#dedicated-servers
1 messages Β· Page 38 of 1
what do you mean "that's a shame" no application scaled with RAM directly performance wise, you have enough or you dont have enough, having more RAM will only make you able to have more stuff running
Fortunately I already have the hardware; bare metal IRL server sitting in my living room, that we already use to host a 100-slot server for PZ. I have like 40GB of RAM leftover and was thinking of firing up a dedi for this game too >.> Might still do it anyways, even if there's issues.
if you don't have enough, it might go into virtual memory or swap more often though
it works, it just isnt the priority for the game devs (with good reasons), and udpate 8 is coming soon making it a bit more unstable on experimental at least
Not entirely true; as stated above, I already run a 100-slot server for PZ. The PZ game server is much happier and has less de-sync issues, with more RAM.
which means it was limited
I don't even know what PZ is
Most hosts/servers run that game with like 16GB, even though the recommended is 1GB per two players; most people only commit about 1GB per like... 4 players. Throwing more RAM at it fixes this issue. I was simply wondering if Satisfactory is the same in that way or not; seems to not be the case.
if your question is scaling with game size and number of player
then no, satisfctory dedicated server doesnt scale with number of player
That is a much better way of explaining my question, yes lolz.. thanks
it does scale a bit with size of server though, but only a bit (from 9.5GB to like 14.5GB max)
All good stuff to know; I looked around the wiki and it never really said anything about that one way or another, so figured I would ask. π
it is supposed always keepin under 16GB
it is using flat RAM loading ressources
so it pretty much use all the RAM from start, and then dont really increase with use
(all the RAM it needs)
Okay, so committing 24GB to it would be more than sufficient, and likely future-proof it for future updates (assuming a possible minor RAM requirement increase)?
yep I believe
larger save file and mods will increase RAM for sure
16GB may still be enough for a long time already though
Eh... it's a 96GB server; I have the extra to spare, so I may as well. I will def keep that in mind though, if I find a third game to put MP on that needs those extra few gigs haha
Thanks guys for the info! β€οΈ
yw
There are no mods on dedis
I thought I had done it before, but now that I think about it, that was actually Valheim
I've been avoiding mods for this game. it seems pretty damn good as vanilla. ARK however was trash the way the devs set it up so I had to mod it all over the place.
we are making a new server due to owner being lazy.... whos best hoster?
like website sorry
we had nitrado but thats the one thats giving us issues is there a better one?
Best option really is to self-host
There's a guide on the wiki if you want to learn more about it
All you really need is a pc with relatively good single-threaded performance
!wikisearch dedicated+server
I found an easy way to set up a dedi server with WindowsGSM, all-you-can-eat need is the Satisfactory plugin, not I have a spare pc and extra copy of the game on it so for me it was quite easy. Not sure exactly how much you need. All I know is, WindowsGSM made it a lot easier to setup. Edit - I self host and my server is 24-7.
So we have a new server, its online... but in the game it says offline.. wtf is this
and enough ram
extra copy of the game ?
So I have two steam accounts and when the game went on sale I got 2 copies, and started to play around trying to make a dedi server. With a lot of failures, I seen in another discord that someone suggested this program so I tried it out and it worked a lot better, so the pc with the server, I use that copy as my βadminβ account. For easy access, since it never gets turned off unless I need updates.
dedicated server doesn't need account
so it doesn't need game key
Is there any way to decrease desync issues? I tried increasing the max tick rate to 60, and that seemed to help slightly but still, vehicles can be very iffy and belt animations are bad at best lol
I don't think it's a server performance issue, I'm very rarely getting single cores going to 100% utilization. 24 gb of ram, also.
these things currently never really sync perfectly on dedicated server games
you may alleviate the problem a bit by setting network settings though
https://satisfactory.fandom.com/wiki/Multiplayer#Temporary_lag_solution
Here for more info on dedicated server's specifics
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
Should that be done on the host or client side? I was in the engine.ini file yesterday playing with the tickrate so I'm familiar there lol
it need to be done both on server and client side
Gotcha. Thanks! I look forward to giving it a try.
for setting the network profile of the server you have to go in the server management 'console' tab
and use this command :
FG.NetworkQuality 3
" Sets the network configuration for the game server.
3 is equivalent to the "Ultra" setting in the game client. "
Okay I feel really stupid asking this, considering I got the server running with minimal issues lol. But I can't seem to figure out the console tab. I click on that tab, but I just get a blank screen. No window opens, no places to input commands, it's just blank. What am I missing?
I'm running it off Linux, if that makes a difference.
Hey guys, I'm trying to set up a dedicated server for the first time and I'm having trouble locating the server save folder
this is all thats in AppData\Local\FactoryGame\Saved\SaveGames
Windows 11
are you in the game's dedicated server manager ? on your server connection panel ?
it really is a satisfactory thing, I'm not talking about hosting console and the like
currently dedicated servers don't support direct commands at all
Yes, the in game console under server management. I've seen quite a few commands that can be sent there but I can't figure out how to get it to work lol
Oh my God I'm an idiot lmao
Spent all day in the terminal on Linux, was expecting it to start at the top.
Ignore me π€£π€£π€£
you're not the first π
Atleast there's that lol
You should be able to load your saves off of the server manager in game.
is that the machine your dedicated server is running on ?
did you started it once ?
Yes its open
maybe it create the folder when you are creating your first dedicated server game
how are you trying to connect ?
you run the game on the same machine as the dedicated server ?
Yes
Oh that's cool, I didn't know that was an option
Still not connecting
it's only an option if its on the same machine
Ohhhh. Makes sense.
localhost is the so called "loopback address" it is a connection address for communications that never leaves the host, as it is named
are you sure the dedicated server is running ?
So basically, if captain smoker can't connect to his server using localhost, his server really has to be not running
I had to do that on my first boot too. Seemed to hang at "activating" the service. Rebooted and everything came alive. Was a beautiful thing
if you want to check if the server is running you can follow that :
https://satisfactory.fandom.com/wiki/Dedicated_servers#Checking_Listening_UDP_Ports_on_Windows
(in PowerShell)
I got the server running and I'm playing on it but my friend can't join
He's adding my IP in the server manager and it just says it can't connect
-
make sure you are giving them your current (server's machine's) public ip
. (you can use my message linked above as reference for quick bloatless ip checking) -
make sure your server machine have opened UDP ports in its firewall settings
-
make sure the router: have the UDP ports forwarded to your server machine (for ipv4
x.x.x.xlooking addresses) or ports open in its own firewall for your server machine (for ipv6abcd:abcd:abcd:abcd:abcd:abcd:abcd:abcdlooking addresses)
.
(my hot blood rambling about discord ui problems)
I have to put 2 spaces after the first paragraph for discord to put the next paragraph on a newline
wtfh
is now newlines considered a blackmagic complicated text feature ?
```#discord-text-rendering-spaghetty-ultra-9.149.3000
Smh π€¦π½ββοΈ I didn't save the port fowarding I did on my router in the beginning
It's working now
nice
Very much appreciated
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Lighting, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Exploration_2, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Exploration, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogStreaming: Display: Suspending async loading (1)
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:591][182]LogStreaming: Display: Resuming async loading (0)
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:592][182]LogExit: Preparing to exit.
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:612][182]LogDeviceProfile: Device profile begin destroy: [0x7f38ad0e9280] Linux
Jun 05 18:28:55 debian-16gb-fsn1-2 UE4Server-Linux-Shipping[7507]: LogOnline: Error: OSS: Leaderboards Interface Requested
Jun 05 18:28:55 debian-16gb-fsn1-2 UE4Server-Linux-Shipping[7507]: LogOnline: Error: OSS: Leaderboards Interface Requested
When I try to stop the server using in-game console to make it restart, it gets stuck on these two error commands and never seems to restart. Does anyone know a fix?
Doesn't seem to restart because it seems to fail to shut down.
It is probably late, or i am confused; but the dedicated server is started; opened UDP port 15777, 15000, 7777 to FactoryServer and/or UE4Server-Win64-Shipping.exe but still getting the server is offline in Satisfactory EA. (Running via STEAMCMD via commandline: To install: steamcmd.exe +login anonymous +app_update 1690800 -beta public validate +quit and then run it via .\FactoryServer.exe -log -unattended Server is a Windows 2022 With a Ryzen CPU in it. Server does not seem to give any errors. Or CoffeeStain broke it. :p
Ow and the client is on Epic.
how are you trying to connect to it ?
Ingame latest EA release. but i think i tracked it down, port 7777 does not seem to respond. (testing with PortQuery) UDP exits with return code 0x00000002.
you didnt tell me how you are trying to connect, you just told me what game client you use
where is the server machine from you, and what kind of address are you using
Server is in a datacenter, can connect to it via RDP and a Minecraft server is running on it without any problems. And how: Via a computer with internet :p
you are using a dns address or a direct address ?
the same as you use for your minecraft server ?
