#dedicated-servers

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stiff chasm
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When I click upload, it just loads the game on my PC, nothing happens on the server.

supple anchor
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Does anyone know where this error comes from ?

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Steamcmd server local
Connecting via Epic experimental

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no firewall or anything

bitter hatch
supple anchor
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had the problem with versions missmatch

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like an hour ago but my epic client updated

bitter hatch
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problem is my game client is ahead since thatp atch, game version 238993, server version 238433 and i can't get it to update via steamcmd -beta experimental, i verified like 20 times already

supple anchor
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strange my server updated way before my client

warped fractal
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I got this error when ever i get into a vehicle. I've tried different saves, new saves. It only affects ground vehicles trains work fine. I have this running on an unraid server in a docker container. I've updated the container I've deleted the container and reinstalled. Any one have any ideas?

loud minnow
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Is normal if the server is working fine ignore it..

warped fractal
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It crashes the server if i continue to drive around.

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then i have to reload save

loud minnow
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Then donโ€™t drive around lol but yeah is experimental

warped fractal
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dont drive around solid fix lol

loud minnow
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I havenโ€™t had that issue personally so yeah idk

warped fractal
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Was hoping someone would know back to update 7 till its patch i suppose

bitter hatch
crystal eagle
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has anybody manage to change the save interval in the main menu server console? the FG.AutosaveInterval command does not work any more

supple anchor
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lol did the exact same thing for ark

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welcome

deep turret
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updated through steamCMD right now and now the server just crash and dont want to launch at all UE4(edited) coredump

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wait wtf it is using UE4 files

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I'm fucking dumb

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sorry my bad

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miss done a command and reversed my server to public (early access) release

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I just applied my own advices I shared earlier because I liked it more than my own setup, but forgot to adapt the part to choose experimental instead of early access
smh..

neon rapids
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This may be a dumb question, but I assume having +app_update in the starting command means the server will update with the hotfix patch automatically, right?

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I.e....
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/ExperimentalSatisfactoryDedicatedServer" +login anonymous +app_update 1690800 -beta experimental validate +quit

deep turret
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that's not the command for starting the server though

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that's the command to update/install it

neon rapids
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Well, seeing as I can finally adjust my FOV Modifier slider it looks like the update indeed happened automatically for me.

quaint whale
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I cant even use the new games settting on my DS. (using G-Portal)

deep turret
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@neon rapids if you wonder what setup I'm running on, I literally explained it all in details, in a reproducible way ^ there

neon rapids
deep turret
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your server must take lot of time to start with this on

blissful drift
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I see a lot of people complaining about time outs, has anyone actually gotten past this?

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running one in docker

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If I run a dedi server locally on my PC and join it's fine, but our docker image running on a seperate machine is giving time outs

deep turret
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you can increase timeout values so it doesnt timeout that easily

blissful drift
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time out values are having no effect, server still times out after 30 seconds

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sometimes 20

deep turret
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honestly I mostly play on (almost /complicated) local network, I only have 0-2ms latency, never times-out
(self hosted)

plucky minnow
clear lagoon
clear lagoon
limber monolith
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Aparently its here i have to be, to fix this ? ๐Ÿ™‚ Anyone an idea where to start ? I have done my part in google and search in the Nitrado discord and here.

loud minnow
neon rapids
neon rapids
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Seems to be some weird issue caused by the server trying to use IPv6 with Update 8.

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That setting forces IPv4.

bronze basaltBOT
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yea you are updating it before starting it every time then

though I would remove the `validate` part, as it is very heavy for only normal updates
visual onyx
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Items on belts weird for anyone? Items on belts disappear a couple seconds before they are meant to before going into a machine/storage

deep turret
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on u8?

manic hatch
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I'm seeing trees respawn after cutting them down. Not sure if it's only on servers, I haven't tried in single player

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also hogs too

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might be related to world partition changes?

lilac pine
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Is it normal that my dedicated server started up a new world at tier 2 ๐Ÿค”

manic hatch
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if your starting save was created to skip the hub stuff tier 1

sharp bison
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check that the server hasn't bound ipv6

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that was my problem all last night with that exact error

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sudo ss -plnu | grep Unreal

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ok, it's chosen ipv4. that's promising

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hosting it on a machine local to you? I would look at the server log in /FactoryGame/Saved/Logs

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tail -f that as you try to connect from your game client and look for a line item about a new route

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if the service reports started and up that probably isn't an issue. I saw some things like that in the journal from my server too when it was very definitely up

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the actual log file has more info

rare summit
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Anyone know if the FG.NetworkQuality setting still in the game for dedicated servers? In my server manager console it says command not recognized.

deep turret
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I should test it on mine if I remember

lilac pine
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did I mess up somewhere in the server manager game creation... why did it get created at tier 2?

quartz shore
dusk flame
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Anyone getting this:
[2023.06.15-03.24.32:025][ 0]LogWindows: Error: [Callstack] 0x00007ff893557614 KERNEL32.DLL!UnknownFunction []
[2023.06.15-03.24.32:025][ 0]LogWindows: Error: [Callstack] 0x00007ff8940026f1 ntdll.dll!UnknownFunction []
[2023.06.15-03.24.32:026][ 0]LogWindows: Error:
[2023.06.15-03.24.32:144][ 0]LogExit: Executing StaticShutdownAfterError
[2023.06.15-03.24.32:155][ 0]LogWindows: FPlatformMisc::RequestExit(1)

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Prior to this, server was running fine. Decided to try moving the server to an SSD. Every time I try to launch the server, I get that error as it crashes on loading.

