#dedicated-servers
1 messages · Page 39 of 1
Do U7 sav files not work on a dedicated server?
Never mind, I take that back. The systemctl file change didn't fix it, manually starting it with that command did.
@lapis gazelle they work jsut fine
is this dedicated related or just a buggy client?
that's a client side crash
ok i uploaded and update 7 save to the update 8 server and is running fine RAM usage did go up from 1.7GB on NEW game to 4.2GB on 800Hour save
and still very single treaded heavy
running on docker on thread 0-7 out of 32 threads 3950X 64 3466 ram kit
is a ryzen 7 3800x alright for hosting a U8 server?
damn multithreading would have been cool
or will be* I guess we gotta wait for 1.0
Okay, I take back the taking back. I can do the admin interface bits now, but as soon as I set up the game world I'm thrown to "You are not connected to this server."
Edit: While writing this it randomly it tried to connect, and I got this new message, ideas?
It sees the world online, just unable to actually join the world.
I got a dedicated server started in linux. Simple tweaks to get it to work in linuxGSM. 1. turn on experimental branch, 2. revise the name of the executable. These are changed in ./lgsm/config-lgsm/sfserver/sfserver.cfg and lgsm/config-default/config-lgsm/sfserver/_default.cfg respectively.
To the sfserver.cfg add this line: branch="experimental" . In the _default.cfg look for the executable line. Change to: executable="./UnrealServer-Linux-Shipping"
I'm not able to 'Upload' via the game GUI like I have in the past (it puts me into a 'private session' instead)
it will still use more core i limited to only use 8 thread out of 32 on my CPU but DS are still single threaded heavy so update 8 performance on DS just depends on your IPC mainly
Epyc 7F32 handles it pretty well 😛
The setup page does say that it is primarily single threaded, even if it does support multi-thread. So, higher single core scores -> Lots of threads. Least to the usual extend.
this is why it bothers me that server managers and hosting providers start branching their own scripts and entrypoints. FactoryServer.sh exists for a reason, and points to the correct binary for both U7 and U8 🙂
yeah as it should as not an old xeon but 3950X would still be faster single thread performance than Epyc 7F32
this is on my own rig. linuxgsm "just worked"
didn't just work though. you had to update the path to the executable which was set incorrectly
Tbh the best CPU for a Satisfactory server, if it is as with something like Minecraft, is just getting something like a 5600X, or 5800X, 7600X, etc. single-CCD CPUs with a high core clock.
Or you know.. a 13900K or such if you hate your electricity bill.
this 10100 right here is perfectly adequate
Technically, I suppose. Could probably overclock the living hell out of it. :D
As much as I would love to build my server around a Ryzen CPU... they don't have 128 PCIe lanes like Epyc, and I currently have 10 NVME devices in the server.
So I might be really thick, but i've updated both the server and my client and getting a version mis-match, anything I may of missed which is really obvious?
@hasty tangle do a verify on both
@fossil stump thanks, do i need to stop the server? Running steamcmd on lubuntu
kinda hard to verify it while it's running...
Server Manager on the client not working? Mines just blank, trying to connect to a new server to set up.
Oh, never mind, button loaded up now
@fossil stump has verified fine on the server and client
reinstall then ¯_(ツ)_/¯
I thought that maybe it - just wondered if there was a magic trick 😄 thanks for your help
yeah i guessing you use it for other thing not just hosting a satisfactory server... i built mine from spare parts from upgrading my main rig that has a 5950X, 128Gb, 3090 X570 Creation mobo... so the 3950X and 64Gb are all just spare parts that i had so i made another machine lol.. but yeah if i was building something other that just hosting DS.. then yeah Epyc is the way to go
It's my NAS, it has 140TB of storage in it....
yeah i figured it had to be use for something else not just hosting games lol
If you're still having trouble with this, the install script in the pterodactyl egg also references the old binary, and does some file permissions changes on the binary file. Updating that install script, then doing a reinstall will help.
The new binary file is called:
UnrealServer-Linux-Shipping
It's in the same path
So, i just updated our server and now also get this UNet Connection Timeout. worked perfectly before, didnt touch anything except running the update :/
no idea what the problem is, worked before and nothing changed.
server console also says nothing suspicious
make sure you specify the IP ex: -multihome=192.168.1.191
sometimes that helps
best thing to do is just post the server logs here to see the issue
uh, the servers internal address or the external? (it runs as part of a cluster in a datacenter)
yeah, i have the shell and my client also shows it
so i get this
so i would say ip binding should be correct
only thing i dont understand is this
no idea what adress this is
that's upnp doing its thing, albeit ipv6
do you have a -multihome option?
the linuxgsm uses "-multihome=0.0.0.0" which is perhaps useful to make it stick to ipv4
i just have ipv6 off on the server
ports 15000, 15777, 7777 are open?
yeah, as i said, we played over hundred hours on update 7, worked literally two hours before the update
so nothing should be wrong on our side
and yet here we are. are you going to show us your start options, or not?
i just use the shipped start script
not
Able to see the the admin interface, just not connect to the game itself?
you can grep out this line from the logfile:
so how do I go about changing a server port that its using, I cant find the server.ini file
-ServerQueryPort=<portnum>
Ahh needed to add the experimental start to the config, me being a dumbass
i start it with this
well, that would appear to be wrong
worked with update 7
it is perhaps fine, 15777 is used for discovery and as long as there is a clear route, should work out.
can I type that in the console?
this will be the 4th time you are suggested to use -multihome=0.0.0.0
If you start from Linux you'd do ./FactoryServer.sh -command -command -command etc
windows
Haven't a clue how it starts in Window, most likely the same idea +/- GUI
got ya
no, you can't change the port while the server is running. You have to start the server with the right port in the launch options
like this
.\FactoryServer.exe -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002
obviously, I cant find the ini files to change that though
trying that atm
the .sh script passes arguments down
and if i'm not using a script since its not needed?
you don't set ports via ini files
okay, setting multihome actually works
so it seem something changed in the handling of the default ip
it just wants to use ipv6, and shouldn't
the server has globally no ipv6
Didn't work for me :D
Or rather, it worked so I could connect to the in-game admin interface of the server, but as soon as I try joining the game it.. does nothing / gives another error.
that does not seem to be true
so it shouldnt even be able to think it can use that
if it knows what ::1 is, it has ipv6 on
if you launch the server via steam, you can set launch options in steam and set these options for the three ports.
.\FactoryServer.exe -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -log -unattended
by default it's just -log -unattended
its a stand alone dedicated not through a steam client
how do you start it?
the .exe file in the folder
WEHY everytime i go to update the dedicated server, the dedicated server files DOn'T update
It's infuriating
i made a dedicated exp server with nitrado but i dont get the AGS option, is this normal with the new update or do i need to change somthing ?
Is my format correct?
C:\steamcmd\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental +quit
https://satisfactory.fandom.com/wiki/Dedicated_servers?so=search#Manual - Command line
I don't think you can just double click the exe and use custom ports. You have to specify launch options. This link shows you how to do that.
oh actually, it seems i was lazy. instead of disabling the ipv6 every time i just blocked every ipv6 connection in the hhardware firewall xD
so the os indeed thinks it has ipv6, even though the connection isnt working
but thanks, setting 0.0.0.0 works
thanks I will just have to create a command line for it, its not as easy as ARK is and just has a server settings file for all this I guess lol
Not sure if there is a command to enable it on the server. You can in single player enable that, save the game. Then upload that save to the server. AGS is tied to the save file.
thank you will try it
you can do that on the server
enlight me plz
in the save manager? Or is there a command?
err server manager -> manage saves not save manager
yeah save manager under load
you have this box there when loading a save
just below load game
thank you
so like just go in normally, save it once, and then load it
i have it now, thank you
I guess this start command wont work anymore, what command should i use?