Yes, same for minecraft, and the RDP, checked for minecraft if it uses the same port but it does not. Also tried with the minecraft server off but same result.
As far i am aware port 25565 is not used for Satisfactory.
you mention port 7777. Have you tried connecting on 15777?
if you tried pocking directly at the udp ports with a scan software it probably crashed the server
make sure the server is restarted and running fine before doing further test
(nmap crashs it for instance)
your host provider doesnt have any kind of in-data-center firewall that you need to open too ?
I changed the firewall settings in Windows, and that was the only thing needed for Minecraft to work. So i dont think there is one.
ok
you made sure it is UDP rules and not only TCP ones ?
do you have enough free RAM on your server machine when you start the server ? (12GB)
It is a Ryzen 7 5800X and 64GB Ram so i think it can do it π
I know some of these question may sound too obvious, but too often people overlook some of the simple things
but it has enough free RAM ? it isnt overloaded by something else ?
Yeah and i do think i am overlooking something, only the something bit. No only 7% in use
CPU is sleeping at around 2/3%
"opened UDP port 15777, 15000, 7777 to FactoryServer and/or UE4Server-Win64-Shipping.exe" you mean when you check like this ? :
https://satisfactory.fandom.com/wiki/Dedicated_servers#Checking_Listening_UDP_Ports_on_Windows
as Rebelius said, you connected with 15777 port in the game client right ?
Correct got the result as shown on that page and yes used port 15777.
Hmm, this error comes along:
that's the last line ?
Yes, and then it goed back requestion API things from Epic. as a warning.
Feels like i missed a part of the installation? (?)
I will try launching it to see what it says
I remember having these error messages the first time I launched it, but I didnt have it now
did you try to completly restart the dedicated server ?
the first launch are a bit more chaotic as it is setting up itself
Yes, even removed everything, steamcmd and the dedicated server and started all over.
Yes, i did see some installation from Epic while it was launched for the first time, but never seen it again, i am going to think it is related to that. (But i am unsure how it was called...)
Yes installed with steamcmd but first time it started the server as mentioned in the wiki, it also installed something from Epic before launching FactoryServer...
Sorry about beeing vague...
I mean the dedicated server is basically a stripped satisfactory game focused on hosting
so it does load some epic api like when you use the client from steam (I know you cant really experience that though)
it is a steam x epic game
but that is still the dedicated server on its own
you really get nothing from your client ?
did someone else try to connect ?
note the client does not currently retry to connect, so if it failed to connect once you may have to relaunch the game for it to try to connect again (or re-adding the server, or clicking on another server then trying back maybe)
I goign to try it tommorow getting late and need to work early; thank you for the suggestions though. π
I wish you good
reguarding the LFG channel, i know a bot handles this. how often can i post in this channel, i dont see any rules about posting daily or weekly, i dont want to flood the channel with posts is there a way to seperate them from dedi servers and local host, have search perameters? i would like to see how crazy my server can get.
lfg channel message have a line with "local only" or "dedicated server"
I don't get your question
Hi all, Any fix for the random crashes and when you load back in your old body just sits there like a offline player?
Turn creatures to passive to help with the crashes. I haven't had one since I did that
all good will try that and see if it works
anyone have any experience with using satisfactory server with cosmic guard or some other kind of ddos protection?
can I run the server on a non-experimental client?
or must everyone opt into the experimental version in order to connect
Everyone needs to be on the same version of the game (right now experimental and stable are the same)
oh ok no problem then!
wonder how Ryzen 5600X will handle it when playing other games simultaneously?
RAM is irrelevant for me
When update 8 launches anyone playing early access version won't be able to load the server as their be running different versions of the game so they would have to run the game on experimental aswell
Only if the server is set to be running the experimental version
Ye I confused myself reading his question π€¦
yeah I saw that they have one launcher for regular/experimental also
so that answers my question
thought the whole thing was an experimental feature to be released in update >=8
But the answer I gave would apply if the server is running on experimental when update 8 launches you would have to be playing on experimental to join the server until ea and experimental are again running on the same game version
i have a server and i wanted to join but when i add ip and port it says server offline, any1 has an ideea what setting must be made? or an guide to setting up the server>?.
Are you accessing it from your own LAN or from outside your network?
Then you will have to ensure the ports are forwarded correctly by the router/firewall on the server end
And ensure you're using the correct IP
hm,m ok
I don't get how to get started on this thing
I installed it on Epic and when running it there's no options
how do I e.g put in the world save on it? how do I choose which world to host?
the wiki speaks about stuff like this
Insert the Session Name from step 1 into the server settings tab in Server Manager, press
but mine just opens a shell, idk where these esettings or anything would be?
does the server say which IP it's hosted on?
You do that from the in-game interface (load save, session, etc)
But you have to connect to the server first
If you're hosting it internally (on the same machine), localhost or 127.0.0.1 should work, if not you will need the IP address of the machine. An external host should have that info on some sort of configuration panel, if it's on another machine in your network, use its IP
yeah this is pretty much my progress so far
I opened ports on Windows firewall also
but when I try to connect to my exposed IP and port 15777, there's no server
I don't even know if the server is running correctly and what it's supposed to say
When you're connecting from your LAN, use the internal IP. Only if you're trying to connect from outside your network would you use an external IP
yes but I'm trying to connect as if I was a friend
I should still be able to connect using my external IP
or am I wrong on that?
That's going to be something with the router and IP loopback. It might be better to go to another network (or use a hotspot from your phone if available) to test that
ok I'll try to connect via localhost first and see what happens
and if stuff works I'll then have my friend try the external IP
alright seems that localhost worked indeed
so this is confusing, am I supposed to load a world via the game menu? is this a one time thing, am I free to close the game after?
Once you load the save, it's on the server. It will save at whatever interval it is set to, and when players exit the world. It will most likely pause when there are no players, unless it's set otherwise
welp server died and it no longer starts apparently
this is the last that I see
maybe I need to port forward I guess?
Not sure the NAT error is a real issue, but someone more knowledgeable would have to chip in there
seems to work after removing and re-adding the server in the game
Yeah, the service used for nat detection is currently broken so it always says tbd/ failed
my game will add both internal and external IP no problem, the external reports a little extra ping and a lot extra ping if I'm on VPN.
Interestingly the game seems to resolve DNS before adding the server, so if I try to add both the Public IP and satisfactory.example.com then it will not add two.
i have a friend who is trying to set up a satisfactory server, once he gets it up how do i join? do i need an epic acct?
No, just go to the server manager in your game and enter your friends public ip
ok (:
Can someone explain what the epic games dedicater servers tool is supposed to be
samething what STEAMCMD is to steam
I just wanna set up a dedicated server I'm not sure how
The software used to host a dedicated server
Are those free though
server hosting is always free on your ownhardware
So my machine has to be on for the server to be up and running
yes of course
unless you have another machine
like for me i have my main machine 5950X 128gb, 3090 etc. then i have my sever machine which was made from left over part from upgrading my main machine which is 3950X and 64Gb 3466 Ram kit no GPU and running linux
Man this is confusing
well yeah server hosting on your own is more for like a hobby type thing and if you want to learn on hosting then google and youtube are your friends... if you want to just plug and play then find some provider for you.... i dont use any as they all suck imo but that just me
Just seems a bit much when all I wanna do is play with like two other people
You can just use normal multiplayer then?
real
wdym?
I just set up a new dedicated server using the experimental branch, whenever I try to launch it, it pulls up the console as one would expect, goes through the whole launch procedure, then it just stops. The console disappears and there's no service or process running in the task manager to indicate that the server is running.
Here's the command I use to launch:
echo Satisfactory server will now start.
cd C:\Satisfactory
.\FactoryServer.exe -NOSTEAM -log -unattended
echo If the server has successfully started, you may now close this dialogue.
pause```
(I know the echos and pause are unnecessary, it's just my preference to have them)
Here's a pastebin of my log:
https://pastebin.com/cZURXm73
Had to use a pastebin cause I'm running my server on a VM on a different machine. No crash log available.
The process also completely ignores the -nosteam argument.
Hello, the mods are installed... the Ficsit-CLI, but the server doesn't have it, what needs to be done to make it work?
Dedicated servers do not currently support mods
So how can I make it go everywhere? Does the game have to run on the current machine?
If you're trying to run a dedicated server, you can only run it unmodded.
The closest alternative to a modded dedicated server you can get at the moment is loading up the regular game on a different computer and logging in with a different steam/epic account then playing "normal" multiplayer. You'll have a random pioneer just sitting there AFK all the time, but you'll be able to use mods.
then what is the CLI client for?