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Looking at the log closer: [2023.06.15-03.24.32:004][ 0]LogWindows: Error: === Critical error: ===
[2023.06.15-03.24.32:005][ 0]LogWindows: Error:
[2023.06.15-03.24.32:006][ 0]LogWindows: Error: Assertion failed: false [File:D:/TC_agent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Serialization/CustomVersion.cpp] [Line: 311]

dusk flame
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Disregard. I just wiped the server files and reinstalled. I switched from Epic to Steam for the server source.

lilac pine
slim umbra
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Me personally this is me

Version: 238993, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No

Assertion failed: ShouldBeLoaded() [File:C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp] [Line: 582]

FactoryGame_Engine_Win64_Shipping!UWorldPartitionLevelStreamingDynamic::Unload() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:582]
FactoryGame_Engine_Win64_Shipping!UWorldPartitionStreamingPolicy::SetCellsStateToUnloaded() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingPolicy.cpp:695]
FactoryGame_Engine_Win64_Shipping!UWorldPartitionStreamingPolicy::UpdateStreamingState() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingPolicy.cpp:453]
FactoryGame_Engine_Win64_Shipping!UWorldPartitionSubsystem::UpdateStreamingState() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionSubsystem.cpp:327]
FactoryGame_Engine_Win64_Shipping!UWorld::InternalUpdateStreamingState() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\World.cpp:3854]
FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1644]
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1793]
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [C:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5429]
FactoryGame_Win64_Shipping!GuardedMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
FactoryGame_Win64_Shipping!LaunchWindowsStartup() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
FactoryGame_Win64_Shipping!WinMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
FactoryGame_Win64_Shipping!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

tidal relic
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Switching to U8 has led to some pretty gnarly stuttering and performance issues. Has anyone else seen this type of issue

spare orbit
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hard to find someone who didnt

tidal relic
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Ah, unfortunate. On the bright side, singleplayer seems to not have issues

loud minnow
simple flare
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Ever found a fix for it?

civic pier
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Hello, could someone give me the order to launch a Sati server with a custom port?

mint junco
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After the patch last night loaded my save back onto U8 dedicated server.
A lot of random disconnects, timeouts, and client crashes.

But frame rate much better, up to 55fps compared to the 10fps I was getting locally.

I witnessed the stuttering reported by others for the first time.

Hypertubes were borked also.
On entering a hypertube the pioneer appears at the end of that section and slowly rolls back to the entrance.
If you're lucky you will appear at the destination without the intervening travel.

The map is totally broken, virtually nothing on it.
I'd got used to the map in single player so this is horrendous.

Trees have reappeared.
Some were not possible to cut down, very reminiscent of the update 6 foliage issue on dedicated server.

Also trees popped into existence and then popped out of existence.
This is probably a difference between data for old foliage cut down in the U7 save compared to foliage as it is now.
That old data needs to be discarded I reckon.

The server is over the uobject limit and that setting is in place in the engine.ini

Anyone have some good network timeout settings and/or bandwidth settings?

It would be useful to get a definitive answer on whether certain settings need to be on the server, the client or both.

The documentation in the wiki is not clear.

lilac pine
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Does anyone else's server start a new world at tier 2 ๐Ÿค”

neat birch
limber monolith
# limber monolith Aparently its here i have to be, to fix this ? ๐Ÿ™‚ Anyone an idea where to start ...

For people using Nitrado and finding it hard to find a solution. After submitting a ticket to the Nitrado helpdesk. I recieved a message "Everything should be working now, and they fixed the problem" . The problem wasn't fixed. My server port ended with "10080". So i used that. Like discribed with the Nitrado guides. I tried to change the port to 10082. And it all worked fine. You can find your port on the "Nitrado Dashboard" I hope i helped a couple people here. Because the search function learned me, that there isn't a lot or no solutions to find yet.

graceful flicker
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You have to use the Query port for Nitrado

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I just left them, caught them turning off/throttling my server when it was idling, meaning that I'd have to manually load the map whenever I wanted to play.

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They admitted to it and refunded me.

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@limber monolith

spark sinew
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Yep same thing with nitrado

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Its rather confusing anyway.. because the ip nitrado server interface gives has a suffix with the game port even thou you dont need it and its the wrong port anyway

limber monolith
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They do have a check box, you can click for that though. Doesn't it work?

graceful flicker
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When you come back overnight, the only way to get back in is to re-load the map through the server settings

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Which kind of voids the point of having a dedicated server

limber monolith
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Uh yeah indeed

graceful flicker
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I chased what I thought was a bug for ages

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Then looked at server activity during idle activity after a few hours of no one being on it and realised they'd been throttling it, which led to it crashing/restarting and having to manually load the map again

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I messaged their support saying I have evidence of that and they were like yeah here's a refund haha

limber monolith
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Lmao

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It's not that funny. But still. I always had good experiences with them back in the days. But this is a nono.

graceful flicker
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Yeah I hosted Factorio with them which was good.

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The support was good here don't get me wrong they didn't try to deny it

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I moved to Shokbyte and it's actually been flawless.

limber monolith
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Allright, will check out what you experienced this weekend and if so. I might do the same.

signal brook
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anyone else having issues creating and tryign to find save files on linux?

hollow atlas
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So I got a Kimsufi dedicated server, installed Debian 11.
Set up UFW, installed the Satisfactory profile for the ports.
Set up systemd to run Satisfactory, it's enabled and running.
Port check seems fine.
In-game reports it has 17ms connection.
Server also reports things like "Route from to [::1]:15000 hasn't been used in more than 300 seconds", suggesting the client did connect.

Yet it times out. Where should I start looking?

neon rapids
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Anyone know how to set Network Quality on a server in U8?

mint junco
untold wagon
hollow atlas
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I'm not changing the port in satisfactory, it defaults to 15777

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I'm merely stating what the logs tell me

deep turret
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honestly half the time timeouts are performance / loading issues related

hollow atlas
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Which would be weird, I've run a similar server before, its specs are above recommended, and the clientside even more so.

spare compass
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After lots of cussing my game server is finally reinstalled, and still refuses to load the game world ๐Ÿ–•

ripe kayak
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just trying to track down some old stuff for the wiki, this is possibly pre-dedicated servers;

anyone know where this comes from?

5222 TCP & UDP[citation needed]
6666 TCP & UDP[citation needed]
https://satisfactory.wiki.gg/wiki/Multiplayer

iron panther
deep turret
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it depends on what user the server is using, it's in the user home .config
so the variable path is ~/.config/Epic/FactoryGame/Saved/SaveGames/

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with dedicated server's user

signal brook
plain hollow
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My server just crashed, where can I see the log?

wintry gulch
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What should I do here? I've opened multiple Ports, but I am confused now.

