave, so the suggestion that localhost might work but the IP not seemed wrong to me.
Additionally, it does not really matter whether you connect through your lo or the network adapter, since the packets just return. They don't go all the way to the router and back. There is a small latency change, though, and the MTU is probably much higher with the loopback address. But since Satisfactory is not generating a lot of traffic, it does not really matter.
I do agree that 127.0.0.1 is more efficient, and I wonder why 127.0.0.1 would not work as well. Perhaps an issue by the person that tried it. It's quite a long time ago, but I've tested hosting on the same computer as the client, and I could not see any problems. Can't remember whether I had chosen the IP of the LAN or the local host.
Then your world is not large enough. And don't complain, I've had a server taking up around 10.8GB of RAM. Still, 10GB is quite sufficient. There is no reason to get the guy back the money, and, additionally, these companies don't care anyway. There's probably no money-back guarantee? Perhaps it's just a small team of 3 people hosting on virtual machines anyway.
it just consume a bit more cpu, but as you said satisfactory server is not huge on networking
it just there is no reason to not try localhost first
I dont understand your reasoning, the minimum per the people that make this game is 12GB. If I order a gameserver somewhere and get 10GB, I have every reason to get my money back as they fail to deliver the service I paid for. They either upgrade to 12GB or give my money back. 10GB is NOT sufficient.
10GB is thier highest tier.
they also have 6,8 GB offerings...
- My server needs 8.9GB right now, 10GB is clearly sufficient.
- They advertised 10GB, that is what they offer and they don't have to give you anything back.
if they say thier 6GB server for satisfactory will run satisfactory, then it should. if they say thier 8GB server for satisfactory will run satisfactory, then it should. 10GB is barely sufficient. maybe you are lucky, maybe you havent explored your world, maybe you havent logged in and played while checking the memory consumption.
also @median sluice the shockbyte website says they will give money back within 72 hours, i suggest you take that offering
Should being the key word here, but late game you will struggle with a dedicated server with under the RAM requirements from the developers
Anyone using some type of software manager to run a private host for the server with auto update etc?
Does docker count?
Some appear use linuxgsm.
Anything for windows?
Docker runs in Windows too
WindowsGSM also exists. but that's as much as I know about it
I don't think so. Windows sucks anyway. Oh. WindowsGSM? :vomit
Windows
- Your experience with the game does not define the standard for everyone else. There is a reason the devs say 12GB memory MINIMUM. Some of the servers I've hosted hit 11.8GB and they were nothing big yet. Trying to run that on 10GB would crash instantly, every time. Sure it MIGHT work for you if you are lucky, but there is no use spreading info that 10GB is sufficient, it initiates discussions and undermines the minimum defined by the devs. Just stick to 12GB, it's tested.
- Even if they advertised with 10GB, you can't expect a customer to know the implications. There is a reason people rent a dedicated server with professional companies, because they don't have the knowledge to do it themselves. I don't know where you live, but in the EU you are just not delivering the service you are pretending to offer as a company and the customer will always be in the "right".
My server is using 14 GB right now and no one is even connected to it
Connected players don't need much RAM, by the way.
This is similar to a debate I had about another games dedicated servers a while back lolz... the suggested allocation is 1GB per 2 clients, plus at least a few for the server itself, and all mods loaded increase it as well. Someone kept trying to tell me that wasn't necessary because they ran their 30-slot server fine with 8GB of RAM on their server. Meanwhile I ran mine with 20 slots, allocating 12GB to the server. Theirs crashed every other day, and required restarts every 12 hours or so; mine ran for weeks at a time without needing restarts except to update mods.
Moral of the story; your mileage can and will vary, but recommendations and tested specs aren't there for no reason lolz
Hey guys, I've been making a dedicated server on ubuntu and stuffs been going wrong.
The server works fine on LAN but as soon as I switch to WAN, I get this funny error (attached 1)
Also, idk if this matters much but on the second screenshot you can see two servers (theyre the same) but the top one using the LAN IP and the second using the WAN IP.
Please help im going crazy trying to fix this
Smells like firewall, check your firewall for all 3 (I think it is 3) ports
ahck okay
It seems like the three ports are forwarded, I made sure all three ports were open on the server outbound and inbound, doesn't seem like anything on the gateway/router that is blocking the necessary traffic
if it works fine on LAN but not WAN its 99% of the time due to firewall / routing
If you are using UFW to manage local firewall you can try to disable it temporarily and see if that solves iit
So I’m having issues port forwarding on my wifi and I might need a bit of help
whole machine or just dedicated server ?
ok, thank you, useful to know
I'll keep my light dedicated vm to bare 16GB then
also apparently UE5 (update 8) will increase RAM requirements a bit
Probably initially, but in time they'll get it more optimized. I'm hopeful there will be some experimental period for U8 so at least some of the kinks will be worked out
Helo
I disabled firewall on the Ubuntu system, didn't fix anything.