It seems to be a command line alternative to SMM. It's not for dedicated servers, it's for the actual game.
The source site for Ficsit-CLI doesn't say anything about dedicated server usage.
singlepalyer/host max number?
Where are you seeing that?
If I start a plain Single server as you wrote above, what is the maximum number of people who can connect? because my friend wanted to come in and there were 4 of us, can't there be more?
Oh! One sec.
NAT detection is mostly a client game thing, dedicated servers need setup network anyway
so I believe it mostly always successfully fails for dedicated server
I believe only some mods supports multiplayer though
In all my logs when I had a server it still failed...
I'm not sure how that's really relevant tbh
that's what I meant : it's not relevant to dedicated servers
and it's probably why it fails for them
True though that may be, I wasn't about to go through the list of mods they had, not in this channel anyway, I took the conversation with them elsewhere, as it no longer belonged in this topic.
And on that note: have you got any input on my issue?
-nosteam isn't a valid command line flag for the server command https://satisfactory.fandom.com/wiki/Dedicated_servers#Command_line_options
Oh... well shit, why do the logs say to use that when it fails to load the steam API? Anyway... I still had the same problem without using -nosteam.
Why don't you launch it with steamcmd? Any particular reason you don't want to do that? https://satisfactory.fandom.com/wiki/Dedicated_servers#Windows
Or docker, I suppose. I don't have any experience running the server on Windows, though
I downloaded it through steamCMD...
I've never had much luck with docker on... well... anything really...
Thing is, I've had it working before, pre update 7, with update 8 just over the horizon, I'm trying to lay the groundwork for a fresh dediserv so that when the dediserv files are released, hopefully I'll just have to update the server with the SteamCMD command and be good to go.
I figured out what my problem was...
Had nothing to do with the server files or my scripts...
I just didn't provision enough disk space on the VM I was hosting it on... Gave it more disk space and now it's working...
Fair enough. Glad you got it figured out
Now I just need to get the networking done and set my DNS routing so my URL will work... π
As am I! I had just enough disk space to install it, but not enough to run it. lol
My server is running but I can't see it online. I made it using pterodactyl eggs if anyone can help I would love some! Edit: fixed it
I've just done this last week. Very satisfying π
To clarify, it doesn't come up when you type your pterodactyl servers ip in the server manager on your client?
Don't worry, the firewall was blocking it for some reason and it's working now
Indeed it is! Just waiting for my network admin to elevate my permissions so I can actually do it. Lol
What would be the requirements for a server in satisfactory update 8 to run 5 players stably? And also the requirements to run 10 players, can anyone answer me?
Nobody can answer you. First requirement would be a time machine
We don't know how UE 5 will impact requirements
Hey all, thought I may as well ask just to confirm "it's not just us". But basically - a mate and I have built a factory on a dedicated server, with the game having run around 9000 hours. Obviously the factory is now becoming very large, spread across the map all connected via trains, drones etc - with still plenty more to go. Our save file is now at around 14mb. In recent weeks - it's become unplayable. If we manage to get into the server, it either crashes or we get timeout errors.
We've tried playing around with the game.ini file on the server, and our own settings like the network quality toggle etc - but nothing is working. Reached a point now where we may as well not play anymore which is so frustrating.
I'm trying to work out is this "normal" as in a known issue, that the next update is expected to fix - or is it just us/our dedicated server host GTX? (CPU, memory, bandwidth, storage of the server all fine).
How much memory does your server have?
Memory: 12GB
Hard Disk: SSD Enterprise Drive
CPU Clock Speed: 5.2Ghz+ (16 Cores\32 Threads) (OC Extreme Performance)
Disk Space: 100GB
Do other people constantly get this ? Clicking retry over and over then the server appears?
Depending on how complex your base is, that might not be enough. 16 GB is recommended for end-game complexity
Probably memory my guess as Iβve seen some really large save take more that 16GB but at that point you have to modified the config file to work anyways
Can give it a try I guess thanks both.
Will update 8 fix dedicated servers?
And will there be mods for servers soon?
Or do I have to wait until 2026 or later for that to happen because the devs are "working on 'more important' stuff"?
Hello. I'm running a Satisfactory dedicated server on a Linux Debian 11 system. Unfortunately I can't connect to the server.
Your threshold is set too low. Try changing the network quality in your game settings, or if you're not running the server on docker I think you can go into the game.ini file and set the timeout thresholds there. Looks like it's currently set to 20 seconds (I think mine is 300)
Okay, yeah I've set the network quality of the game to ultra. It is a server in Pterodactyl
So it should be a Docker container
Devs care about the single player experience first they have even said it them self and no it actually going to be even more unstable according to devs in no mod support as yet either so donβt hold you breath..
Even MORE unstable?!
That's an outrage
but I guess that game development is game development
Slow and boring until it gets interesting (to us community members at least)
Not really
Dedis weren't even supposed to exist until a long time from now but enough people begged, plead, and whined that they released them as a very experimental feature
Well... They work QUITE well for "very experimental"
Indeed they do
That's your hardware's fault
There are three main crashes that affect dedis and a few minor bugs
The only thing I have noticed is the fact that on a single player save that someone gave me, my PC freezes for a good 1-3 minutes during autosaves (And regular saves at that)
I turned off autosaves because of that
Sounds like a slow pc
Even the biggest saves in existence save in under 5 mins
minor bugs are minor for a reason. No real reason to worry about them
I don't think so. I just got a new PC with a 1660 TI GPU, and Intel i5 9500F, and 16 GB RAM
Nice π
Not a bad system but hopefully you didn't pay too much for it
My PC is anything BUT slow π
nope. Only $300 π
Ok, solid deal then
But 9500f will struggle on single-threaded perf and that's your biggest limiting factor in save time(really all performance in this game)
Why not use more threads?
Should be EZ, right?
This is the internet, so I'm having a hard time telling if you're sarcastic or ignorant because a bunch of your comments ate pretty bad
IDK. I don't know the signifance of "threads" in a CPU
IDK if they are important or not
Ok
Using more threads is not very simple
But I DO get the feeling that if a game is capable of utilizing multiple threads, lots of things will be faster and more efficient, right?
Pretty much
And this game can reliably utilize around 6
And your cpu has 8 if memory serves
But not thay fast
Okie ^^
im guessing this is just for hosting and your not playing on the same machine as that would cause lot of performance issues with those specs... if your just hosting on that pc then is fine... but i host mine on my second machine with a 3950X and 64Gb 3466mhz and dont have any performance issue when saving or playing on very large saves and my save are under 1 sec lol you can see my old post here my times #dedicated-servers message
nope
Btw, that is just for a Single player save game
I have 0 performance issues with playing ON dedicated servers as a player, not a hoster
I don't even have a hosting PC, lol
The PC that I listed the specs of is my best PC ^^
ohhhh i see that make sense... yeah this channel is for people who host or need help on hosting dedicated servers so yeah....
yeah no worries.. yeah you will be fine connecting to server your pc dont matter for that if it can play the game it will be fine.. my main rig when i built it 2 years back would be consider power full for this game which is a 5950X,128GB 3600Cl16 ram kit, 3090, X570 creation motherboard now not so much but i also host on a second machine that was made from left over part upgrading my main rig lol
main rig
left over part pc lol runs the server 3950X 64GB 3466 Ramt kit X570 Master mobo and some gpu for other things runs linux
Very nice!
they use to be used for minig ETH back then now they dont do anything i just havent removed them lol
but the little X560 is just for display if i need it... the other one is 1060 minig card that just doesnt do anything now
this is a more current pic now with the old minig card removed
You could run a small media server like jellyfin and use the GPU for encoding.
yeah i have two of those 1060 mining cards but havent dont anything with them yet lol
better pic of the main rig
This is my server. Runs Ubuntu Server 22.04.2 LTS with Pterodactyl panel for running game servers and Jellyfin for my dvd collection.
Recently upgraded it with a Ryzen 5 5600G and 64GB of 3600MHz ram.
Love it!
Here's my current rig after a PSU replacement.
Ryzen 7 5800x, EVGA 2080 Hybrid.
nice... very clean rig
i have one of those cases too lol
the pro 900
i have it my closet tho not being uses lol
Actually Pure Base 600.
is a little dustly and no i dont have a problem buying parts lol
i should transfer that server in that cheap case to this case but just been lazy about it lol
Yup don't have an issue buying parts either lmao
LOL i hear you brother i have the same thing lol
I have a random collection of old stuff but nothing usefull... unless you happen to need a pci three port firewire card
Then I can hook you up
I mean, I still have my old ipod that uses firewire...