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And whenever I try to connect, it loads for a sec, then returns me to the same error

deep turret
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^ @neon rapids I added the update ability in my files (no validate ; does not make any difference between public and experimental builds : no override, only update current branch)
while still keeping security features on (added : SystemCallArchitectures= +x86)

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thank you for inspiring me on that

soft girder
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Its unfortunate the game is entirely unplayable for me now after the patch. before i had some crashes and was forced through the earth about 5 times losing everything even though i had it set for lose nothing, " Keep everything". since the patch last night ive loaded in multiple times to a completely empty map, some buildings gone, falling through the earth, takes two steps and crashes, etc... and now i have like 5 personal chests stuck under the map where i cant find it and like 3 trucks stuck under the map. (please add a way to delete vehicles or stuff on the map)

i get it, i get it.. new update brings more problems but hoping we have a fix before this week is over and vacation starts.

loud minnow
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working fine for me on DS.. and test 800hour big save works fine no problems not saying the game is not buggy but dont get crashes etc.. so far lol..

crystal eagle
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I had to transfer my server save to single player, hyper tubes and hitching a ride in trains crash my game and even hover over the hypertubes had a few crashes even

river sluice
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Anyone had experience with this docker image?

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Kinda lost how to use it

soft girder
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Parked vehicles are falling through the planet causing game resources to cause a crash. i figured out that if im lucky enough on some of the vehicles if they spawn after a server restart i can delete them if i disconnect right where they are located when they respawn. fly mode is also causing the game to crash.. but its the only way to save yourself if you spawn falling through the map haha. RIP

normal wasp
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can someone please help me for creating a dedicated server

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please.

loud minnow
# river sluice https://github.com/wolveix/satisfactory-server

yeah thats what im running.. all you have to do is make a folder on your machine and add the file path to the section where it says path/to/file: and make sure you change you PID for the user and start it up that is it.. pretty simple as long as you have some experience with docker

loud minnow
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READ this

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it show you how to make one there is many ways on creating a server so just pick your poison

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google and youtube are your friends also

lilac pine
young storm
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would it be possible to make this possible again please

normal wasp
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is there any videos for setting the dedicated servers on epic games please helppppp

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plssssssssss

loud minnow
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yeah im pretty sure there is go to youtube and type that on the search bar and see

normal wasp
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no there isnt any can you search for me maybe you will be lucky

loud minnow
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LOL.......... NOPE

normal wasp
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okey

loud minnow
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your one of those people that like things to be handed out to them like a little kid lol do the research yourself

normal wasp
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right

warped parrot
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got this connection problems since patch yesterday. Any ideas? When my buddy starts a new game file we can play on his "dedicated" map but when he want to join our 150h save on my Computer i get this alert and he cant join. Pls help a nicely FICSIT Worker to get to work.

loud minnow
warped parrot
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okey where i find the server log ?

loud minnow
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depends on your os but usually \FactoryGame\Saved\Logs

warped parrot
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can i write you private?

normal wasp
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shouldnt epic games open me a server when i launch the dedicated server thing?

loud minnow
warped parrot
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before patch yesterday all was fine i find it little bit wierd that it all from one patch

loud minnow
warped parrot
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thats the engine is updated i know but the engine patch was 2 days before and yesterday was the next patch and with that patch the struggles started

loud minnow
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im pretty sure thats going to be your problem is making sure your are using -multihome=<ip address>

normal wasp
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that thing is dumb as

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...

loud minnow
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if you want it free you got to put in the work lol

normal wasp
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...

warped parrot
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@loud minnow i send you the log via pn

quartz lotus
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since you can upload saves is there a way to download saves from server manager?

loud minnow
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no you cant download them why idk...

quartz lotus
loud minnow
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you have to just grab them manually from the save location folder

quartz lotus
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wonderful

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if io enable advanced settings to give power shards does everyone have access to the cheats + can they be disabled

neat birch
quartz lotus
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worked perfectly

sturdy gust
sharp bison
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pretty impressed with the u8 dedi. 12h of game time now with not even a slight hiccup serverside

rare summit
loud minnow
mint junco
silent heron
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Having an issue with dedicated server on steam. Server is up and running, I can join it from my local network. I have opened the ports up on the device and forwarded thriogh Firewall. However, one thing I can't set the server from private to friends only... SessionID shows invalid. Tried to copy save files into SP, fix the sessionid issue, and load from the save but that still caused it to revert back to private only. Anyone got any ideas?

loud minnow
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Dedicated server donโ€™t use session ID they just join with public IP address and port

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And the dedicated sever are always public btw you canโ€™t put them on private

river sluice
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Tho i will try that

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Thank you

vagrant turtle
mint junco
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Getting a lot of random deaths and client crashes on dedicated server, thrown under the map etc.
Where's the setting to not lose all the equipment and inventory?
No idea where my death crates are given nothing shows on the map.
I've lost 2 full sets of gear plus inventory and an explorer this evening.

mint junco
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And I don't think autosaves are working on dedicated server.
I have it set to 1 hour and I don't have even one autosave.

silent heron
gentle estuary
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Do advanced game settings not work on dedicated servers? I can't get it to upload a save with AGS on

weary yoke
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STILL getting version mismatch with -beta experimental am i missing something

silent heron
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recent update probably out of sync @weary yoke

light rover
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im getting server mis match even after running the update. am i using the wrong command? (steam CMD)

bleak hornet
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See if maybe the description matches for you. I was getting "sfserver: executable was not found" when trying to start the server after update.

light rover
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no my server starts it just doesnt update to the same version as my client. update 8 is there but its like they havent rolled out the update for dedicated servers. when i run the update command it says its already updated but its an older version compaired to my client

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(at home dedicated server for me and my friends)

bleak hornet
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So, I didn't realize until tonight that I didn't actually have my server set to Experimental. So my first step was to change that setting and then the server updated. But then after that I was getting the start error I shared.