Change it to UnrealServer instead of UE4Server
./Engine/Binaries/Linux/UnrealServer-Linux-Shipping
i don't care about the save since I start a new game every update, but how screwed up does a previous save get
thx
Can you start a save like at tier 2 ?
yes
start it locally, and upload that to the dedi
ah thanks
looks liek the server just crashes when i try to load the previous save, time for a new one, and to experience this update
okay, the server died, this is the last error:
Loss of data caused by narrowing conversion
[2023.06.13-19.51.01:727][ 0]LogCore: Error: appError called: Assertion failed: IntFitsIn<OutType>(In) [File:Runtime/Core/Public\Templates/UnrealTemplate.h] [Line: 183]
Should i send the whole log?
this looks like loading a modded save
the save file you have on the server, is what i mean.
okay, so i deleted the save i found
server should start clean now
I have similar error, on windows.
trying new game didnt change the errors
it appears ot be looking for files that dont exist (or location that doesnt exist)
Up and running with the new update - is there a trick to getting AGS on Dedicated Server Saves?
I am guessing everyone that got their deds running are linux not win
Probably though client settings for server owner if I had to guess
Yep linux here; had to update the ./FactoryServer.sh to include the multihome and also point to the right version
I don't think it was in the vid
@desert walrus yep im the server owner can't see anything, can see it on local saves
You have to enable ags foe the save lol
as in, download the save, save it with AGS on, upload it to server
Ahh that will be fun 😄
Should be able to do it when you load the save?
there were various behaviours mentioned that a lot of the settings depend on the client. so if you enable AGS every player can possibly turn anything on
yeah, the load button on local has a checkbox next to it
That's intended
let's call it unprevented.
It's all good! i'll let it settle down a bit with a few more fixes and then we can get back into the factory building
the windows version seems to be looking for default UE files under default UE folder names.
so how do i fix this?
you're on windows right
ah ok no idea then, sorry, I'm the lone win user I guess lol
probably, almost nobody uses widnows for servers
I run a multitude of game servers (for friends mostly), many dont have Linux deds
its your choice ofc
but i dont see myself paying for a licence to have a windows server when i can have a linux for free and its also more stable...
ok
Also windows is not supported by pterodactyl which is a software basically for managing servers with a nice web panel
and also since everything runs in its own container, the security of this thing is pretty good
and its easy to use
Path to least resistance is the best choice. For some people who don't use Linux Windows is just easier. I only use debian but to each their own.
again, ok
@stone olive I used linuxgsm to launch the server. The attachment you provided doesn't show any unclean exit
oh, found it after downloading
i'm on deb as well, i'll see how far i get
Note the ServerSettings file read after the message re: packet routing. See if you have such a file, and if its contents make sense, and if it works better without it
do you have a gamefile or anything else you care about in there? If not rm -rf ~/.config and restart
.. blueprints ..
there is a point at which i just killed all of .config
Anyone else seeing constant server crashing? (every 20 to 30 minutes)
no, i just installed it today (i previously played on a server hosted by my friend), so am gonna remove it
but even after removing that directory i have the same error that i sent here
mine crashes right after the start 🤣
did you provide the server with enough cpu power, ram and disk space?
Yeah for sure
i take it we cannot make a dedi server in experimental?
I have one, but my ports/connection is doing weird things, although they are open correctly. :p
it does work, but if you have a ~large save file then it's just too buggy to play at the moment 😕
im not sure how to get one server updated to experimental
Don't know if its a dedicated server thing or single player also, hyper tubes are glitched and if i persist going into them they crash the game
if they shoot you back out the wrong way, try dismantling several segments and then rebuilding it (including the entrance) . fixed it on my server at least
Anybody here using GCP for their server and updated it to Update 8 Experimental yet?
whats gcp
I dismantled the tubes but not the wall supports and still crashed the game
Google Cloud Platform.
ah, then no
running it in some sort of Linux compute instance? updating should work the same as usual
FWIW if anyone is curious since there is increased traffic to this channel lately, I have a Discord bot that allows Discord members to turn the server off and on to save on cloud costs when it isn't in use.
https://github.com/Cerkoryn/FICSIT-Assistant
Yes, ty. Was mainly curious about performance.
Did we lose access to advanced options when connecting to dedicated server? I'd like set creatures to passive again
Hmm, when starting my Dedicated server; it seems it want to be Satisfactory itself; or i am just seeing things:
[2023.06.13-21.36.30:068][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
And yes i installed 1690800 with steamcmd. :p
that option was moved to gameplay
Ok, then i am still confused like a crazy woman about why i cannot connect with everything setup correctly...
anyone got something similar liket his? server (on experimental branch) crashing after start even if its a new installation without any loaded save files?
check the Seven Steps to Satisfaction from the wiki, that covers 95% of "why can't I connect?" problems
There it is, thanks
Did that one 7 times already. :p
do you get any specific error on the client or the server log when you try to connect?
And yes server works because it is runnign minecraft; nope just saying server is offline.
do you mind sharing the server address and port so that I can run a quick test?
I also did a PortQuery to the server from a client, and he says everything is listening. I prefer not too (yes not helpfull...)
if you are able to run a Python-based tool, can you grab this and test your server with it to see what the reaults are like? https://github.com/dopeghoti/SF-Tools
I cannot run Python scripts, but according to PortQuery: (From a client.)
UDP port 15777 (unknown service): LISTENING or FILTERED
UDP port 15000 (unknown service): LISTENING or FILTERED
UDP port 7777 (unknown service): LISTENING or FILTERED
portqry.exe -n xxx.xxx.xxx.xxx -e 15777,15000,7777 -p UDP exits with return code 0x00000002.
And used following powershell script to open the ports:
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
unfortunately, "Listening or filtered" is not dispositive. When a connection attempt is made by the client, are there any logs on the server side whatsoever?
has literally anyone had a stable enough experience on update 8 dedi servers?
I'll have to let someone else pick this up; I have to get ready for work, but good luck!
so i see how to change a server to experimental but i dont understand how
have to say no
hm?
the -beta experimental lets him install the experimental version as server
im a noob, just trying to find the right spot to put it
what system / environment are you?
want to do this in dm not to cluter this chat?
should be short anyway. also could help others.
and this channel is dead atm anyway
ok, by system you mean pc and encironment is?
in my case its a dedicated server with linux using steamcmd to install it
so i can tell how to install on linux using steamcmd
windows base with windowsgsm using steamcmd
not very tech savy, would ask by buddy but i dont want to hear his mouth
uuh, never even heard of windowsgsm xD
but since its steamcmd, it should work the same
I been fine so far on update 8 and I have a big save loaded in the DS
hm, i dont know how the windowsgsm part works, but i posted an image of the steamcmd command to install and also update the game.
so you probably can copy that for cmd, just changing the folder and its location i guess
this is what you are refuring to?
yeah
windows paths work different, so you need to change that
everything else could be the same
cant try
so if my knowledge is correct i would have to do it in the windowsgsm and in the server folder itself, if my brain is thinking it right
idk about the gsm part. normally i would just put that in a cmd file and double click it xD
just need to find the right file
Has anyone had issue loading an Update 7 world / save after updating to 8? I was under the impression it "should" work. Seeing this
idk about file, i would create a new one xD
like you just call the program steamcmd to install it
in that stage, there shouldnt be any existing file of the server
I was able to load an 800 hour update 7 save fine in update 8
Mine is stable fine
I can't even have my friends recognise my server 😭 I'll try later
I keep getting this it's so annoying
I'm getting a similar error while connecting to mine 👆
And for anyone wanting to test it out sever is in south Cali address: server.korneya.com port:default
yeah, get this from time to time as well.
got it always when the server tried to bind to ipv6, so forcing him to ipv4 helped it a bit. but it still occurs often
I'll do that, have a dabble
Yeah go for it has an 800 hour save loaded up to play around idk care what you do in it lol
rubber banding a bit
Hello, do you know how to change my name showed to other in a multiplayer server?
Well it is in south California
So latency will be an issue if your like in Europe
interesting created a fresh world still getting the same error Kayyer posted above
@dusk solar curious are you using the epic or steam game client?
very cool, fairly smooth considering geo diff
epic
same
Is running on a 3950x 3466 ram kit.. but yeah that save was giving to me for testing purposes from someone in this community.. so I don’t care if people join to test it out
Running docker and Debian
is debian viable for running gameservers? always heard there are only disadvantages to like ubuntu, because stuff is fairly old sometimes
Ubuntu is Debian.
are those apps I'd need to run a dedi from my house? I followed guides on IPs and ports and firewalls but I just launch the dedi DLC from epic games
what's the verdict on a vanilla experimental server update right now?