Lord knows where it is lol
Well back to satisfactory.
I have a GT 640 sitting in my closet because βwhat if i just need a video output for somethingβ when i literally have 2 GPUS and a iGPU spread between my machines
Do u need a good GPU and more than 16gbs of ram for a server?
You really don't need a GPU at all to set up a dedicated server. It can help, but it's not necessary as the dedicated server doesn't load any graphical assets (loaded only on the client device). You would want to prioritize your CPU selection over GPU. As for RAM: I give my VMs more RAM than is necessary, but 16 gbs should be sufficient.
hello pioneers, I just joined the server bc I have a little problem with my new installed dedicated server on Ubuntu 20.04, when I start the server it looks like it works perfectly, UFW is allowing all 3 ports, ss -plnu | grep UE output all 3 ports correctly, ports are correctly forwarded, but it shows as offline in the game. I used telnet on a local computer and on the server (127.0.0.1) and I can't access the 3 ports, I also tried ss -tlnp | grep 7777 but no output. Does someone knows why ?
Is there an option to increase the draw distance?
That's all client side...
It's the exact same as single player
kk
Just thought I would say - we upped the RAM to 20gb. Think I got an extra 10 mins before another crash/timeout.
Since ya'll are posting hardware. Here's THE BEAST
wΓΈy, more soldiers with i7 4790 π
Noice. I desperately do need more ram but I can't bring myself to buy more ddr3 because I always think I'll make big upgrades in the future π well far future, have an unexpected expense coming up after today π¦
Probably going to get laughed at right here, but if you don't ask you'll never know, and you guys know your stuff so thought I would ask here first. Can I run a server from a VM from my main machine?
Provided it's allocated the appropriate resources, no reason why not
How would i go about exposing it to the local network rather than the virtual one?
Hi,
I apologize if this has been asked, but I've been searching with no real answers.
We were renting a server and kept having issues where lines and pipes would turn invisible or stay blue. They were in the world in a way that they were obstructions, but not appearing to function. We also couldn't interact with them until we logged out and back in.
This happened repeatedly.
Has anyone found a fix?
The term you'd likely find documentation on this would be "bridging" and how exactly you do that varies by VM software. General VM support is a bit out of scope for the channel
Thank you, I think I've set up properly. Just have to set up the server now.
Are you hosting the server on the same machine or a different one?
Reposting a problem I have with the server in case anyone knows what could be the cause:
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Lighting, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Exploration_2, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogWorld: UWorld::CleanupWorld for Persistent_Exploration, bSessionEnded=true, bCleanupResources=true
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:560][182]LogStreaming: Display: Suspending async loading (1)
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:591][182]LogStreaming: Display: Resuming async loading (0)
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:592][182]LogExit: Preparing to exit.
Jun 05 18:28:55 debian-16gb-fsn1-2 FactoryServer.sh[7500]: [2023.06.05-18.28.55:612][182]LogDeviceProfile: Device profile begin destroy: [0x7f38ad0e9280] Linux
Jun 05 18:28:55 debian-16gb-fsn1-2 UE4Server-Linux-Shipping[7507]: LogOnline: Error: OSS: Leaderboards Interface Requested
Jun 05 18:28:55 debian-16gb-fsn1-2 UE4Server-Linux-Shipping[7507]: LogOnline: Error: OSS: Leaderboards Interface Requested
When I try to stop the server using in-game console to make it restart, it gets stuck on these two error commands and never seems to restart. Does anyone know a fix?
Hit ctrl+c to stop the server. Make note that any data not saved will be lost. Also you can't send commands through the terminal, needs to be done through the game client.
That is what I did, I sent an exit command through the game client. I don't want to have to connect to the server every time something goes wrong with the server to Ctrl+c, that is why I am looking for a fix or a workaround.
Because it defeats the whole purpose of using a service, could as well just run it using tmux in this case.
There isn't. The dedicated server is still in experimental. Certain things aren't ironed out yet.
The interesting thing is that it doesn't seem to be a problem for everyone, someone even mentioned some sort of a race condition
Maybe I'll try to run as a docker container though that is adding more to the complexity, for me at least
I use pterodactyl which uses docker containers to host game servers. I run into the same thing.
Although my server runs 24/7, it doesn't bother me.
Well, fingers crossed that it might be fixed in update 8. Otherwise I will have to improvise I guess or just let it be.
They actually said update 8 will most likely break dedicated servers. Only time will tell come Tuesday.
Though if running as service at least helps with restating from crashes, that still makes it worth it to run as service. Even if the damn attempts to make it restart through the client console fail.
Hey guys.
I'm having trouble keeping my dedicated server running.
When we're on it works just fine. If we all disconnect, when someone wants to join the next day the server is 'offline', I have to manually load the last save before anyone can join.
This is kind of voiding the point of having a dedicated server up and running if people have to wait for me to load a save.
Does anyone have any feedback input or ideas I can try? It's being hosted using Nitrado
Okay thanks, I wasn't sure if it was a 'feature' of the dedicated server.
I will reach out to them now.
Different machine, I have a win10 pc with the game on epic, and a server running on ubuntu 20.04
Hello, I'm seeking about how to change the hostility of creatures to retaliete on my dedicated server but I don't find any way to do this
Can you tell me please where is the config file please?
for the RAM it depends of your servers load without the satisfactory dedicated server, the dedicated server itself can need up to 14GB of RAM which practically let only 1.5GB to the reminding server system, which may or may not be sufficient depending on your server setup
what do you mean by telnet ?
did you try to restart the dedicated server as well ?
a lot of rented servers overload their servers and even give too low RAM space to satisfactory dedicated server
telnet <myip> 7777
ENDERgastro is my alt btw
why would you want to do that
To check if port is accessible
.
telnet is not really built to test ports, also telnet uses TCP connections, here you want to test UDP ports
you can't really test udp ports that way
(TCP port testing rely on the TCP protocol responses for connection establishment, UDP does not have any connection establishment protocol)
That's done with the setting for the client
Wow, my server is not a fan of this truck path...deleted the path and the truck and redid it and it still won't run
Oh
I see
Looks like Iβll have to download satisfactory on my laptop and connect to my subnetwork
Yes, multiple times. It briefly resolves the issue.
The point about memory is valid and worth looking into.
So then the ip address you would need to enter is the one used for your server. An example is if your main pc is 192.168.1.25 and your server is 192.168.1.11, in game you would enter 192.168.1.11 for the address and leave the port 15777 alone. It then should show up. Though it will take a moment for it to connect.
The problem is that i have a not common network configuration, so my pc is on 192 and my server is on 172
Si i have to connect by public ip
I have port forwarded
Btw⦠do dedicated servers run update 7?
Currently, yes
Okey thx
When U8 comes out, it will depend on the server settings which version it runs
Hello,
I am running a dedicated server and am having some issues with random disconnects. Is this the correct channel to ask for help? Or should I post my question in the #1038092680493801533 ?
I am running a dedicated server. It is running inside a Docker container on Unraid.
I host a dedicated server. This is running in a Docker container on Unraid and works pretty well. The server tends to crash randomly multiple times a day. It seems to happen more frequently when we build or delte something, and especially when we use different materials. Like changing a metal foundation to concrete. The server just seems to reboot, and we get kicked after a few seconds.
I wonder if anybody knows how to change these timings or fix the error
I know that dedicated servers are very buggy, but am hoping that anyone knows how I can fix this. We have lost a couple of hours of work and have now gotten to the point that we logout to force the server to create a save after we have build something.
The serverhardware has 32GB of DDR4 ram and an I5 105000. The server load on the CPU is only about 15%, so there should be plenty of power left.
I found a thread on Steam where people were talking about changing these timings; https://steamcommunity.com/app/526870/discussions/1/4543572243352051143/?l=czech
I did take a look at the engine.ini file, but there were no settings in there that had anything to do with timings. My engine.ini file looks like this:
I did try to search for others with the same error, but found that most other reports talk about problems connecting. We seem to get kicked when building or dismantling things
Which Docker server do you have, and what phase of the game are you on?
And do you have creatures set to passive?
from what it seems it seems you know what your doing and the server is "working" the issue now is with the game but we all know here that DS for satisfactory are shit and they run like shit... all you can do it set up a script to auto restart the server is it crashes etc... so is back up and can play again...another thing you can try is setting wild life to passive... and dont use blueprints as that can crash the server also... so as you can see DS for this game is pretty bad and dev dont really care as they are focus on single player experience.. and dont get your hope up for update 8 if your playing on DS lol
I do not know what you mean with Docker server. My hardware runs Unraid and that has the option to install Docker containers. We are on the end phase of the game, but have had the crashes from the start.