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Suurprizingly, I was still able to run my client in experimental on my server that wasn't

light rover
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yeah we changed ours to exp. and it worked this morning we played a bit. but i guess they released another hotfix and i havent been able to play since. because of a version mismatch

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current update command in steamCMD is (steamcmd.exe +force_install_dir satisfactorydedicatedserver +login anonymous +app_update 1690800 -beta experimental validate)

bleak hornet
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Is the server on build 11480314? What is it?

light rover
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it says version mismatch client 239192 server 238993

wind spade
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How do you change advanced game settings for the experimental branch?

bleak hornet
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When you load a save, you can check this box. I believe Jace warned that once you turn it on for that specific save file, you can never turn it off, so keep that in mind.

bleak hornet
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Hopefully someone else can chime in on that for ya

twilit radish
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after this update I can no longer join me and my mates' server ๐Ÿ˜”

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keep getting unreal engine process crashes

wintry gulch
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This is my console, does anybody know what the problem is? I can't connect to the server, and I get disconnected all the time.

loud minnow
wintry gulch
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So this -multihome=<ip address> needs to be the hosts IP, right?

loud minnow
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yeah your machine IP

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the server

wintry gulch
wintry gulch
sour elbow
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Do we need a dedicated server to have coop, where we share the map and can log in at different times?๐Ÿค” and if so, is there an easier way to do it?๐Ÿ˜ ๐Ÿ˜Ž

sour elbow
clear cove
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I'm thinking of hosting one, how ever I don't know how it will preform if the world gets bigger

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I can either run it on a i7 4800 with 32gb ram, or a dual xeon with 64, or 128gb ram... Unsure, since the xeon is server slice and makes alot of noise

mint junco
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Hypertubes are bugged on dedicated server.

When entering a hypertube the pioneer teleports to the end of that section and slowly rolls back to the entrance where you are spat out.
After a few seconds you will either arrive at the destination or the client will crash.

To resolve, delete that section of hypertube and place it again from the hypertube entrance to the first hypertube support or wall port.

If I was to pin this on anything it would be the direction in which the section of the hypertube was originally placed is a factor.
e.g. from the support to the entrance.

QA post here.
https://questions.satisfactorygame.com/post/648c3c2887a1e63b6cee4623

deft oar
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Hi, I've been running a DS since U5 and never had any issues. Have updated to what I assume is current through SteamCMD -beta -experimental, and validated.
When I run the server now the client doesn't see it online.
Has anyone else had this issue?
Server and client are on the same LAN.

spare compass
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After allot more cussing I have U7 running as a server again, spun up a 2nd vm to test validated with U7 cool working, run the update script to go to U8 instantly broken, tons of errors, htop says the server is running but RAM usage never goes past 1.4gb and trying to connect to it gives me timeout errors, best guess my home server is simply too old to run UE5

solar trout
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How do I update the server to the experimental branch?

clear lagoon
clear lagoon
# mint junco Hypertubes are bugged on dedicated server. When entering a hypertube the pionee...

I've noted that in some cases you need to dismantle both the entrance (you can leave the support) and the first hypertube segment, otherwise the bug sometimes recurs (at least in my experience)
edit: from reading your QA post this might actually just be bias on my end, because I think I just happen to always place the hypertubes from the entrance to the first support (and not reversed) because my cursor is already aiming where I put the entrance down ๐Ÿ˜„ ignore me ๐Ÿ˜›

clear lagoon
deft oar
graceful flicker
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Has anyone noticed that the U8 dedi server build uses screw all RAM vs U7?

U7 for me would cap well into the 6-8GB after a few minutes.

The same map on U8 barely even reaches 2GB.

desert walrus
#

That's very interesting...
Is there a player online?

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@graceful flicker

deft oar
solar trout
#

when I can only access it via the stable branch

rapid gate
light rover
#

im getting a version mismatch between my client and my server

frank laurel
#

anyone else with endless spam of explorer engine rpm AK event?

light rover
#

super frustrated

rapid gate
light rover
#

yeah, i did

solar trout
rapid gate
light rover
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i played U8 on my server when it first launched then they hotfixed it and it wont update to the new hotfix

#

ive run the update command 1000times in steam cmd

#

its like they didnt push the hotfix update to steamcmd

clear lagoon
light rover
#

the command im using is (steamcmd.exe +force_install_dir satisfactorydedicatedserver +login anonymous +app_update 1690800 -beta experimental validate)

#

it validates but still doesnt update

#

i see other servers are updated but idk why mine isnt

#

super frustrated lol

clear lagoon
#

just to make sure you are updating the correct folder... can you run that command with the full path?

light rover
#

it runs and validates

clear lagoon
#

yes but you don't coincidentally have like two installs of satisfactorydedicatedserver and you're just running in the wrong folder? just to doublecheck

light rover
#

no i dont this is the one ive used since the beginning

#

sonofabitch

#

you were right. checked and for some reason there was another install that the path was going to instead of steam cmd

#

its updating now

#

we will see shortly

#

geezuz been scratching my head for a couple days lol thank you @clear lagoon your my hero ๐Ÿ˜‚

clear lagoon
#

no problem, glad I could help ๐Ÿ™‚

solar trout
clear lagoon
solar trout
clear lagoon
solar trout
#

maybe the force install dir line didn't work?

#

I assume if it doesn't say anything it did the thing

clear lagoon
#

I don't know if it works with spaces in it. I usually run steamcmd non-interactively

#

if nothing else, somewhere on the machine you have the latest version of the satisfactory dedicated server with experimental XD

solar trout
#

I've been at this all day I don't even know how much I've installed it and where XD

clear lagoon
solar trout
clear lagoon
#

can you do Get-Process FactoryServer in powershell to check if you don't still have an instance running? (or check in task manager)

solar trout
#

nothing in task manager

clear lagoon
#

you're getting a version mismatch in the client right? any chance you can share a screenshot of that?

solar trout
neon rapids
#

I'm still trying to figure out how to set Network Quality on my dedicated server after U8. The rubber banding is awful.

clear lagoon
# solar trout

sorry for being paranoid/annoying, can you send the output of Get-Process FactoryGame while the server is running?