I added a "pass" packet rule for all packets to and from the Ubuntu vm, didn't fix anything. What is going on??
I'm getting that same error just trying to connect on the same machine at 127.0.0.1
I've been using it fine for 2 days, but now every time I try to connect, it errors with no connection. Restarting the server doesn't fix it. 😦
is the projectile lag a strictly dedicated server bug? can it be fixed with a faster server?
spitters and hatchers seem to hit me far before the graphic I see gets to me.
also, slugs you've already got show up in the distance but disappear when you get close enough. is that just a dedicated server thing?
You just explained my server, do I know you?
lol. I figured it was a dedicated server thing, but I wasn't sure if it was just my server.
I mean, it literally happens on two servers of mine, but I was mostly curious if it was server lag or just a game bug.
have you verified that the correct ports are actually forwarded properly?
Sooo uhhh....
tried building on a blueprint and the dedicated server crashed [nitrado]
Can't change saves in game as the server just shows offline now.
So my question is, is there any way through the file manager/ftp to change to a backup/autosave?
Such as, is there a config file somewhere I can choose the save it launches off of?
I believe groupsesh_autosave_2 would be the one I would want, as its about a minute or so before I built that.
2600 hours in this world, so would really prefer to save it 🆘
you don't need to load the game to load the save you want
and yes you can at least download the save file to backup it
you can load save from the server manager (in your game client)
Thats what im saying, if the server won't even open, even though its on, can you do it through file manager?
Server was on, but not launching the game correctly. So therefore couldn't access the in game manager
the in-game manager is before loading the game
Yes. I know, and im telling you that wasnt working because of the way it crashed/corrupted.
anyway you can delete other saves
it will not be able to load it then
So would you delete the main .SAV file then? Would it default to the last autosave?
I suppose
or would you have to rename one of the backups to that main save?
or it would wait you to load it at least
Are you guessing here or do you know?
- as you can see there is no "main.sav"
- you can always load ANY save from server manager and then that save become the "last" save the server use
- you can freely delete any save
so I suppose but it would otherwise be a bug of the actual not guessed features I explained
I say I suppose because I didn't recently tested it myself
It sounds like the game-server is launching, then auto-loading the most recent save which is corrupted, crashing the game-server. That would mean the user doesn't have a chance to load the older save
That^
I am asking what exactly I would have to change in the server files to get the game to load a different file.
so just download all your save files and then delete the ones that you don't want to load
no, that's from october 2022
hmm.
Aight, thats a blunt way of doing it Ig.
or I can just never use blueprints on a dedicated server 
can you not re-upload saves to that folder?
I don't know anything about nitrado, but there shouldn't be anything drastic about
- take backup
- delete corrupted save
- carry on as normal
^
Need help, Server is Online and with good ping, no error codes given. Connect to game and it is a forever loading screen. Server on Nitrado.
havent been able to play for like 2 days
load server locally, save and upload it to nitrado again
check the server log before you even do that to see what the issue is.. and just because you started an INSTANCE doest mean the server is good.. once a player CONNECTS to the server then the server will start to load up the assets to RAM etc... so just because you stated an instace doest mean the server is fully up and running check the logs to see the issue...
we have been playing on the server for awhile, and one day im playing, no one else on, and im building walls, they stayed blue, i closed game and then it was forever loading. also im not server owner and we dont wanna restart lol
just get your friend to download the world save
I sent him your reply pitched i appreciate it
well if it was working fine then get a backup of the save erase the server and re install it and re-upload your save and see if that works
but considering its a rented server and you have spent tons of hours in the save i am starting to think it may be a RAM issue
logs would probably reveal that
how uch ram is suggested? he said he added more the last time we had issues, (constant dc's with error codes)
minum is 12GB from the wiki
12GB should be the minimum for decent saves
sometime this companies will use swap space linux/pagefile on windows and that would let you start up the server but will have many performace issues
I dont even understand how they plan to face the ssd wearing issues with overloading pagefiles
bold of you to assume they're using SSDs
Has anyone been able to eliminate or lessen the bugs like projectile lag and slugs disappearing with better servers or is it just a bug on dedicated servers of all shapes and sizes?
I guess it is a bug on all server size and shapes
I have dedicated vm with high performance cpu and small world and I experience all these things still
sadly they're in no hurry to fix dedicated server bugs. I'd still rather deal with them than not have a dedicated server though
So, throwing 32GB at it instead of the 12/16GB minimun/recommend, doesn't provide any significant improvements?
That's a shame ;-;