The creatures have been set to passive, since we found that it crashed the Unreal engine if we didn't
Which container are you running? There are about a dozen
Ich777 makes a lot of containers on Unraid.
It seems that I can't post a link to the server
https ://hub.docker.com/r/ich777/steamcmd/
I run almost the same thing (docker on unraid, almost same hardware) and have the same exact issue.
Can't check which image in running but I think it's ich777
I am trying to get a link directly to the Docker container, but can't seem to find it.
I found it
These are the only 2 options that I have for Satisfactory containers. Could this issue be container related?
It could be, depending on how it's set up
I could try to setup a VM and test that
That would take some time though. Are there other troubleshooting steps that we can try first?
I've used the wolveix and renegademaster docker containers with varying success. Renegademaster is the one I use now
Are Docker containers ok to use, or it the SteamCMD installer recommended?
I've never used an unraid server, so I don't know
I assumed the crashes are just expected at this point. There's been no patches for the dedicated server.
I guess that I will try the VM route then. The soonest I can test that will be in about 2 weeks. We can live with the crashes for now
fwiw, you're not the first one I've seen with a crash relating to deleting objects
We also assume that. But we found that the crashes we got were increasing in frequency and everytime the dedicated server loaded the most recent save. Since saving took a long time and lagged a lot, I changed the save interval to 30 minutes. We have lost so much work the last few days
I changed it back to 5 minutes just now and will tell the other players to live with the saving lag
We get the crashes when building of deleting things. I would say that the crash likelyhood is like this:
Low chance when building
Intermediate chance when deleting
High chance when converting items to other items. Like metal foundations to conrete ones.
Yup that's the same for my server
We also got other issues where some players seem to crash (game still works but they can't move and can only respawn) when using hypertube cannons and hypertubes. About 3/4th of the way through the hypertube, they crash. Their player character is invisible, and the game shows the wrong location to each other player. The stuck player can see where he is stuck, but other players see that the game compass shows that stuck player on a different location
But we thought that was just a normal bug and didn't pay much attention to it
Have you by any chance tested with differen CPU speeds? I have made my server low power, and told the CPU to not boost and not use more than 30W
Since it runs on 15% load when Satisfactory is running, I thought that should still be plenty of headroom
My cpu is 10th Gen i5 at stock speeds, uses about 20 percent load when server is running
I don't think it's cpu
I have an I5 10500. I also assume that the cpu is not the problem
Would someone who is renting a dedicated server with no issues (no ghosted/ blue or invisible lines/ pipes) tell me who's hosting their server (survival servers, nitrado, etc.) please?
I'm not sure but I got the feeling that invisible pipes and belts seem to happen more on certain parts of the map
Thanks Workermaster.
So I'm curious, will dedicated servers also get an experimental update to version 8 next week... Also has it been stated if those advanced features (such as giving self items and flying) would be able to be disabled serverside?
The video implied that users could only access them if they were enabled on the server; but once they're enabled, they can't be disabled (they can be toggled, but not disabled entirely) for that save
Hello everyone, last week I started my first steamcmd Satisfactory server using common tutorials found all over online and it worked just fine. Then I decided to shut it down and open a new one with a previously saved map and now nothing I do will make it work again. When I run the bat file to start the server it gets hung up and just sits there. I have the log file, is anyone here knowledgeable enough to decipher it?
Past it to somewhere like pastebin and link it here for folks to take a look at?
I'm having real big issues with the server lately, it crashes once a day and I'm having a ton of desync, like belts staying in that blue form and never finishing building
what's the usual causes, how does one debug these things?
It does, I'm looking to see if I can see anything
Thank you so much
How much RAM does your server have?
should be enough, I have 64GB
16gb
server seems to only use around 2-3
What about disk space? Both of those could cause the issues you describe. What phase of the game are you on?
I have >1TB free space
Not sure how you use so little π Mine is pretty constant at around 12
phase is EGP_LateGame
I have over 200gb of free disk space
can I force server to use more? idk if there's a settings file maybe?
I used these instructions to set it up: SteamCMD Step One: Download SteamCMD and extract the file
SteamCMD Step Two: Double-click on the extracted application to download the files, then type quit to exit
SteamCMD Step Three: Right-click and start a new text document file, then open it and add the command steamcmd +login anonymous +force_install_dir SatisfactoryDedicatedServer +app_update 1690800 +quit
SteamCMD Step Four: Go to file, then save as and save the text document as server.bat and choose All Files from the file type drop-down list
SteamCMD Step Five: Open the new server.bat file and wait for the files to download
SteamCMD Step Six: Open the Satisfactory dedicated server folder, create a new text document, then paste FactoryServer.exe -log -unattended into it
SteamCMD Step Seven: Save the text document as start.bat, then open it to run the dedicated server
SteamCMD Step Eight: Launch Satisfactory and choose Server Manager from the main menu
SteamCMD Step Nine: Choose βAdd Serverβ at the bottom of the screen
SteamCMD Step Ten: Players can add their IP address and the default Port, 15777, then choose 'Confirm' to create the server
Are you running this server on the same machine as the client?
Ok. Around line 200 there it's saying the Steam server API failed
what does that mean?
Not sure, it looks like it may have started afterward
apparently one of my world markers even vanished between server restarts
I've seen that happen on my own server, restarting the game usually brings them back
hm ok
I am trying to join a friends server and it acts like it is going to load and then just give network error: Your connection to the host has been lost.
It is new server and I have never had issues before connecting to other servers. Any ideas?
Did he forward a port for the server?
The server is hosted through GTX
Hey there, I haven't tried dedicated servers for a while but last time I did trains were definitely not working properly with them. Anyone here using them, have they been fixed?
I don't seem to have issues with trains. Trucks, on the other hand, are causing me issues
hey, we're having an issue with connecting to our dedicated server
all (3) of us are experiencing a bug where the game tells us that the server's offline, or it just can't connect
despite at lease 1 of us being logged on, or able to connect at the same time
we don't know what's going on or how to fix it (this is early access, not experimental)
can anyone advise me on how to diagnose this?
yes they will push experimental server version
and game mode is a game thing so I suppose it is server set , not client set
that's when the game is not loaded yet
check when you launched a game or after you leave
make sure the system only use less than 6-7 GB RAM before you try to start the dedicated server
the dedicated server itself goes to 12GB RAM use
did you make sure you don't have multiple dedicated server running ?
what kind of address are you using to connect to it ?
(if you want multiple instances -which you can't with your hardware setup- , you need to change the server's ports so it doesn't clash with existing ones)
x.x.x.x -> ipv4
abcd:abcd:abcd:abcd:abcd:abcd:abcd:abcd -> ipv6
name.tld -> dns
IPv4
make sure your mods are disabled
None of us actually knew we could mod this game π€£β¦ so itβs not that π€
look like port forwarding rule unstability then, but it's weird (normally it either work or fail at some point, but it's not random)
Hmm π€ yh, pebblehost reckon itβs a game bug
make sure to check the ipv4 address often if it is a changing one
but that bug need a trigger
you hosting, or you using a 3rd party vendor, pebblehost i guess?
the client "bug" is it doesnt try multiple addresses in dns response (doesnt apply to ipv4 ipv6 direct address), and it doesnt normally retry to connect until you restart the game (client), which is annoying
Pebblehost
my first attempt at using a hosting company, they didn't finish the install, was missing the expose of my port from the container. I just reached out to them they fixed it.
If theyβd failed to expose the port, none of us would be able to get on
This is more like the server (or client) is refusing the connection at random
oh, sorry, I thought the network image was form your post.
The ping timeout image?
Noβ¦ but we do sometimes get that as well π
How do i create a dedicated server
theres a link in the channel description
Its a old video and i go localhost and it doesnt work'
I cant create one because of my version
on upd 7
i used the guide and it worked so unless you have some more specific question im afraid i cannot help
Wdym
So jace told me to run stsfcty dedicated server the tool
Then he says type localhost in the ip address then go confirm connect create game then done
Which number do i go to ex: 1: linux
the most appropriate one for your setup
On a lenovo i dont know since its my first time
Probably follow windows instructions then i presume
So number 4 setting up a server
Ok on the wiki it says run the ded server i am running iit and it is done now what do i do
Nothing on my downloads in files
Just follow the guide.
I am glad to help if you have some specific question
Ok
when does it say that and what did you do to make it say that
I connected it when i go join game it says you are not connected and it says that'
Ill go live and show you in dms
PITCHED]
Server logs
Are the server even running?