#

oh wait actually

#

I think I know what the issue is

#

you're sending the commands as if you're running non-interactively in an interactive steamcmd session

#

at least I think that might be the issue

#

lemme test quickly

#

actually no your commands look fine

#

sorry, running out of ideas here :/

clear lagoon
#

it's a powershell command

loud minnow
graceful flicker
solar trout
#

just the one

#

that I had to run for the screenshot

clear lagoon
solar trout
#

which path?

clear lagoon
#

the fully-qualified path to the running FactoryServer process

#

it's blank? o-o

clear lagoon
#

is the server still running while you ran that command?

solar trout
#

yes

clear lagoon
#

okay uhh if you go in task manager on the details tab, and go to FactoryServer, right click, open properties... you should be able to see the path of it there

clear lagoon
solar trout
#

I found this running, is that normal?

clear lagoon
#

yes if you were on -beta public

#

I can't see the entire location in that screenshot

#

assuming the location matches the dir you set in steamcmd, there's possibly something wrong with your FactoryGame file (probably a .bat or .cmd file)

solar trout
#

C:\Program Files (x86)\Steam\steamcmd\steamapps\common\SatisfactoryDedicatedServer is for FactoryServer.exe

#

C:\Program Files (x86)\Steam\steamcmd\steamapps\common\SatisfactoryDedicatedServer\Engine\Binaries\Win64 for the UE4Server

clear lagoon
#

uh I don't have a windows machine right now to test on... you sure it's not a FactoryServer.bat file?

solar trout
#

it's listed as an exe

clear lagoon
#

ok great uhhh 1 second please

clear lagoon
# solar trout

can you check in Engine/Binaries/Win64 for an Unrealserver<something>.exe ?

#

I'm guessing it should be called Unrealserver-Win64-Shipping.exe

solar trout
#

it's there

clear lagoon
# solar trout this?

I just tested the above. force_install_dir command should have the path in doublequotes if you have spaces in it

#

it cuts off everything beyond the space (at least on my machine)

#

you probably have installed update8 in the folder C:\Program right now

solar trout
#

I did just find an install there but after I deleted it and tried updating it threw up to date

clear lagoon
#

can you do the steamcmd force_install_dir with the path in doublequotes and then run the app_update command with -beta experimental again?

solar trout
#

nvm!

#

it's now downloading a thing

clear lagoon
#

great! sorry I took so long to figure this out ๐Ÿ™ I made dumb assumptions

solar trout
#

nono tbf, I did say I had no other installations XD

mint aurora
#

Hey all! It's my first time trying to set one of these up and I am completely lost. I have tried using the guide on the wiki but it does not give a step-by-step tutorial and, since i have never done this before, it is not enough information for me to figure it out. Does anyone have any additional resources that are functional for update 8?

#

I am also using Epic and not Steam

clear lagoon
wintry gulch
clear lagoon
#

nothing at all but it shouldn't be functionally much different from the steam version

#

you can anonymously install the steam version through steamcmd so I would recommend that over the EGS version, but that might just be personal preference

#

end result is still a folder with a dedicated server installed either way

#

after installing it just run .\FactoryGame.exe -log -unattended to start the server

solar trout
#

My server appears offline to my friends, I've port-forwarded the relavent ports and allowed the inbound rules for those ports, do they need a specific name?

clear lagoon
mint junco
# clear lagoon I've noted that in some cases you need to dismantle both the entrance (you can l...

I tend to build the factory footprint and later link it up to the factory next door.
In that case it's a join from the hypertube entrance to the port and from the port next to it back to the other hypertube entrance.
The observed behaviour of entering the hypertube entrance and then teleporting to the end of that run of hypertube and slowly rolling back to the entrance tells me that the hypertube entrance is confused about which end is connected to it.
As it's reproducible I do believe it has to do with the direction the hyper tube was built.

clear lagoon
solar trout
mint junco
clear lagoon
clear lagoon
solar trout
#

yes to both

wintry gulch
#

Any way to fix the timed out problem? All ports are open and so on

solar trout
#

IPv4 Adress in ipconfig right?

clear lagoon
# solar trout yes to both

can you run ipconfig on the server device and double-check that the target address there matches the address the router port forwards to?

#

you can try relaunching the server using -multihome=internal ip address to manually bind to the correct interface, i.e.
.\FactoryGame.exe -multihome=192.168.1.100

clear lagoon
wintry gulch
#

I keep getting this. Can someone help?

chilly mortar
clear lagoon
wintry gulch
#

Even just connection to server manager

#

Ports are open and I've used -multihome=<IPv4>

clear lagoon
# wintry gulch Trying to connect

if it's a server you're running in your local network at home, chances are you won't be able to connect using the external ip address because you'll be doing NAT shenanigans on loopback

#

if connecting to a local server, use the internal IP

wintry gulch
#

Its hosted from a remote desktop

solar trout
wintry gulch
#

We're hosting plenty of other servers with no problem.

wintry gulch
clear lagoon
wintry gulch
#

It's a remote dedicated server, and it only has basic Firewall.

#

We are able to run Minecraft servers, FiveM, BeamMP, and even Satisfactory servers before.

#

Just not anymore, after the E8 update

clear lagoon
#

can you manually add rules to the firewall for inbound connections on the three ports you have configured for the server? UDP protocol, default ports are 7777, 15000, 15777

clear lagoon
#

also just to check: is the server launching and running successfully?

wintry gulch
#

Is it a problem I opended TCP as well?

clear lagoon
wintry gulch
#

Ill cut the TCP then, just to be safe

wintry gulch
clear lagoon
#

the logs aren't showing any connection attempts. can you double check that you are launching the server with -multihome=88.99.58.177 , and that you are connecting to the correct port in the client?

wintry gulch
#

[2023.06.16-16.18.48:054][561]LogNet: NotifyAcceptingConnection accepted from: 85.191.45.208:60026

#

Is this relevant?

clear lagoon
#

yes, that looks like an incoming connection

wintry gulch
wintry gulch
clear lagoon
# solar trout didn't work
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "UnrealServer-Win64-Shipping"}

this should show the listen ports for the running server. can you send a screenshot of your port forwarding rules?

clear lagoon
wintry gulch
#

At the bottom it says something about a player, me, but then dies.