You can run on anything really only reason why I like debían and docker is one overhead on ram usage is way lower on Linux than windows and also you have more performance than running it on windows.. and I use docker as is so easy to start, stop, limit resources etc using docker..
But to answer your question no you don’t need all that to run it a simple bat file on windows will do the job
Any update on this? I just nuked the entire server software and reinstalled it and still getting it
I gave up 🙂
ubuntu comes from debian, but it isnt debian
If you live close to California you can test it out your self on my sever with a test save loaded address: server.korneya.com port: default
debian is more solid than ubuntu, because it uses older and more stable/tested parts. also less
I'm going to update my client to experimental and see how single-player is first.
so its better for critical parts. but gameservers usually want newer software and library
The only upside to using Debian is its Stability. You are right in that fact. But in the 10 years I've been using Linux as a whole I have not had any issues using Ubuntu for my "home lab" needs. It's all a matter of perspective and what your needs are.
We just resolved same issue. Its a startup parms issue mapping the wrong port. Startup parameters were not correct, so one of the ports wasn't mapping to 4444 but on 7777 instead.
with an existing save no, with a brand new starting area I'm about 45 minutes in with a friend and it's been pretty smooth other than some frame lag occasionally
disclaimer, I work for a hosting company and have a few others tuning some stuff for pterodactyl
ugh ok I'll get back to getting mine to work
Hi! How is setting up a dedicated server difficulty wise?
I've tried before about a year ago but could never get it working, watched some YT videos and the wiki was confusing.
Having an issue getting server to start. verifies install twice then quits. Running server through Amp on ubuntu server. anyone experiencing anything similar?
same position as you, feel clueless setting it up even after doing all the funky wifi rules and settings
at least for me I could set up the server and join on the same WiFi, but people outside my IP just couldn't even detect the server
For those having the "Timeout" error with a linux DS, make sure IPv6 is Disabled
thats just an installation, do you even run it?
I had the exact same issue, and had to disable it, and I was able to connect with no problem now
starting is with the starting script insinde the installation
Is there a way to start a New Game on a Server in Tier 4 already and to have Advanced Game mode on from the start of the new game?
yeah i did. when it runs the script it just tries to verify but doesnt actual run the game. probably just a script error on my end
let me see what amp grabs
The server file name did change. Can you edit the Startup command?
server file name didnt affect me
gonna be a sec just restarted my vm gonna be a min lmao
some server control panels like AMP don't know that the binary file for satisfactory server has changed. UnrealServer-Linux-Shipping is what it should use
ah, the panels dont use the official start script?
because there is a FactoryServer.sh script in the root folder of the game
and this runs the server
yeah i didnt think that changed since update 7 but updating possibly broke whatever script they had so ill go in and check
The FactoryServer.sh script was updated with the new binary file
Pterodactyl and maybe amp don't use that script though their startup commands point straight at the binary file
will double check
I'm guessing though since I don't have all the information in front of me
not the best at this stuff either so just wingin most of it lol
appreciate the help
i dont use any other tools and just picked the FactoryServer.sh for my solution
trying to do that now but they may have hard coded in backend. kinda dumb
I'm getting that "executable was not found" error
@spare orbit i have found my steamcmd in the windowsgsm folder, i copied and made a new folder for the experimental and also changed the paramiters for the second server to go to that folder, my next step is to change the "beta" steamcmd to experimental, is there a particular file i have to find or what is my next step?
@marble berry you got your server to update to beta using linuxGSM?
this is interesting, i wonder how i can find this
do you need help with the update?
Is there any reccomended server hosting services?
im using windowsGSM and have one server running and wanted to start another one in beta
vi lgsm/config-lgsm/sfserver/sfserver.cfg from the server root
oh
oh um. you just make a new root directory and change the ports
actually, there's probably a way to make instances, but I haven't done that yet
i got the server started and all but trying to run it in beta is a bleep, and i know nothing about coding and stuff
not sure where to change steamcmd from early access to experimental
you have to add branch="experimental" into that config file I mentioned above
sfserver.cfg
Guys, if someone is not able to upload the server, check the way it is running.
Execution "file" changed from "UE4Server-Linux-Shipping" to "UnrealServer-Linux-Shipping"
and then run sfserver update
Thx to @visual oracle's help, we found out it was the packet router causing issues
I had to add executable="./UnrealServer-Linux-Shipping" to my LinuxGSM config file
any luck with updating via that config?
nah, im too dumb for this highspeed stuff, but i will get it with luck
did you find the config file I mentioned?
lol. I logged into my updated server and apparently I'm dead
or was..
i think i did, everything is different for me and still nothing, might have to do more reasearch and then post it somewhere
damn. looks like I lost all my hotbars
noice this works, wish i saw this before I reinstall the server but eh
Could someone tell me if the server console accepts commands? or how can i view how many players are on the server
no, server console does not accept commands. only way to tell how many are in the server, is to go to the server screen with your client and select the server, let it get the stats, and it will show
thanks
so interesting issue, when I load onto an experimental with my update 7 save file i get a network timeout, when I do just a basic map no time out
Can confirm, just got this too. Fresh build, no mods.
Restarting the server clears this up.
woot, just checked my server, 6 hours later it's still going happily and it's running smooth as butter too 😄
i had the same issue i increased the Connection Timeout to a higher value and now instead of the TICK conection timeout i got the Invalid Authentication Token error
i think thats what im goiug to have to try
but i can't figure yet the token error...
how did you increase the timeout?
Try setting the following in Game.ini too:
[/Script/Engine.GameSession]
ConnectionTimeout=180.0
InitialConnectTimeout=120.0
well no issue all day for me on a 800h save so far no connection issue working fine and server hasn't crash all day so good so far 😎 ... server is using around 4.6GB of ram on this large save
That's awesome! 😄
im going to try adding that into game ini then im going to try reinstalling update 7 and then forcing it to update 8
hey i know that name your the one that made the docker image huh lol..
Hah, that's me 🙂
thanks for the image btw working fine on docker running debian here
neither worked to extend the time, im going to redownload update 7
Always glad to hear it! 😄 I usually check in when a new release drops, in case people are having issues
Damn, that sucks. How are you hosting it?
on my server in my living room
Is anyone else having issues with vehicles. When i get in a vehicle the console spams something about no audio device then crashes. I have to reload the save afterwards.
Ah, sorry I meant whether you were hosting it on Linux, as well as which command-line arguments you were using. Did it work prior to the update?
windows, and I have one server running my map on update 7, cloned the server for update 8 copied the map over to load, didn't work, loaded a new map worked ust fine
U mad Johnny? 🤣
never XD
I had to use "nohup" to run it instead of my systemd service config, but I might try and fix that tonight
At my real job now
And playing with more servers...
you can send me your save and i can upload to my server see if i can run it if you want
its all good, im going to just start a fresh load its only 120hrs in anyways
anyone seeing performance issues with the linux dedicated?
no issues here at all working fine on and old update 7 save
but it all depens on hardware running on a 3950X 64gb 34666 ram kit
ohh wait you said linux
just seeing some frame lapses ever few seconds
no it's a seperate box
same config I've used for a year or so now, was just wondering if anyone else was seeing any issues on the new branch
then you should be fine then.. and the DS are using way less ram than update 7 the server is using 4.6GB on a big 800h save but when i load the game client side on my main right 5950X 128gb, 3090 is using around 7.5GB for the same save.. so that some improvements from the devs on DS which is good imo
it's running as a systemd service with the packet router disabled
but no performance issue from what i can see on debian using docker image
I'm running Debian as well but it's running native not through docker
what kernel you running if you don't mind me asking
maybe I'll try a kernel update. I've shutdown everything else and it's not using nearly enough resources to have an issue
cool thanks, I'll patch the kernel maybe there is a low level issue
I've had some hitching, but haven't looked into it yet
Also running native Debian, Epyc 7F32, so it's not a speed issue.