Also why do you want a dedicated server on the same machine
In most cases you are better served just hosting it normally when you are just using 1 machine anyway
just checked and i'm actually using the wolveix/satisfactory-server container, so the issue isn't container specific imo, probably just the game code tbh
Thanks for checking. That does dimish my hopes of it being container related a bit. I am still going to try a virtual machine in a week or so
maybe unrelated but i did notice i didn't do these bandwidth fixes
have you? @molten sinew
it says it's a lag solution, but i wonder if the crashes are due to bandwidth issues
My engine.ini file looks a lot different. I do not have any of those settings in there.
I will make a screenshot of the files that I have
I have 2 engine.ini files. Both are different and in different locations. None have the options that are shown on the Satisfactory wiki
i see the options there already
internet speed/ client rate at the bottom
just got to increase the values on the server AND client side it says
Sorry, I overlooked the options. I was still trying to find other settings in there
so if your users aren't gonna edit their side, probably best not to edit
I can tell them to edit it
But I can also try it first. If I change those settings, and also my own game, then I can test if I still crash
It says to also have both the host and client on the same setting for network quality. I can change my own game setting to ultra, but don't know how to set the server network quality to ultra:
Having amazing sucess with a Mac mini m2, using VMWare to run WIN11 arm as a VM, with 5/8 cores and 12/16gb dedicated to the vm. Been running fairly stable with only 1 crash over 3 days. Only changes are auto save frequency decreased, enemies on (forget name but βretaliateβ setting) do not seem to affect server stability. This runs better than the service I used before, plus I have more direct control of the server in house.
For a max of 4 players residing coast to coast!
I know satisfactory does not βscaleβ beyond 2 cores, and generally you donβt want a majority of system resources spent on a single container, but in this case I found it to be the most stable configuration.
Also, steam api errors are of no consequence, must be a bug. I even run -NOSTEAM flag and get the warning
Where did you get that info?
Yeah, that's normal
And the location of the players really has very little effect on server performance
Reddit/wiki/off topic dev discussion hinting at it. But this was speaking on an x86 system, I assumed appleβs SoC scheduled has its own special sauce along with win 11 arm weirdness
TBH Iβm surprised it works at all let alone well
It's more like the 8 thread mark where you see diminishing returns
Hadnβt seen anyone successfully pull it off on an m2 max with VMWare so thought Iβd post it does work confirmed
Makes sense why 5 cores 10 threads brought minor stability over 4c 8t on apple silicon then imo
Thanks for the info
You will likely eventually run into issues
It's possible to host just fine on a 4500, but late game or large saves it'll slow down if I had to guess
Very cool to have it running on Apple silicon though!
Itβs running a 300 hour mega factory save now. One that wouldnβt work on the old sever hosting service. Gotta get the name from my friend, they must underspec machines hard
300 hours != megafactory
300 hours x 4 players for 1200 man hours mega enough? Lol, not sure what your definition of mega is though. Definitely thought we hit a soft object limit due to the slowdown on the old hardware
By no means an ideal machine though. If I werenβt broke more ram would be betterβ¦
Is that 300 save hours or active?
With 4 players that's more impressive nonetheless
Anyways, seems thereβs no issue with VMWare if parallels isnβt your thing if you somehow find yourself hosting on a Mac chip.
Fingers crossed it can stay this way and work with update 8 (though I assume it likely wonβt work on update 8+ until the server itself gets an update, which I know isnβt first priority).
Server will be updated alongside client afaik
It just might not be that stable
Really struggling with my dedicated server.
Every time I come back overnight to play (same with my friends), the server is basically inactive, I have to 'load' a save and the connect. This means that my friends cannot join the server unless I load the save myself.
Has anyone experienced this same behaviour?
Are you hosting with nitrado?
Hey mate, yes I am. I had a chat to their support team, whilst they were polite, they were not helpful at all.
Yeah, several people have reported this issue with them lately
Seems like they are completely shutting down servers when there is nobody online after a few hours
Hmm
That's really disappointing, I'm paying for a service I should have access to that service 24/7 haha.
I'd move away from nitrado if you can, self-host if possible
Yeah thanks mate. Appreciate it.
That would be logical, yes π
If you have a quick moment, I'll migrate away from Nitrado then, I was wondering if you knew where the saves were on a dedicated server? Just so I can pull them out via FTP
On Linux it's ~/.config/Epic/FactoryGame/Saved/SaveGames
Fantastic, thanks for your help mate, appreciate it.
Yep
so whats the problem?
When i go join game it sayed your not connected then it says host connection has been lost
Show me where the logs are
never touched a windows server
yeah will probably need more than that
Error: IsClientMsgTypeValid FAILED (40): Remote Address = ::1
Do you by any chance have any mods installed on your client?
because that will not work
Since dedicated servers aren't too stabile yet and update 8 could make it worse, does anything stop me from just hosting a satisfactory game on another PC as a normal player and just leave that running for people to join?
You need to buy two copies of the game that way, and performance will be a little worse
oh true, well I've launched the dedicated server app and a console came up so currently figuring out how to get an address and port out of it
Unless you've configured otherwise it'll be the ip of the machine the dedi is running on
Default port to put in server manager is 15777(query port)
wow that was easy thanks
any difference?
I am hesitant to call it a success, but there are no crashes since I changed those settings. I have tried stressing my server by doing everything that made it crash before. Build/dismantle extremely fast, change materials, nothing made it crash.
But I also got the feeling that leaving the autosave interval on the default 5 minutes and not 30 minutes also decreased the amount of crashes
You want them to both be on the same quality setting
the setting you chose depends on a lot actually
A higher setting will reduce lag and desync issues, but also increase processing requirements on both client and server, which means that it can actually cause slowdowns on very large saves or underspecced machines
Where do I change the server quality setting?
I can only find the option on my own client, not the server
Check the wiki for that kind of stuff
Hello, I'm trying to get my dedicated server "published" and I'm running into a little bit of trouble. I have my own domain and have set my DNS to forward my URL (satisfactory.{domain}.com) to the server, but I keep getting the invalid address error. I've done this before and it's worked just fine, but now whenever I enter my URL into the Server Manager on my client it's throwing the error. Any ideas?
hey, are there any mods that work with dedicated servers?
Not currently
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
@untold thistle ^
okay thanks
Yea?
Wondering if someone knows what this issue might be. Just keeps happening on repeat.
Server is hosted on a seprate machine on the same network as my gaming PC. Ports have been forwarded and 15777 have been allowed for TCP and UDP on inbound rules on the server pc.
(would have pasted the text but there is links which I can't post due to server moderation)
only posting a fraction of the logs will not do it as the server is normally throwing a lot of warnings and errors without any being fatal
you need to post it all to enable people to read the one that may be related to actual problem
you can paste it in discord directly
avoid third party data hosting if you can send directly the content
because you probably don't want third party reviewing what you do and why as well as listing everyone trying to read it as well
Looks like a reinstall of the server fixed the issue anyway. Thx
Can confirm it is isolated to Nitrado. They didn't even try to argue that they throttle it during idle time which causes a crash. Just refunded me right away.
If anyone here has experience with CubeCoders' AMP software, do you know where the hell the save file is stored? I am losing my mind trying to find it.
Are there patch notes for todays patch? I cant join our server after today's update and the server and clients are all up to date. Is anyone else having this issue?
Afaik there was no patch today
That's steam being dumb
anyone know how i can get the session ID for a user to join me?
nvm, i got it now
dedicated servers don't need session ID to do anything
multiplayer w/o dedicated server does. But indeed, this chan is named dedi π
Does a dedicated server benefit from having dedicated gpu?
Okay, that's what I thought. Thanks a lot!
What makes you say this? I'm hoping you're right. π€
They've never done otherwise
It'd be a really weird decision
Awesome, thanks π
Im tempted to switch over to experimental tomorrow. Is anyone gonna try it with dedicated servers or are you gonna wait a bit?
I'm going to wait, personally
Partially because I'm not sure how to switch my docker container to experimental without rebuilding it π
ill be on it for sure, probably will take down my dedicated tonight and get it up and running again tomorrow evening, 5ish pm est
Our dedicated runs on a VM. I'm going to create a new VM with update 8 and shut down the U7 VM, but if we have issues we can just start the original VM back up. π€
this game itself is a problem if it comes to dedicated servers, nothing loads in fully, conveyers running but cant see them. random kicks or crashes , they should seriously start working on the dedicated side instead of bringing out more stuff over and over this is a ARK story all over again
That sounds like not enough RAM on the server, tbh
bud im running 36 gig of DDR4 memory allocated to the VM
Just started my first DS, i gotta say the log statments durring connection are peak comedy, thanks for the chuckle
- Vm hurts performance fir this server by a fair bit
- What cpu do you have, and what's allocated to the vm?
Is there a "quit" command on linux dedicated servers?