#

Could It just be my connection?

clear lagoon
#

for reference, a successful initial connection looks like:

[2023.06.16-16.27.25:969][ 72]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147402803 accept
[2023.06.16-16.27.25:969][ 72]LogNet: NotifyAcceptingConnection accepted from: 84.193.155.129:34221
[2023.06.16-16.27.27:038][104]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147402803 accept
[2023.06.16-16.27.27:038][104]LogNet: Server accepting post-challenge connection from: 84.193.155.129:34221
[2023.06.16-16.27.27:038][104]LogNet: IpConnection_2147356912 setting maximum channels to: 32767
[2023.06.16-16.27.27:038][104]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.06.16-16.27.27:038][104]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.06.16-16.27.27:039][104]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147402803, TimeStamp: 06/16/23 16:27:27, [UNetConnection] RemoteAddr: 84.193.155.129:34221, Name: IpConnection_2147356912, Driver: IpNetDriver_2147402801 IpNetDriver_2147402801, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.06.16-16.27.27:039][104]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 84.193.155.129:34221, Name: IpConnection_2147356912, Driver: IpNetDriver_2147402801 IpNetDriver_2147402801, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.06.16-16.27.27:472][117]LogDTLSHandler: EnableEncryption: Server
[2023.06.16-16.27.27:473][117]LogDTLSHandler: Warning: Empty certificate identifier
[2023.06.16-16.27.27:745][120]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2023.06.16-16.27.27:745][120]LogDTLSHandler: UpdateHandshake:  Handshaking completed
[2023.06.16-16.27.28:099][131]LogNet: NotifyAcceptingChannel Control 0 server OnlineBeaconHost /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.OnlineBeaconHost_2147402803: Accepted
[2023.06.16-16.27.28:099][131]LogNet: Remote platform little endian=1
[2023.06.16-16.27.28:099][131]LogNet: This platform little endian=1
[2023.06.16-16.27.28:099][131]LogBeacon: OnlineBeaconHost_2147402803[IpConnection_2147356912]: Beacon Hello
[2023.06.16-16.27.28:166][133]LogBeacon: OnlineBeaconHost_2147402803[IpConnection_2147356912]: Client netspeed is 120000
[2023.06.16-16.27.28:166][133]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2023.06.16-16.27.28:174][133]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.06.16-16.27.28:174][133]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.06.16-16.27.28:174][133]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2023.06.16-16.27.28:174][133]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.16-16.27.28:174][133]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.06.16-16.27.28:174][133]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.16-16.27.28:174][133]LogBeacon: OnlineBeaconHost_2147402803[IpConnection_2147356912]: Beacon Join FGServerBeaconClient Steam:(Steam)76561198057327031 (unauthenticated)
[2023.06.16-16.27.28:600][146]LogBeacon: OnlineBeaconHost_2147402803[IpConnection_2147356912]: Handshake complete.
solar trout
wintry gulch
#

Last part is him crashing

#

He is on steam, Im on Epic Games

#

Turns out its my game on Epic thats the problem.

clear lagoon
wintry gulch
#

Well he got disconnected after being on the server for a min

clear lagoon
wintry gulch
clear lagoon
#
[2023.06.16-16.28.40:654][310]LogNet: Join succeeded: KE_ASTRO

this indicates a successful join to the game session.
I'm not sure why the session is timing out, that's difficult to troubleshoot. from my experience, it's usually when the time needed for the server to save the game exceeds the connection timeout parameters, but you seem to be on a fresh save

wintry gulch
#

We are yeah

#

Same error as before

loud minnow
#

if your connecting to the server it and you join fine then the server is working if it kick you afterwards then it could be a hardware issue as in performace wise or something else

wintry gulch
#

The server is running on a powerfull machine, and it can keep multiple servers running for different games at once.

clear lagoon
wintry gulch
#

Don't know why its like that.

#

How do I fix that?

clear lagoon
#

can you remove server in the client and then add it again?

wintry gulch
#

I've done that multiple times today

#

I can do it again real quick

clear lagoon
wintry gulch
#

Moderate

#

Both me and my friends

clear lagoon
#

joining games tends to work fine on moderate NAT

wintry gulch
#

Is there another server I can join, just to test that its not my PC, or game?

spare heart
#

hey guys im new to servers i am looking to adding my blueprints from my save to it i am using shockbyte

clear lagoon
wintry gulch
#

Alright ๐Ÿ˜„

loud minnow
#

yeah address:server.korneya.com port:deafult

#

is a new save but i can load a 800 hour save if you want to test or i can upload your own save if you want to test out i dont mind

clear lagoon
wintry gulch
#

Well, we've had this server for a while, but thats not E8

wintry gulch
clear lagoon
# wintry gulch Crashed

got a timeout or just a client crash? the latter might not be surprising since our hub is kind of in a busy zone XD

wintry gulch
#

Unreal engine crash ๐Ÿ™‚

#

Well I always crash on first launch, or join

clear lagoon
#

if you want I can load a blank save for a bit

wintry gulch
violet moat
#

Hello.. Has anyone ever gotten this error? There's 3 of us playing on a U8 server, 2 of us can log in normally but 1 person can't and gets this error every time.

clear lagoon
violet moat
#

Using Steam, yes I believe so

clear lagoon
#

they're not in offline mod or anything, are they?

wintry gulch
#
[C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:360]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
FactoryGame_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<<lambda_2d21a7280907265e6aab37ddf50d42b1>,void __cdecl(void)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
FactoryGame_Core_Win64_Shipping!FThreadImpl::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:70]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]```
violet moat
#

I'm don't believe so. I can check that. So it has something to do with Steam login issue it sounds like

wintry gulch
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

FactoryGame_FactoryGame_Win64_Shipping!`AFGConveyorItemSubsystem::GatherTransformData_ISPC'::`10'::<lambda_3>::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\FGConveyorItemSubSystem.cpp:766]
FactoryGame_FactoryGame_Win64_Shipping!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
FactoryGame_FactoryGame_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,s() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() ```
#

Crash error

wintry gulch
clear lagoon
clear lagoon
wintry gulch
wintry gulch
clear lagoon
clear lagoon
wintry gulch
#

Yep

clear lagoon
#

mind if I try connecting to your server?

wintry gulch
#

Sure

#

You know the Ip from earlier, code is 1235

#

For now

clear lagoon
#

seems to work for me ๐Ÿ˜… for now

#

I see you online too

wintry gulch
#

How, just how

#

Seems to be your magical touch!

clear lagoon
#

uhhh. I didn't actually do anything special ๐Ÿ˜… I just connected XD

wintry gulch
#

As I said, magical touch!

bold atlas
#

anyone else having whacky issues with tractors?

clear lagoon
spare heart
bold atlas
#

falling through the world, causing constant errors in the server console relating to engine_RPM sound

spare heart
clear lagoon
#

if you tell me which one you're on I can point you to the full path ๐Ÿ™‚

spare heart
clear lagoon
clear lagoon
spare heart
clear lagoon
# spare heart

you're looking for the one in the .config directory, not the FactoryGame install dir. see path I mentioned above