like the server been up all day today no crashes etc.. not saying there isn't bug as just from trying it out i think the hypertubes are bugged but idk lumen looks pretty cool tho
no lumen
lumen on high
quick question, running experimental on my Epic account (saves messing with my Steam EAV7 version) and I've updated the experimental dedicated server to the new UE so it runs, for testing, I copied my EA save into the Experimental, all works and I can play, but, I can only seem to have 'fly mode' 'god mode' and stuff from the 'New Game' from the main menu, like single local player, I can't make tweaks to use the options while I'm on my Dedicated server, is this by design, or am I overlooking something?
what are you trying to do exactly????... like your tying to use fly mode etc on dedicated server???
from what i can see you CAN use advance settings on dedicated servers but have to go into the manage save and make sure to check enable advance settings before you load it
sure you can
i dont see an option on the ingame menu maybe i missed it lol
here
so you need to have admin access to the server
because you need to load the save with the settings enabled
ooohhh i see so yeah missed it lol
(no idea if they work, i just know they are there xD)
lol
anyone having issues starting satisfactory server on ubuntu server 22.04 ? i tryed like 10 times and it wont start been trying to start the new experimental build but ya
running fine on debian here no issues but should be the same anyways
i used this docker img hub.docker.com/r/wolveix/satisfactory-server and works like a charm no issues as long as you do your ports etc
"works" on our ubuntu. but isnt really stable and we crashed it few times in just 30 mins
but starting works perfect xD
i have a big test save 800hour of play time im in southern california no crahses so far.. if you want to test it out here is my server address:server.korneya.com port: default so far is working fine 4.6GB of ram usage for this save
anyone use lgsm by chance ? cuz i think its cuz its trying to use unreal 4 and not 5
im pretty sure all those server manager are not going to be updated to use the new execuation file "UE4Server-Linux-Shipping" to "UnrealServer-Linux-Shipping"
I had to install the experimental dedicated server to a different directory than the steamcmd steamapps folder, and delete the old server config file for it to work on win 11 arm
its the one ending in .(your port used here)
now i have separate u8 and u7 servers, with some issues of trying to share config, but it runs. not stable at all compared to u7. me and a friend on a new save crashed it with 20 nuke obelisks.
tho win 11 arm isnt officially supported in any way so.
then i just set up the server like it was a fresh install (connect, load save, set pw, etc.)
if I have the game through Epic, is there a way to get the linux dedicated server?
yeah can have the game on epic, steam it dont matter where you buy it you can play on any dedicated server as long as you set it up lol
all the info I can see for installing it on linux uses steamcmd
you can buy on steam and your friend can have it on epic both of you can play on the same server it dont matter where you buy the game and read this and google and youtube are your friends https://satisfactory.fandom.com/wiki/Dedicated_servers
setting it up is the issue. I got the dedicated server addon from EGS but it is very clearly a Windows server, which is fair enouugh because I downloaded it on Windows
I don't see a way to make Epic give me the Linux server
why dont you just go on youtube and type "how to set up a satisfactory dedicated server on linux" and watch those to get an idea as i cant explain on how to do it as there are many ways to set up one...
I know how to set it up. I've been using linux for decades. What I don't have is the actual linux server for the game and if possible I would rather avoid buying it again on Steam
????.....
you DONT need to buy ANYTHING to run it on linux lol... just use this command steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit of course this is just the basic wiki command idk if is going to work for you...
read the WIKI people https://satisfactory.fandom.com/wiki/Dedicated_servers
I don't think steamcmd will be very useful for me as I have the game through Epic
LOL... It DONT MATTER IF YOU HAVE ON EPIC!!!!!!! you can still join even if you have the game on EPIC....
Is that number 1690800 supposed to be the latest version number? If not, what is it?
is not is from the WIKI
Yeah I see it on the Wiki too, but the Wiki also says Update 5
is the basic command on the wiki of course you will need to change that
well yeah common sense to change that
lol
Should I change to 238433 then?
1690800 is the steam ID for the satisfactory dedicated server
Nvm, looks like a steam APP_ID
On a dedicated server restart, will it update to the latest Update8 by itself (its in experimental), or am I missing something? 🙂
Anybody know if there's a way to load a particular sav file via a command line statement on a linux server?
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit update 7 steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit update 8
just use the in-game manger to upload save to the server
but I wanna make robots do it
ok, with you now. I didn't realise the dedicated server was available separately of having a Satisfactory licence
that makes much more sense
Launching dedicated servers instantly crash
how big is your sav file?
Just launching it on steam crashes it before it even starts
That’s after verifying game files
https://satisfactory.fandom.com/wiki/Dedicated_servers read this first
I meet all the requirements
no i mean READ The whole thing and it tells you how to correctly start it up
the plot thickens
Yeah
Linux server?
Windows
look for your log files
make sure your using new execuation file "UE4Server-Linux-Shipping" to "UnrealServer-Linux-Shipping"
I am
well then google is your friend lol.. as there is no way for us to fix it your going to have to find something works for you as all set up are different etc.. you can post the logs to see what going on but beside that your on your own there...
are there any rough guidelines of data rates per player on the server?
I assume pretty small but best to check
Are these concerning? For some reason I can't seem to get my server to show in the connection list in game.
if its an old save maybe thats was causing the problem... honestly havent seen that error myself
After restarting it, that error seems to have gone away.
But now I'm getting this, even after adding the extra two lines to Game.ini and Engine.ini:
that just the basic timout error... meaning your server didnt respond back to your join request
you can try increasing the timout time see if it helps but i've never done that even on big saves
Yeah, that's what the two lines I added were supposed to do. But I still get the error 😦
if you want you can send me your save to try it out and see if it works on my server if it does then is not the save file
and it has to do with your server set up..
i never had to change the timeout settings personally on any save but i do run on my own hardware
you can try posting the logs also to see if there anything wrong...
Sure, I can DM it to you if that works.
I'll check the logs later, but I imagine it'd just say something about the same error.
yeah DM the save
I installed the Experimental binary to a different folder than the regular version
tried updating from stable to experimental, was getting the same error
oh
are permissions in order?
What permissions wouldn't be? I have it set up as a systemd service.
I edited the satisfactory.service file to use the Experimental path instead of the regular one.
mind posting that service file?
steam@satisfactory-server:~$ sudo cat /etc/systemd/system/satisfactory.service
[Unit]
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/steam/ExperimentalSatisfactoryDedicatedServer" +login anonymous +app_update 1690800 -beta experimental validate +quit
ExecStart=/home/steam/ExperimentalSatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
Nice=-19
[Install]
WantedBy=multi-user.target```
your working directory
add ExperimentalSatisfactoryDedicatedServer
and
add -multihome=192.168.x.x
at the end of ExecStart
your save work fine btw so is something with your set up
This is on GCP, so I connect via public IP.
Is that still relevant?
its not then
if its not homelab don't add it
do change the workingdir
and dont forget to daemon-reload
np
FYI the Nice=-19 line I added in helped a lot with my performance. Not sure if other people have found that trick or not yet.
That was on Update 7 though.
probably if you're running a couple of things on the side with it, higher priority will help ofc
Added this but it still didn't fix 😦
Gonna call it a night, might just have to rebuild the VM later.
not sure if game issue or dedicated server issue... but this was not happening prior to update 8
also this was not happening prior to update 8
oh a fellow GCP user
GCP?
the connectivity test says I should be able to connect via these firewall rules but Satisfactory says timeout
😔
Google Cloud Platform
I have a credit so I figure what better use than a dedi
it seems like hypertubes are buggy can confirm also
but dont know if it has to do with old save being converted to update 8 causing that issue or if also happens on new saves
should I expect to be able to connect to a server that doesn't have any save loaded? the wiki page made it sound like I can begin a game after connecting, via the server manager
yeah you should be able to
after you connect you can select the starting location or load an old save to it etc
hrm
nothing but timeout errors from my client
I can see the traffic arriving on my server so it's not a firewall thing
been happening to me all the time on my server and after a few attempts my game crashes
I fixed this exact error with a server also on GCP by adding the multihome argument with the box's ipv4 interface to the start args in the service file
everything immediately worked
I can’t seem to get update 8
are you on steam or epic?
because on steam you need to opt into the "beta" in the game's properties page
idk how to get on experimental on epic though
Hi,
I am playing in a dedicated server now for a while and noticed that the performance gets worse and worse with growing playtime/runningtime.