!wikisearch dedicated+server
Thanks!
how are dedicated servers now? I played on one about 6 months ago and it wasnt great but wasnt the worst, how are they now compared to say a few months ago?
The same
They're a pretty low priority feature atm
Been playing for about 1.5 months and havenβt ran into any issues
About the same
servers currently require great cpu performance
also if you are using a vm I would recommend running it in a Linux system, I don't know what you are using currently
Linux is more lightweight
M2 Mac mini with win 11 ARM in VMWare Fusion works well enough for me. Though it does take most all itβs resources, it is smoother than Linux ime (only on arm mac though)
I wouldn't expect it to perform well on a larger save though
Wimp pc then
Not at all lmao. Just frees up resources and has fewer 1% lows
Specs?
Render performance goes up but your factory sim perf is almost guaranteed to be worse
The m2 is over 10% slower on a single thread, without taking into account the vm overhead
Canβt really compare clock for clock.
I'm comparing cb r23
I'm aware that IPC and instruction set are completely different between them
wdym satisfactory doesn't support arm
Satisfactory dedicated server runs fine on windows 11 ARM (on a mac mini). It may not be officially supported, but the translation layers work with a VM. The game client itself however cannot launch.
it also works on linux arm (ubuntu)
My factory server runs on duo E5-2696 v2 and works great,no big issues
directly ? unofficial arm experimental support ?
whatever you would categorize win 11 arm support as, same thing. probably unofficial not recommended but it can work if properly configured.
π
At least IME, it didn't really deviate from the wiki install info aside from the VM setup.
I mean if you setup a vm with arm OS it means the vm is arm too
yes it does
especially Linux arm which doesn't have fancy pre packaged compatibility automation bullshit to run x86-64 code
m1/m2 chips arent strictly ARM instruction sets though, they have some x86 instructions at the hardware level to recompile in real time
My guess is the data pipeline for apple silicon i was speaking of acting as an intermediate translation layer between bare metal and the VM. I am not certain that any ARM processor up to spec would be able to run this. I have to assume its that magical apple arm >x86 at play. Though i only tested ubuntu 22.02 for linux arm
but i dont have another ARM machine up to snuff to test it so, just a guess
but the arm Linux doesn't support x86-64 transparently normally
you don't do
vm > satisfactory
you do
vm > arm os > satisfactory
and that os is completely aware of softwares being arm compatible or not, and filter it
i havent finished my degree in cybersecurity quite yet, I was fairly certain its satisfactory>VM>ARM OS>Bare metal.
The solution you describe is windows emulating x86 on arm. It is not using appleβs compatibility layer.
it is through the VM being a native apple silicon app does it not?
No. The virtualization layer only virtualizes arm systems. Microsoft has an in windows x86 emulator and no access to the instructions which make Apple x86-arm layer so embarrassingly fast
Like, obviously
The recent game toolkit brings that to a dx12 layer
This is described in a 3 part series released at dubdub
Stupid link scrubber
and that ^
that's why I was so surprised you said it is supported on Linux arm without tricking
oh, i see. yea i did mention it requires some config i thought. might have glossed over it.
windows is plug n play
you are correct. i misremembered that apple and microsoft both made their own x86-arm solutions. there isn't a ton of public documentation on it, and the smoothness along with microsofts parallels investment had me assuming that msft had some help from apple. Even with just a 2d driver it runs most games better than linux, if only for the simplicity of setup
for me it looks like you ran Ubuntu NOT arm on it
thats impossible π
can't run an x86 OS VM on an arm processor
at least i can't with the current version of vmware fusion technical preview
not supported ? ok
I thought it could have x86 emulation
it does so directly with Rosetta 2. The arm version of vmware does not allow you to load an x86 os, as it isn't yet possible. they still dont have shared clipboard or hardware accellerated gfx passthrough, so its still in development for sure. I'm certain parallels runs better, but is not worth the cost difference for a one off game server lmao. VMware does everything else i need.
I prefer the wording of x86 VM than "x86 os"
the vm provide the hardware emulated context with its own set of hardware feature
and that feature set is either x86 from start or arm from start
afaik its not possible to use rosetta 2 to install x86 versions of Virtual Machine software. At least virtualbox and vmware are incompatible.
other mode would be paravirtualization
feature set in this case is arm with microsofts x86 emulation
I mean the feature set is shown to os
then OS get to use it adding layers of virtualization / emulations for Windows
@torn finch @deep turret the dedi uses several packages that are not licensed for use on arm
vm is not aware of x86 translation INSIDE the vm
same page sounds like, i just mince words to pieces xD
VMWare is not licensed to run WIN 11 ARM either, and i'm not condoning it, just testing that it is possible π
Yeah, I know
Not really relevant to the current portion of your convo but I thought I'd throw it in since it's not super widely known
I mean, if you are installing a win 11 arm vm, you probably know xD
it wasn't a response to you
I was just continuing my message to LazyJohnson
but understandble on the clarification
Im with ya shark, i just jumbled my headcannon with reality. Headcannon being that MSFT got some help direct or indirectly from apple in creating the translation layer. IIRC one of the head engineers for the apple translation layer left to work at MSFT semi-recently, but my memory is awful
could it be possible they still compile on it for the linux version, as some packages may not be required on linux, or using linux alternatives instead, that may have arm library compatibilties
(btw, that is my real response to your message Fight or Flight)
i believe it is the latter but im 50-50 on it
will dedicated server release with experimental release ?
hello, how can i host multiple satisfactory server on one dedicated server?
should be as simple as to assigning different ips to the second instane
Yes
when i change the ports it says theat the server is offline in game
Run multiple instances of the software with different ips
wait you need an entire new ip for that?? you can't simply change ports? ok
i mean ports
You have to set the new query port in game as well
my bad
Either works
--multihome
i had 2 running instances on one machine previously so i know it to be working
i changed it in game as well but it shows up as offline
Are you sure you entered query port not game port?
i had it dockerized however so may be a bit harder to separate the instances on barebone
i use pterodactyl so its dockerized
@fiery star use --multihome with a seperate ip to test
i can't send screenshots ok
i don't have multiple ips on my dedicated server
Why not?
Ah...
something is deleting my message
Are you trying to embed it? Send the file directly
online link to a png file
ok there
i changed theses 2
still doesn't work
did i miss something?
You need to change game port as well probably
yeah
game port is normally 7777
and i think you may want to avoid using +1 on all those ports
think i read some reasoning for it somewhere
alright there is 3 ports now, lets try again
i wonder why they use 3 ports instead of only one like every game
3 times the ports 3 times the fun
Most games use more than one port
But there is actually good reason
Make sure the new ports are forwarded on your router as well
its a dedicated sever, i don't host it on my pc
Ports still have to be opened for you to be able to connect
anyway does anyone know if the server will also get the update or of it will come later?
Depends if you're on experimental or not
yeah experimental
Then it should, though from what I've seen here I wouldn't expect it to be a vast improvement, potentially (or likely) the opposite at first
alright
it will mostly be for new gameplay feature and compatibility with update 8 client game
but yea, dont expect better stability
expect less performance
they still didnt focus tweaking UE5 for that
I do believe some dedicated server gameplay bugs will be somewhat fixed though
because they are forced to smehow sync the server state with client game UE5 features, as it is changing engine
I'm staying on U7 for now (mostly because I don't want to rebuild my dedicated server because I don't know how to tweak the version on an already running docker container)
I think it may be possible to install both separately with steamCMD forcedirectory parameter
I was waiting it to play again, I will try the dedicated server as I mostly play alone now, I could update you on how it work with ryzen 5000x + 16GB RAM
I have a question: is hosting a server as the game running client-side and inviting people would be more stable than the dedicated server?
more stable in what way ?
I have a player that doesn't stop to crash but he did not crash when I hosted the game directly in my computer, without the dedicated server
Also the server often crash while with the game it was more stable
more stable as in 'gameplay works the best' : yes
more stable as in 'less crashs' : probably
more stable as in 'steady performance' : no
The first time we played the game, I launched it on my computer and my friend joined my game : it was stable and I don't remember any crash
This time, I host the game in a different computer using the dedicated server : my friend and the server crash a lot
Next time I consider to run the game as normal on my second computer and make my friend and I join it
They will have a third player (the server's one) that I will stay idle inside the hub
That's viable although you'd need another copy of the game and would be using more resources on the second pc. In fact I think someone mentioned that's the only way to have mods on a "dedicated" game.
Server is refusuing to boot on update 8 now
So....who's gonna be the first to upgrade their dedicated server and let everyone else know how the stability works?
Looks like I spoke too soon π
Yeah lol I am reinstalling the server to test see if that works but it would just crash
Ahh I see the issue
"SteamCMD failed to install the Satisfactory Dedicated Server!"
well thats a good start for update 8
They changed the startup director so now I need to change the start command
Would you happen to know the start commands required now?