$HOME/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/session-name/

spare heart
#

thank you sorry my brain is failing at 1 am

clear lagoon
#

no worries ๐Ÿ™‚

clear lagoon
bold atlas
#

Yes, my friend DC'd while riding one, saw all the errors in console and figured they may be a bit unstable lol

clear lagoon
#

maybe best to disable the LogAkAudio logger for now

bold atlas
#

how would I do that?

clear lagoon
#

Step 1) stop your server (or it will overwrite your config on quit)
Step 2) edit Engine.ini, add/edit this section:

[Core.Log]
LogAkAudio=off

Step 3) start server again

#

you shouldn't see the log spam from the tractor audio anymore. if the flushing of the excessive to logging to disk is causing the slowdowns/disconnects, that should solve it

clear lagoon
#

at least not seeing the audio RPM warnings anymore ("because no audio device") after that change on my server. I'm planning to leave that change on XD thanks for the heads up

clear lagoon
#

did you make a post about the issue on the QA site yet?

bold atlas
#

I wil give it a shot, and not yet

#

where is engine.ini located? I am running it through LGSM so my file struc is a bit odd

clear lagoon
#

don't forget to wait until the server is entirely stopped before editing it (it flushes its current config on exit to disk)
File should be at install-location/FactoryGame/Saved/Config/LinuxServer/Engine.ini

#

i.e. in my case it is at /home/sparxy/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer/Engine.ini

neon rapids
clear lagoon
neon rapids
bold atlas
#

ill have to test when I have people on

clear lagoon
neon rapids
#

Darn. Yeah same here.

clear lagoon
#

the save command still seems to work from the console. even Pause doesn't seem to work for me XD

#

from what I understood from the youtube videos, the dedicated servers haven't had any real work seen on them in like a year beyond the bare minimum for the engine upgrade. could be they missed some stuff

mint junco
crimson berry
#

Bug where items no longer want to remember they can attach to anything. Keeps thinking I want the conveyer with a pole placement

violet turtle
#

hello

crimson berry
#
  • will fix if rejoin server. but weird that it happened
violet turtle
#

is someone run a dedicated server with steamcmd?

bleak hornet
#

Yes, many people use steamcmd.

violet turtle
#

do you know why, my server version with: -beta public seems to be se same as the experimental version?

#

update 7 have Build - 211839 and 8 have Build - 239192, with app_update 1690800 (- beta public) i got the update 8 version

#

never append before... a mistake by coffee stain?

crimson berry
#

those are 2 diff build numbers.

violet turtle
#

i know it's my problem actually ๐Ÿ˜ฆ

#

impossible to get the update 7 update

clear lagoon
crimson berry
#

switch off beta.

violet turtle
#

do you know the command line?

clear lagoon
crimson berry
#

^

violet turtle
wintry gulch
#

I did it! I got another problem! Whenever the Remote Desktop i exited, or minimized, the server console stops loadning, and will only start again, whenever a key is pressed in it. Any way to keep it going, just like everything else?

crimson berry
wintry gulch
clear lagoon
violet turtle
#

it give me the U8 version when i try to connect to my serv

#

tryed to find all cloned repository where i should duplicate the installation by mistake... i don't find anything

clear lagoon
#

not sure what I expected after reconnecting following a vehicle timeout but uh. ๐Ÿ˜‚

clear lagoon
violet turtle
#

yep

#

cleint

violet turtle
#

reboot... problem solved... ok thx

crimson berry
clear lagoon
#

I'm no expert in windows stuff but wouldn't it be best to run it as a local service (i.e. services.msc) instead of running the exe in a remote desktop session?

slim umbra
mint junco
mint junco
#

Is anyone able to access the QA site?

spare compass
#

Still cant get U8 to work

mint junco
#

DEDICATED SERVER, EVERY TIME A MANUAL SAVE IS EXECUTED THE SERVER CRASHES - Experimental: 239192
Aside from autosaves not working, every time I do a manual save the server crashes.
Dedicated server is still going to be best user experience as it spreads the load of the simulation and rendering the scene over 2 pcs so I really hope the devs give it some love in the long term.
https://questions.satisfactorygame.com/post/648ce14087a1e63b6cee4d15

crimson berry
#
[2023.06.17-01.21.08:799][853]LogMovieScene: Warning: Unable to resolve property 'FOVAngle' from 'CameraAnimationSequenceCameraStandIn' instance 'CameraStandIn'
[2023.06.17-01.21.08:850][856]LogMovieSceneECS: Warning: Unable to resolve property 'FOVAngle' from 'CameraAnimationSequenceCameraStandIn' instance 'CameraStandIn'
[2023.06.17-01.21.08:850][856]LogMovieScene: Warning: Unable to resolve property 'FOVAngle' from 'CameraAnimationSequenceCameraStandIn' instance 'CameraStandIn'
[2023.06.17-01.21.08:851][856]LogMovieSceneECS: Warning: Unable to resolve property 'FOVAngle' from 'CameraAnimationSequenceCameraStandIn' instance 'CameraStandIn'

this is probably also in local But i have seen FOV angle and unable to resolve SO many times in my consol.

potent terrace
#

Anyways, since the update 8 experimental my dedi's been running pretty ass (3700x, 3200mhz, ssd's) anyone else getting laggy performance in certain area's / doing certain things?

crimson berry
#

yes lots of bugs with dedi atm

elfin oyster
bold atlas
#

I think the biggest issues I am having now are vehicles. They completely break the dedicated server experinece sadly

limber gazelle
bold atlas
#

then they will dc people

limber gazelle
#

oh that's bad

bold atlas
#

and if you're in a vehicle on joining you fall through the map

#

which then kicks you

#

then kills you

cloud lagoon
#

any way to force the server to run update 7 instead of updating to update 8 EXP?

marble berry
#

is there anyway to locate an offline player?

sharp bison
#

damn son. reliable SIGSEGV when attempting to deconstruct this packager

sharp bison
#

You can make it run in early access mode, which is still 7, by removing the beta experimental arguments

cloud lagoon
#

in Epic - where abouts do I find them? can not seee any starting arguments

elfin oyster
cloud lagoon
#

@sharp bisonthanks for the help, I worked out where it all is and how to get it going.

never started the server with command line before, but at least I know now how to do it

sharp bison
#

Epic

sharp bison
elfin oyster
#

Makes sense. Logs indicated that it was trying to operate in ipv6 and failing

sharp bison
#

just so. That's when I realised what was wrong too

#

I was looking in the journal at first but lots of messages don't go there and go just to the log file instead

cloud lagoon
#

and I broke it - might as well start fress on Experimental now

clear lagoon
#

you can run the satisfactory server in non interactive mode with the -unattended flag at least

#

running an arbitrary executable as a service is straightforward from what I recall

mint junco
clear lagoon
#

If you're used to managing windows systems chances are your approach is better than anything I would know.

mint junco
#

I've found U8 dedicated server to be pretty stable but my client crashed a lot last night.
So much so I gave up and went to bed early for a Friday night.