I noticed one thing in this time since the monster update… on the worldmap there are monster drops stacking up all over the world because of posion fog an fighting mobs… since they respawn in a given time this items get more and more if they didnt get lootet… since this seems to happen even if a player isnt near the mobs i assume there are lootable items all over the world getting generated in a stable rate causing performace issues… could this be a thing ?
have they changed the command for the dedicated server save interval FG.AutosaveInterval xxx does not seem to work any more
Just wondering, if i took a multiplayer sesssion save, and ran it on a DS, can i go back to a multiplayer session with that save if the DS isn't working out?
i decided to go with the fuck around and find out method. i found out that you can migrate saves really easily baack and forth.
No issues like this on my own hardware so pretty sure has to do with performance of your hardware
yo ace, specs? just curious
It is definitly not an Hardware issue because it depends on the playtime of the save
you could edit the save to delete these stacks
Hm okay how? The only thing that i can think of is load the save in single Player an remove it… or creative
Yeah, i don't think it's a harware issue either, my server has 8 cores, 64gb of ram and a dedicated gpu. and i still have throttled performance after a couple hours logged in.
Dedi servers can't really multithread so individual cores need to be solid
This makes sense, tbh i don't feel like developing a benchmark test suite so i'll just take this as gospel
How do i fix this crash?
there is fscit calculator for that
do you fix that so server is running on newest version?
The public IPv4 address?
if you are using GCP hosted server with ipv4 the ipv4 address is basically a public address
(or else you would have multiple ip with additionnal special local network subscriptions I suppose, I dont know how GCP works for that, but it certainly isnt default)
or GCP is only giving gate ipv4 addresses for compatibility only
in which case you may better use ipv6 for your server
My hardware I run it on a 3950x and 64 3466 ram kit with no issues at all
how big is your save though
My test save is 800h
Yeah see, with that kind of spec i don't thik it's fair to just say "it's not a hardware issue", you don't exactly have a standard rig
most people are running their shit off an old laptop or their last gaming rig
my old gaming rig had 128GB RAM
(I'm still using it but with 64GB from it now, I used the other half for something else)
the issue here is IPC and most people on here that have issue are runnin on old hardware.. with low single thread performace.. an dalso 128GB of DDR3 is not the same at 64GB of DDR4 cant compare 1600Mhz to 3466mhz the bandwith is not the same...
I have roughly 50GBps of RAM bandwidth
and it wasnt addressed to me, I was just joking about my "old gaming rig"
5 year old pc
as long as is a modern cpu with high IPC you wont have issues beside games bugs but thats something else....
Fair statement, i don't disagree. just wanted to point that out, which you seem aware of already 🙂
Hello guys!. when i updated dedicated server beta experimental occurred this message. then i setting timeout setting 120 sec. but still same message.
can i help me ?
Server log is this. i think connection client to server. but i don't know why timeout message occurred.
Get this when i connected to the server. (Pterodactyl) how to fix?
ive dont a lot of testing yesterday and can tell you that update 7 save work fine and server are using less ram than update 7
this game uses more than one core but is still very single threaded heavy
Is, is that arch?
no debian
fair enough, i was gunna make jokes 😛
[2023.06.14-12.11.51:596][159]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 0.00, Real: 100.50, Good: 100.50, DriverTime: 121.67, Threshold: 20.00, [UNetConnection] RemoteAddr: 83.109.18.244:55219, Name: IpConnection_2147477860, Driver: GameNetDriver NetDriverEOSBase_2147481958, IsServer: YES, PC: BP_PlayerController_C_2147477853, Owner: BP_PlayerController_C_2147477853, UniqueId: EOS:(EOS)c7e8546d331849ebb6c0034458dbf4ba|0002d1420bab4e59a9775cb2d57ca838
[2023.06.14-12.11.51:596][159]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 0.00, Real: 100.50, Good: 100.50, DriverTime: 121.67, Threshold: 20.00, [UNetConnection] RemoteAddr: 83.109.18.244:55219, Name: IpConnection_2147477860, Driver: GameNetDriver NetDriverEOSBase_2147481958, IsServer: YES, PC: BP_PlayerController_C_2147477853, Owner: BP_PlayerController_C_2147477853, UniqueId: EOS:(EOS)c7e8546d331849ebb6c0034458dbf4ba|0002d1420bab4e59a9775cb2d57ca838, Driver = GameNetDriver NetDriverEOSBase_2147481958
[2023.06.14-12.11.51:596][159]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 0.00, Real: 100.50, Good: 100.50, DriverTime: 121.67, Threshold: 20.00, [UNetConnection] RemoteAddr: 83.109.18.244:55219, Name: IpConnection_2147477860, Driver: GameNetDriver NetDriverEOSBase_2147481958, IsServer: YES, PC: BP_PlayerController_C_2147477853, Owner: BP_PlayerController_C_2147477853, UniqueId: EOS:(EOS)c7e8546d331849ebb6c0034458dbf4ba|0002d1420bab4e59a9775cb2d57ca838
that is your basic timeout screen meaning your server didnt respond to your request
maybe same problem with me
why didnt respond? my server port opend 15000, 15777, 7777 udp
here too
because is not set up correctly... you can post the logs to see what wrong but beside that is something with your server set up
The service doesn't seem to start properly if I add multihome=<publicIP> to the end of the ExecStart line.
But also the server doesn't know about that public IP (probably behind a router) so I tried setting it to its only eth0 IP, and the systemd service starts, but now I can't connect to it from in-game at all. Just shows as offline.
i can see you ran your comand line Command Line: ?listen -Port=25570 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0 and you made sure to open those ports correct??? from the logs the server start up fine and even loaded the world but when you tried to connect the server takes way to long to respond if this a provider and not your own hardware you can increase the timeout time see if it helps but it seems like your having a network issue...
Think i open the ports right yes. I follow this tutorial on how: https://youtu.be/poOhxK4iS80?t=233
Ohh you using pterodactyl yeah idk how you port forward on that app.. honestly all the people who use that app on here always have issues I used it before I personally don’t like I prefer keeping it simple with a simple docker img and Linux and server is working fine no issues
Here is the docker img I use and worked great hub. docker.com/r/wolveix/satisfactory-server
ahaa i understand. I can maybe login and open them
manually
even people mentionned changing the launching script location or what
I personally wrote my own satisfactoryd.service and set satisfactory in its own dedicated home with steamCMD :
and I just updated to update 8 without anything else to do
it just worked and connected the same client config out of the steamCMD update
btw update 8 server manager seems to way better track servers's state and update itself
it's nice to see
it really does updatre from offline to idle to on going to other states
new day same timeout issue on a completly different machine XD
ok, I redacted a bit more what I did, and I'll push it here so you guys can get inspired by it if you want
satisfactoryd.service systemd unit file 1 :
[Unit]
Description=Satisfactory Dedicated Server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Type=simple
User=satisfactory
Group=satisfactory
StandardOutput=journal
Restart=on-failure
Environment="LD_LIBRARY_PATH=./linux64:$LD_LIBRARY_PATH"
EnvironmentFile=/srv/Satisfactory/server-Default.conf
ExecStartPre=/usr/bin/steamcmd +force_install_dir /srv/Satisfactory +login anonymous +app_update 1690800 +quit
ExecStart=/srv/Satisfactory/FactoryServer.sh ${OTHERSETTINGS} -ServerQueryPort=${QUERYPORT} -BeaconPort=${BEACONPORT} -Port=${PORT}
WorkingDirectory=/srv/Satisfactory
KillSignal=SIGTERM
NoNewPrivileges=true
ProtectSystem=full
ProtectHome=true
PrivateTmp=true
PrivateDevices=true
ProtectKernelTunables=true
ProtectKernelModules=true
ProtectKernelLogs=true
ProtectControlGroups=true
LockPersonality=true
MemoryDenyWriteExecute=false
RestrictRealtime=true
RestrictSUIDSGID=true
RemoveIPC=true
SystemCallFilter=@system-service
SystemCallArchitectures=native x86
[Install]
WantedBy=multi-user.target```
satisfactoryd@.service systemd unit file 2 :
Description=Satisfactory %i Dedicated Server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Type=simple
User=satisfactory
Group=satisfactory
StandardOutput=journal
Restart=on-failure
Environment="LD_LIBRARY_PATH=./linux64:$LD_LIBRARY_PATH"
EnvironmentFile=/srv/Satisfactory/server-%i.conf
ExecStartPre=/usr/bin/steamcmd +force_install_dir /srv/Satisfactory +login anonymous +app_update 1690800 +quit
ExecStart=/srv/Satisfactory/FactoryServer.sh ${OTHERSETTINGS} -ServerQueryPort=${QUERYPORT} -BeaconPort=${BEACONPORT} -Port=${PORT}
WorkingDirectory=/srv/Satisfactory
KillSignal=SIGTERM
NoNewPrivileges=true
ProtectSystem=full
ProtectHome=true
PrivateTmp=true
PrivateDevices=true
ProtectKernelTunables=true
ProtectKernelModules=true
ProtectKernelLogs=true
ProtectControlGroups=true
LockPersonality=true
MemoryDenyWriteExecute=false
RestrictRealtime=true
RestrictSUIDSGID=true
RemoveIPC=true
SystemCallFilter=@system-service
SystemCallArchitectures=native x86
[Install]
WantedBy=multi-user.target```
⚠️ Note it does NOT include any port forwarding NOR firewall setup ⚠️
This work is under GPL version 3+, on behalve of @deep turret discord user
Internal
Yeah, unfortunately if I set that then I can no longer see the server from across the internet.