The startup command I used to get it started is
./Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame ?listen -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0
Thanks!
Holy crap my server is only using 1.8GB of ram instead of it's normal 12GB
thats because you just staterd the instance the game wont be loaded until someone tried to connect to it
I am on the server
are you loaded in the game
Yes
well personally i dont think that correct but could be wrong..
idk right now it's using 1.78GB and I am playing on the server
if your on windows it could also be that windows has cache the files that is why it showing less..
Using linux
well that good but i havent tried my self so i cant say if your correct or wrong...
All I want is less crashes not less ram usage π
I'm not having crashes
What about bugs? Anyone load into an extremely CPU-heavy world yet?
if is a new game yeah i hoping there is not crashes but in late game we will see about that lol
I will test it
You most likley need to update the start command
updated client and server (gportal) but getting
someone encountered this?
yup
Not having any issues, but I did reinstall my server to remove the old engine files and just reuploaded my save
try reconnect again
i had to update both my docker container and my docker engine before i could get the server to start lol
Maybe its an EPIC to Steam issue ?
same
ive updated everything. i even deleted the gportal server and created a new one
still same not authenticated server name pending issue
Did you open all 3 ports
check if you have forwarded all ports needed and check your server starting arguments maybe
they have been open. are there new ones with update 8?
no i guess
Same ports for me at least
once i updated everything, the server loaded fine and even loaded my old e7 server save, looks good to me
opened support case with gportal, as its not just one server (old and new having same issue)
Make sure trhe startup command looks like this
./Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame ?listen -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0
maybe some program has occupied the port
Hi there, Looking to get a dedicated server for the first time. are there any recommended hosting services atm?
its on gportal. not sure how to see that
Well ask them to confirm
I had to contact my hosting provider to have them change it
don't know,but you can try to run dedicated server in home if you have a spare computer
i've been running it inhouse since the dedicated server was announced using docker and i think it's the wolveix docker image, has always worked great for us
ymmv obviously
I dont have the extra hardware to host a server on unfirtunately, thats why im looking for service recommendations
I'm running my server inhouse on windows and it works fine
just loaded up our last server image (e7) with evrything updated and it seems to be working "as well as can be expected"
Pebblehost is decent
or I use one called BloomHost
actually the new version appears to be considerably better in that it uses much less memory
this save is a late-tier fairly developed world and it's only pulling down 3G
Hey guys, does anyone know the SteamCMD String to update experimental's dedicated server? I'm still getting version mismatches
yea 10+gb -> 2gb
Logic Servers use code Satisfied18 for 25% off
on windows , run steamcmd.exe +force_install_dir <ur dir> +login anonymous +app_update 1690800 -beta experimental validate +quit
allright i had to force the ip using β multihome. looks like ipv6 fucked something up
yeah dont use ipv6 it always fucks things up
I am interested in the quoted save time decreases. My local dedicated server was up to 45s and none of that was local disk slow down. Just unreal engine 4 wait.
anyone having issues with gportal servers not updating automaticaly?
it seems server has switched to ue5 in u8
Yes I know. I'm not in a position to update my dedicated server at the moment so I was wondering if other people who have late game saves had noticed a decrease in save times.
lemme see, i've had this one running long enough that itt should have autosaved
I wonder if the lower ram is due to World partitioning
My big save is saving pretty quick
why cant things just work
nice gif saved
my curreny game is taking 1.9 seconds to save
Quite possibly, I wonder if you explore most of the world if that goes back up to normal levels. It's a good thing overall.
Or if it continues to unload areas which aren't 'active' anymore
It's been a few months so I've played as I was waiting for U8 to drop, but I think mine was a 20Mb save and was taking 45s, had to modify the unreal engine configs as it would drop all clients as 45s is greater than the default 30s timeout.
for a save that is 3.5 MB if i'm reading this correctly
i feel there should be more here:
Well my save right now is about 10MB and it seems to be saving around 3-5 seconds right now
But the console doesn't show save times anymore
i found the save tim ein the container log
If that's any indication, it sounds like saves should be much faster for my server, woohoo π /cautiously optimistic
[2023.06.13-16.06.04:664][269]LogGame: World Serialization (save): 1.754 seconds
Yep thats nice and snappy
I'm not noticing any skips or freezes anymore while saving
i didn't even notice the server saves, although i'm not really that active
the client feels smoother in general, but too soon to really say
Is it possbile to access the new advanced game settings on the dedicated server?
Small saves you won't feel it saving
That's huge if true for my save. I used to set timer so I knew when the save was going to happen and not be doing anything important or using hyper-tubes as it could bug out.
Yes go to the saves click load save and the option is there
jace mentioned how to do that in a prior stream
it's a console command forget what it was but he mentioned it
I found it by loading a save
or in single player you can enable it, then upload the save to the server
i remember he said it was supported on dedicated, but not how, but it's in the video go watch it π
On the bottom
Awesome, thanks a ton!
That's a few hours. I think my current world with a few friends is only cracking 1.5k hours.
I started this save when u6 came out
Ah, ours is a U7 save, we'll probably keep it until Satisfactory goes 1.0 and then start a new beginning.
Eyyy the foliage bug is back
anybody have this happen AND found a fix?
Just confirm it and retry
set ip to a IPv4 using multihome start argument
multihome? why
do you have an example of this? I'm having the same issue
I continue to get the net error connection above. I'm using a local dedicated server on Linux Steam version
im using systemd
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=192.168.1.191
this guide should have you covered
also includes windows
anybody know why the saveinterval command for dedicated server is not recognised?
just tried a similar command foor linux and it insantly crashes the server
did you adjust to your IP ?
to what?
to your actual internal IP or whatever youre using
Its running on an azure VM, I had it set to the external, now its satrted, lets see if I can connect
Thanks
homelab ftw
How to adjust Advanced Game Options while in a server?
I have a home lab too, but if work gives you 150eur per month for server hosting this is easier on my energy bill π
true
Anyways. thanks for the help!
anyone else missing water in the dune dez off the coast?
@cold cape If you Load a save there is an option under the Load button to open AGS when loading
Anyone else seeing Hypertubes being very glitchy/Crashing the server for long distances?
is there an updated file path for the linux server? I'm trying to get a pterodactyl egg that I have run Satisfactory's dedicated server from in the past, but the path is no longer valid...updating to UE5 does nothing to correct the error
old path:
./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame
can confirm is running fine using docker on debian and update 8 is using around 1.5-1.7GB of ram running on a 3950X and 64GB of 3466 ram kit
mines refusing to connect in the server manager, let alone letting a client connect
anyone seeing hypertubes spit them out again right after entering? o-o
[2023.06.13-17.20.39:267][774]LogServer: Opening a new route from '[::ffff:10.0.0.77]:58123' to '[::1]:15000'
seems like it's not picking up it's own Ip for some reason.
Thank you, server starting up now
new save so can't say how stable it is but is running fine
oh yeah, starting over, who knows how stable
specified the IP, that fixed it.
my train network was like this, and horrible lag, so a new save indeed
The train thing is a visual bug, not a functional one
Also try setting things to this in video
is funny that my tickrate is 119 lol...it is a new save but i dont think i would change much late game on a 3950X but we'll see
but it does run non-stop even if nobody is not connected as a DS should be lol
confirm the ipv4 multihome argument fixed the connection issues after the patch. Thanks @wild panther
weird one, I had a bunch of smelters doing copper ingots, they wouldn't start working again till I reselected the recipe
Did you happen to find a solution to this? I'm stuck with the same atm.
My client keeps crashing as soon as I run into a creature. I was able to 'fix' this by setting them to passive on the version 7 but in version 8 this doesn't fix it.
@wide elm if you had the bug on U7, I don't think it's related to the update.
@lyric nacelle Start your server with -multihome=<ip of your server> (in Linux).
I've set it up with systemctl.. I'll have a look at how I include that part.
@fossil stump I was afraid of that π
@lyric nacelle The documentation says you can do it with INI files but it doesn't say where these are located. But maybe you DID figure that out when you installed your server ;-).
Hm.
Oh right, can do it.. Found it
https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/your_user/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/your_user/SatisfactoryDedicatedServer/FactoryServer.sh
User=your_user
Group=your_user
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/your_user
[Install]
WantedBy=multi-user.target```
There :p
There you go, have fun π
Public or local ip?
I put in my local IP.
... Hah. VM crashed as I was about to do that.
i ran into creature and no crashes so far...
saviour! thank you!
@fossil stump But regardless of it being a problem with the previous version as well, if this is a known issue (on the Discord), I was hoping somebody had a workaround or fix.