Wat. Um
Firewall rules set up in vpc networks?
I ran bmon on the instance to verify that I got a burst of traffic each time I tried to connect to the server from my game client
The other thing I was going to try was just disabling ipv6 entirely via sysctl so that might be another option for you but being unable to bind to the local interface and work properly is kind of worrying by itself
with updating protocol warning advice update (taking down server instances first)
is anyone having issues with people not even recognising the server? Using epic games dedi server and I've done everything I'm supposed to. Firewall stuff, port forwarding, using public ip for others to join me idek anymore
It was working fine before with U7
Nvm, I got it.
For other people getting the network connection issue when joining a server, this is how I fixed it:
Setting -multihome=0.0.0.0 seems to force IPv4 but still listen on all interfaces.
Yes
now how do i do that for windows XD
just found another set of factories that weren't doing anything
Apparently not all messages go to the journal. I was looking there but it was the main server log file that clued me in talking about new ipv6 routes starting
bunch of refineries doing oil to plastic/rubber and hevy fuel oil
I've lost itt... Anyone give me the link to report bugs... causeee
not sure the server should be trying to play audio files for the sugar cubes 😉
Thank, for the multihome. It solve my connection timeout
So, am I just doing something wrong here or did this change?
Trying to troubleshoot some rubber-banding.
not sure if I can do the multihome with windows or how to go about doing that, tried to add it to the startup but didnt seem to do anything
I assume you have like a .exe or a shortcut that you click on to start the server?
yes I have created a .bat for the server
This is what the Wiki says. Looks like you can do it on Windows too.
thats what I did
What I was thinking at first was to right click the shortcut and add -multihome=0.0.0.0 to the command invocation.
But with a .bat it might be different. Is it a custom launch script? Are you able to share it here?
FactoryServer.exe -ServerQueryPort=15002 -BeaconPort=15003 -Port=7778 -multihome=192.168.1.129 -log -unattended
thats all thats in there
all ports are forwarded to the right machine
Try changing to -multihome=0.0.0.0
Damn, still the same error?
Did you edit Game.ini or Engine.ini by chance?
tried that yesterday with no luck, have since done a fresh instal
Nvm the multihome solve me the connection to the server management but now i got a timeout error when i create or load a seesion....
It did that to me the first time I loaded a session, but then I tried again and it worked.
Seems to work consistently now.
Also, IDK if anyone else is getting the same effect, but my dedicated server seems to run smooth as butter now.
its weird cause I very rarely am able to get in so im not sure why its not working
If I play just regular non-server, I get a lot of performance jitter. But connecting to my server is amazing.
Maybe Windows is still trying to do some IPv6 nonsense under the hood. Not sure, sorry.
no worries, I may just have to go through and disable IPV6 on the machine XD
In other news, does anyone know if setting the Network Quality for a server changed? This isn't working for some reason:
IPV6 disabled on the home router with no avail
is it easier to host a server through steam or epic? Only been having issues with the epic dedi tools
steam for me is easier.
So the server and your gaming PC are sitting on the same internal network, correct?
yep same as my U7 server
spent hours to no avail I'm gonna end up buying it on steam just to have an easier time
just use steamcmd
Strange that you'd be having network issues with essentially a direct connection to the server.
can I use steamcmd with the epic dedi tool?
yeah the servers are in the living room
yeah I can connect since I'm on the same network, it's getting people outside my house to join
not sure what ur on about ipv6 for, I didn't even look at that when setting up
I just used the ipv4 address
For whatever reasons IPv6 seems to be the root of a lot of the issues for many people.
because there seems to be issues with the server doing some ipv6 stuff in the background
Don't work for me. Reboot server , recreate session in solo and upload but nothing. always timeout
FWIW I changed to multihome=0.0.0.0 but I still kept the two extra lines in Game.ini and Engine.ini as well. Might need both things.
bit concerned now because I didn't realise I needed to use it for anything, how are people using it to set up? I'm on epic windows if that's relevant
for me, windows server, windows client, update 7 works no problem, update 8 connection timeout, move update 8 to a completly different server still same timeout
yeah im going to add those two lines and see if it helps but it didnt yeaterday
I have mine set up in Google Cloud with a high-compute Machine Type. Then I have a Discord bot that runs in a shared server for me and my coop buddies. They can just type /start to start the server and /stop to stop it. So that way when no one is playing they can shut it off and we can save on cloud costs.
interesting
It hasn't been bad at all, except still CPU bottlenecked. But U8 seems to have improved that a lot.
added the extra 2 lines for the timeout, still hitting 30 and timing out
You have all three ports open and correct as well?
yep
There's not a firewall in between? Or maybe a host firewall on either client or server blocking one of the ports?
I'm way too unskilled to use other stuff, I'll work on having friends join the server from outside my ip first
are public ips the same on every device?
.> just let me in and game crash
My hunch is that IP can hit the server, but the server tries to respond on one of the 3 ports and it gets blocked or dropped somewhere. And then the client sits waiting to hear on that port from the server, but it never comes.
probably the new engine version.
the old one bound default to ipv4, now it goes ipv6 if the pc have it. but often, especially in data centers and firewalled places, ipv6 is not fully co figured or blocked completely.
so you dont get a connection.
telling the server to bind to ipv4 is the solution. (or disable ipv6 on the system) router doesnt work, because the os still thinks it has ipv6
Zerotier solves all of that, it’s great for friend-area networking
No, public IP is what would be on the outside of your home router. You usually only get one of those and that's what you pay your ISP for.
And yes you need ipv6 off in the server OS or to specify multihome to ipv4 ip
yeah when a friend tries to add the server it just shows no info or confirmation that they found my server. I've checked firewall settings and nothing is blocked and the console does spam a bunch of lines when a friend tries to join so something must be happening
On Google Cloud I actually pay $2 or something a month to makes sure they don't change it on me though lol.
got it
Oliverous, that might be you have one port open but not all 3
nothing blocked is probably not enough, because port shouldnt be default open, so you need to open them
I added port forwarding on my router, I did some weird commands on powershell to allow ports and things which might be what you mean
the hell
I can join the server on localhost but thats the furthest I've goten
its something to do with the server pausing??
powershell is for the pc firewall, not the router
There's a setting for that in Server Manager. Does changing that help?
sorry I meant router and powershell seperately
easiest question because i did that mistake before.
did you open tcp or udp? xD
because i opened as usual tcp
on the actual router all I've done is port forward, I'll look at firewall settings on the actual router in that case
to find out, the server needs udp
this is what happens when I try and join my server hrough public ip
probably leaked something oh well
lol even if you did nothing can happen what people join your world just change the port lol...
true
anyone know how to get passed this? At least something comes up on the console when I add the public IP server
must be close to having it work
like how people are always worried on showing their local ip or even their public ip.... even if you do if they dont know what port you have open and if you do have opened ports im pretty sure you would be smart enough to put a password on the app that is using those ports
this is what I've done on the router itself, ip address is same as dedicated pc
server still binds ipv6
gonna sound dumb but I'm not sure what multihome is, thought that was just something linux users used
yeah yeah fair enough 😭
start the server with -multihome=0.0.0.0
I can't write directly into the console, I use the epic version
someone mentioned to get steamcmd if that even works with epic
oh wait I can do it through the game right
a wait, the normal clients server and no dedicated?
I'm using a dedicated PC in my house yeah
currently using my gaming pc to connect to the dedi through my public IP, I can do it through localhost which proves that it at least is running properly
but you have a dedicated server or not?
also sorry for using this as tech support, too many hours too little progress 💀
yes
it's running and works as I can connect using the local ip
so you should start that with a starting script
just doesn't work when friends try and join using my public ip
yeah server is running, world works and everything as I connect through localhost on another pc
yeah so is a port forwarding only issue then....
no i mean, add multihome to the script
I've done this for each of the 3 ports
yeah, either do that port forwarding for ipv6 or force the server to v4
you would need local ipv6 addresses
LOL... i can see how both of you are confusing each other....
I'm so dumb with how this works I'm so sorry in advanced 😭
I already feel really bad trying to get a solution here
the server binds to v6, so any connection will use that. but the external portmapping is for v4, so it doesnt work
1577 instead of 15777? maybe typo?
OH
seems that disableing the IPV6 settings on my server may have fixed it
whoops let me fix that rq
when you cant map v6, you need to disable it, or just tell the server to use v4
YESSS I think that bloody typo was the issue
will confirm in a moment
fml man of course that's the issue, thank you so much @zinc moon
would be strange. because you opened v4 ports and the server binds to v6
LOL....
figure it was a port forwarding issue as you said the server was running and you can connect localy
ah, that doesnt mean ypu joined from public ip
It went from unrecognised to popping up and letting me connect
I'll get a friend to try it, but I really think that's it fixed
because before I could only join doing localhost
now im curious how you can go through closed ports
because that shouldnt be possible
yeah guess you were onto that as well then
like my public ip is 75.85.199.1 so in the in-game manager people that want to join my server just types my public 75.85.199.1 and the port im using to join the server that how it works... not you can set up domain name so instead of typying my public ip people that want to join just type server.korneya.com on the address and port im using for the game 15777 for example
yeah but the server uses ipv6 and not v4, so there shouldnt be any open port because you opened the v4 ones
well id assume it works
it will work also even if you dont specify the -multihome argument but you can add it just to always force ipv4 just incase it is using ipv6
so I disabled some of the IPV6 setttings I could find on my machine(which seemed to help since multihome didnt) was able to get it, now back tot he same timeout error
I love troubleshooting XD
yeah but the shell said the server uses v6, so im confused why its possible to join with v4
that shouldnt be possivle, especially because only v4 ports are forwarded
it normally uses ipv4 but there is cases for some reason it would try to use ipv6 as it could be enable on the machine etc.. so you can then run the argument -multihome=xxx.xxx.xxx.xxx to force it to use ipv4
as stated on the wiki -multihome=<ip address> Bind the server process to a specific IP address rather than all available interfaces aka ipv6
well, still it crashes right after start and i am trying to run it on the latest experimental version. I also updated the pterodactyl egg...
@visual onyx what log is this from?
Ahaa understand. Have same problem
it was from the epic games dedicated server app, I've fixed the server though unless you were just wondering
it was because I did a typo port forwarding 15777 (I wrote 1577)
Ah, gotcha. Was curious if this log output might help @young bolt troubleshoot his issue.
oh did he get the same one?
I went onto my router settings by doing the ip and password from the bottom of my router, went to port mapping and did the following
you also need to do one for 7777 and 15000
query, beacon and whatever the last one is called
ive disabled v6 on my network adapter on my machine as well as server pausing and im able to get in
dope
next test will be to re enable pausing
should be query, beacon and the game itself
my friend told me to do it 😭
Help, updating my server to 8 and I get this error and it never loads
if you want you can send me your save and see if it works on my server as is running right now with another test save loaded and if the save loads fine then your server is not set up correctly
It was working just fine before updating
maybe delete the server and re do it again and just re upload the save to it see if that helps beside that idk google the issue
cant tell if thats and save issue or server issue as you cant really tell from that screen shot
Hmm
Jun 14 12:57:30 debian FactoryServer.sh[611]: [2023.06.14-16.57.30:151][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
Jun 14 12:57:30 debian FactoryServer.sh[611]: [2023.06.14-16.57.30:151][ 0]LogAkAudio: Warning: Failed to post AkAudioEvent 'Stop_M_MusicManager' without an Audio Device.
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by as>
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: Found 1 dependent packages...
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by as>
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: Found 1 dependent packages...
Jun 14 12:57:32 debian UnrealServer-Linux-Shipping[611]: LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
more errors
Question: Anyone run into issues where the server works fine on public but doesn't show online when switched to experimental?
I switched it back to public and it showed back up.
that because expirimenta switch the execuation file from "UE4Server-Linux-Shipping" to "UnrealServer-Linux-Shipping"
maybe that could be an issue and make sure using -multihome=<ip address> and see if that helps
Running a win server. Current launch param -log -unattended -nosteam -multihome=147.135.31.88 -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000
you dont need to specify the default ports
Sorry I thought you were talking to me.
also didnt the wiki say everything after log and unattended gets ignored?
i think there was something
yes that is correct
For custom ports
IMPORTANT! If you want to use custom ports as shown in the Command line options, you must put those arguments BEFORE the -log -unattended part:
yeah nd you have those two first, so everything else is gone
yeah before aren't yours after
it should be -multihome=147.135.31.88 -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 log -unattended
btw, what is nosteam
so it has no use?
depends on the game etc...
Greetings, I need help with something
we just downloaded the update 8 with a friend but he cannot join me
thats no an error screen is the basic timeout screen post the logs to see the actual error.. but that screen just means your server didnt respond to your request and it timeout and you get that pop up
is there a way to fix this?
or
anything I can do?
as it was working a few days back
but you have to make sure to change the executable as the name of that has change on U5 and also make sure you using the -multihome argument and see if that helps
No joy still after changing launch params. Reverted to public, I can see it, back to exp again.
i still cant mine to even start, the service starts errors and hangs
It changed? I must be missing something. Mine is still FactoryServer.exe
I just noticed that the server does not appear to be generating a log on exp, but is on public
Looks like I need a .NET update.
I started the game again with almost 1500 hours of playtime and I noticed something right away and it said that if you build something with no construction costs you don't get the materials back when you tear them down that's true but not if I tear it down me it again
yeah like i said if you did everything then is a problem with your server and for that nobody cant help you and google is your friend lol
I have a new server that I just set up. When I go to Server Manager and use the "Upload Save" and choose my save (which is on my computer) and want to add it (with advanced settings). As I press "Upload" I am taken to singleplayer on that save... What am I doing wrong?
tried deleting the serversettings file still nothhing
did you tried fully deleting everyting server wise and re-installing it and try re uploading the save afterwards from the in-game server manager
not yet, starting with a full system reboot, my DS is running as a truenas VM
i see...... yeah like i said before everyone set up is different the more complicated it is the more problem it will give you when updating, changing it, etc.. so nobody can really help you solve your issue as this issue is related to your particular set up... so we can only suggest thing you can try and i suggested everything i can see or the normal things... and i bet if i upload that save to my server is going to work fine.. so is not a save problem or game problem..
what im worried about is it being a hardware problem, the core of my turenas server is very very old, Althon 750k, thats FX era
yea, but it was like $15 with board ram and a basic display adapter
ehhh since its only me on the server it actually does ok, the pc actually running the game is a 3600 and 2070
dont get your hopes up if it doesnt work i mean that cpu is only 4 core ipc is horrible compare to the recommended cpu on the wiki...
yupp, 2 cores and 16gb for the VM, tbh i kinda figured this update was gonna make my server cry, though i wasnt worried about it not running at all, guess thatll just give me a reason to upgrade earlier than planned
im running this on a 3950X 3466 ram kit and limited to 8 threads and on a save with 800hours late game is using more than 50 percent of those 8 threads with single core spike so.. so that little old 750 with 4 core is not going to be a happy camper
my last playthrough i was up to trains and it was still chuggin along
not saying it wont work but your milage may very like they say
but who knows now with this new update
i wanna buy one of those erying boards that has a mobile 11th gen intel on it, low power and still gets over 4ghz, i only need 1-2 cores for the server so that sould be great, the rest of the stuff running on my home server could honestly run on a atom processor
would using a dedicated server for singeplayer be better than just playing singleplayer? The server could run the calculations and everythigng right
biggest advantage is the server is always running, so it can farm materials and what not while your not playing, plus power savings if your worried about that
honestly I was gonna have it pause when I log off just because the dedi server gets quite loud, so I'd only use it for fps advantages
it's right next to my bed
sounds like you need quiter hardware lol
maybe but was just wondering if I'd get more fps running it like that
maybe a few %
the same
a server wont give you more FPS lol that all client side
they only thing a server does is allows you to have the game running 24/7 and can also allow other people to play while your not playing etc..
I've seen someone get double fps, but he hosted a multiplayer game on his computer
just had a therory that the server could run the calculations while I just have to render the game
I'll do some tests anyway if I'm bothered enough
the onyl thing a server can hurt performace is whe you have a lot of rubber banding wierd stuff on visual glitches.. other people not seeing the same as you etc.. but it wont give more FPS
true
you want more FPS get a better GPU lol..
its supposed to bind to both
bro ok I get it 😭
lol indeed
or cpu, depends on if your gpu is being bottlenecked, granted this can be ran on a 4690k and 1060 6gb at 1080 ultra.....pre u7 anyway
yes, it can, and will mostly do if both machine are as powerful and in the same local network
- when running on the client, it loads the client more, so there is less ressources/power/boost to the rendering part
- when running on client, the rendering part is not completly separated and still depends on the main thread from feeding frame informations, if the main thread is lagging it will likely do some stuttering or similar
for the second part, running both client and server on same machine can still give off more fps
it wont give you more FPS than what your gpu can handle simple as that... YEAH it can offoad some of the cpu workloads.... but in this game playing in single player and thinking ohh if i add a server i will get more fps Is incorrect no matter how you look at it...
unless you run on a gtx 970, this game is at least half cpu bound
u8 is currently graphically unoptimized which means whatever settings or hardware you use, there will be some lags, but frame always depends on some cpu <-> gpu communication and it may be there that some lag is happening btw
for u7 it has been literally observed that you can get more fps by running a dedicated server, even if it is otherwise less stable (rubber-banding, crashs, unsyncing, etc..)
I mean rtx 4090 dudes reports stuttering on u8 too
i have a 3090 and i still get stuttering in u8 that just the game itself... but like i said yeah if you want to nitpick go for it.. but the idea of hey im playing single player and getting 100+fps ohh let me add a server so i can get 120+fps is incorrect...
are there any server side assets? if not, then yeah. ace is right. all client.
no there isn't any assets lol
there ya go
Just out of curiosity, do you work in dev?
no but i do a lot of research and i try it myself to make sure im correct lol
Yeah for sure! Just curious 🙂
didnt help setting that, I had to physically go and turn off IPV6 on the network adapter
Does anyone had the Dedicated Server running good with a large endgame save? For me the CPU Usage on 1-2 cores is really high and Belts etc stop working correctly / stutter
Good evening,
when i try to start my Experimental Update 8 Server i get this error:
:/home/container$ ./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame ?listen -Port=${SERVER_PORT} -ServerQueryPort=${QUERY_PORT} -BeaconPort=${BEACON_PORT} -multihome=0.0.0.0 $(if ${DISABLE_SEASONAL}; then echo "-DisableSeasonalEvents"; fi)
/entrypoint.sh: line 73: ./Engine/Binaries/Linux/UE4Server-Linux-Shipping: no such file or directory
container@pterodactyl~ server marked as offline...
[Pterodactyl Daemon]: ---------- Server process detected in a crashed state! ----------
[Pterodactyl Daemon]: Exit Code: 127
[Pterodactyl Daemon]: Not enough memory: false
[Pterodactyl Daemon]: Automatic restart is aborted, last crash was less than 60 seconds ago.
experimental isn't on UE4, your launch script is wrong
the default launch script is this:
#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo \"$0\" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/UnrealServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/UnrealServer-Linux-Shipping" FactoryGame "$@"
so I imagine you want to change UE4Server-Linux-Shipping to UnrealServer-Linux-Shipping in your script @shrewd kraken
That's exactly what I need. But where can I find this file?
I can not find the path where pterodactyl has installed Satis
entrypoint.sh - seems like you're using some sort of docker container? so the docker image would need to be updated
Ah okey. the image as "EGG" I have
Yes. They committed a change 19 hours ago for UE5 support https://github.com/parkervcp/eggs/commit/2b2b8afb9d78bd415f2eb7ce958e1363b99a5fb0
I'm not familiar with pterodactyl/eggs so I'm not sure if it's released, you should check for updates in however that works? 😅
Thank you for the help 😄
not sure is this is the right place..
im using epic luncher, and downloaded the Satisfactory Experimental Server to play the new update 8 with my buddy, this issue is (version mismatch between game and server. Game V. 238433 and server v. 238993
not sure how to fx this
there was an update about half an hour ago #patch-notes message
yea the update hasn't been pushed to epic yet.
okay thank you
same boat as you 😄
It's not pushed yet.
how much time does it usually take for it to get pushed ?
Quick question since I couldn't find this in patch notes: does U8 fix deconstructing during rain crashes?
assets do not do their magic on their own, they use cpu too to be rendered as they are, fps is not tied only to picture drawing
if that was the case you wouldnt get stuttering like you get in u8 right know
Yes but it also means that all of that is done on the client hardware...... that's the point.
exactly all of that is done alone on the client hardware ONLY with dedicated server running aside
when you are running the game directly on the client, more than that are processed and you may get more stuttering on cpu bottleneck struggles
because more than just animation is done in the cpu event loops
that's the point
I've only had one crash since release and it wasn't an array index out of bounds, but no guarantees yet since I haven't dismantled lots of stuff yet
Waiting on Epic Update lol
https://tenor.com/view/mr-bean-mr-bean-bored-waiting-gif-16962141
Agreed. We are awaiting the client update to match the server update.
what do you mean ?
update was pushed to steam (so people who use steamcmd to update dedicated server get new version) but it's not on epic, apparently
v0.8.0.1 – Build 238993 released about an hour and a half ago
Yeah, we're in limbo atm
its not on the dedicated server experimental on epic ? I saw on epic it is a completly different game page
damned I thought I saw it before, where did it go
We had the server update but never got the client update
I feel you
how the fuck did I even found that back in the days, I cant find it on the store nowhere
^ so this is not u8 ?
client update is out on epic
how does one find this from the epic game launcher, I can't find it, looks like a nightmare
satisfactory experimental doesnt show up
Shows up for me. There are two, one for early access one for experimental
it only show in library once satisfactory is bought ?
@clear lagoon
I just changed the startup command to UnrealServer-Linux-Shipping etc. now and it runs. Thanks again for the help 😄
You're welcome! Good luck on MASSAGE-2(A-B)b, Pioneer.
ok seems that's how it show
where do you host your server
Im connected to localhost, but the desync is just massive
I'm having this same issue. Did you ever get a resolution? I also tried copying the saves in the right directory and rebooted the server, they're not showing up in the "manage saves" tab in the server manager.
that's probably not a desync, I had that in u7 for a long time, and everything was fine
in some cases it just get off by 1
some cases is 100%, and when I try decorating it also takes like 2 seconds until it applies
the decorating thing looks like a whole other problem
Only happens when I play on the server, and I really shouldnt have that much of a ping to localhost
you dont have that much of a ping, either it works or doesnt, but if it works it's <0.2ms
what could be the problem then?
has anyone successfully uploaded a save to a server through the server manager in update 8?