I found that hypertubes are super borked, autosaves don't trigger and manual saves cause the server to crash.

clear lagoon
#

auto and manual saves were fine for me, but I'm running on Linux. hypertubes are fixable. 1 sec I'm on my phone still

mint junco
clear lagoon
mint junco
#

Are the devs now on leave or are we going to see some patches next week do we think?

The single player experience is for me now unplayable.
I was getting sub 20fps in U7 and sub 10fps in U8.

The only solution really is to put the save back on dedicated server.

I took it off dedicated server late U7 due to an array out of bounds error that wiped out literally hundreds of hours of effort.

On dedicated server I get 40fps+ and the game is very playable.
But the client crashes drove me up the wall last night so I gave up.
I'll give it another go today where I'm fitting priority power switches to all the factories.
Grass Fields is done and I'm heading towards the Islands next.

clear lagoon
#

They're going to mostly be focusing on the most impactful game breaking changes I imagine before they go on holidays. unfortunately I think it's going to take a while before they get around to benchmarking and improving performance again

loud minnow
clear lagoon
#

and dedicated server specific issues are probably going to remain unhandled for a while

loud minnow
#

Yeah then there is something wrong with your game then or your cpu could be the bottleneck

#

And Iโ€™m running everything on max with lumen on high

clear lagoon
loud minnow
#

No 1440p

clear lagoon
#

75% render resolution?

loud minnow
#

On an 800 hour test save

#

Nope using TAA

#

100 percent

clear lagoon
#

custom settings then

mint junco
loud minnow
#

Nope 3090, 5950x 128 3600cl16 kit

clear lagoon
loud minnow
#

Yeah but I change them to max

#

So yeah custom setting I guess lol

clear lagoon
#

I'm running on 4k so with lumen on I would probably die without the upscaler XD

loud minnow
#

So getting below 60 on a 2080 is pretty weird but I donโ€™t have one to test it lol

clear lagoon
mint junco
# loud minnow On an 800 hour test save

My save is over 4000 hours, over the uobject limit, 360 trains and 400 stations.
60 nuclear reactors and all the infrastructure to support that.
A total of 339GW of power production, max consumption of 249GW, nominal power usage around 90GW.
Every item of production has its own significant factory.
I deployed solid biofuel, liquid biofuel and packaged liquid biofuel factories in U7 prior to U8 releasing.
So the build is above average shall we say.

mint junco
loud minnow
clear lagoon
#

I just timed out but I'm not sure if it's due to long hypertube, using them in quick succession or just coincidence XD

mint junco
# clear lagoon You have a very big factory. have you noticed any connection timeouts on using l...

I run hypertubes from factory to factory so there aren't any massively long runs in built up areas.
The longest used to be between the islands and the Hub.
That used to crash the game in U6\U7 as the area boundary was crossed and the object stream in couldn't keep up.
Building on dedicated server requires different approaches to building in single player currently.
The save was on dedicated server from 300 to 3800 hours.
I moved it to single player up to 4000 hours and back to dedicated server now.

clear lagoon
#

yes asset pop-in stutter is painful on both U7 and worse on U8 :C

mint junco
#

I have an aluminium ingot factory at the edge of grass fields and a caterium ingot factory at the top of the waterfall.
Those two factories break up the long hypertube run and avoid object load in problems.

mint junco
# loud minnow Ohh I see would love to test that save on my rig.. I do have a save that take up...

The save is a work in progress so I don't want to give out copies.
But you're welcome to visit the server and experience some of the crashes and jank first hand :0)
Satisfactory.valebridge.net

I presently only have the engine.ini edit in place on my client to increase the uobject limit.
You might get away without it but the more objects you force to load in as you move about the more likely the client will crash.
The server itself has so far only crashed during a save.

clear lagoon
mint junco
#

Go for it, hopefully it's up, it was when I left it.
I'm in bed typing lol but will wander down to the office in a bit.

clear lagoon
#

I timed out on connect XD

mint junco
#

I'm going to avoid using the hypertubes today to see if the client crashes less.

mint junco
#

I'd like to get it stable

clear lagoon
#

sorry, I clicked it away already. it was the usual connection timeout which I have configured to 45s

mint junco
#

I timed out also so we might have tried to join at the same time

#

So I have no timeout configured on my client.
It's in place on the server itself

clear lagoon
#

I still have mine bumped from before I moved to more performant server hardware XD

mint junco
clear lagoon
#

seems to be joining fine this time around

#

loading screen at least

mint junco
#

That's the server engine.ini

#

I'm in at the hub

#

You're sparxy I'm guessing

clear lagoon
#

correct ๐Ÿ˜„

#

I'm uh. still on the loading screen ๐Ÿ˜…

mint junco
#

So the question is what can we tweak to improve that load time?

#

The server is set to Ultra for the network

#

I have 1gbit down and 50mbit up

clear lagoon
#

no clue. I've noticed really really bad loading times since U8 on my server as well

#

and my server is on symmetric gigabit and my client has gigabit down so

mint junco
#

I'm hosting the server hardware in my office so the upstream bandwidth applies

#

equipment at the hub

#

there's drone ports as storage in the crystal oscillator factory opposite

clear lagoon
#

hope you don't mind, I'm just grabbing one of everything XD

mint junco
#

help yourself

loud minnow
visual onyx
clear lagoon
#

are you able to view the world map properly on your server?

clear lagoon
visual onyx
#

ah that's fine then thanks

mint junco
clear lagoon
#

I think it's borked. no radar icons either

mint junco
#

There's a guide at the hub which shows where everything is

#

The islands and blue crater is not on there

loud minnow
clear lagoon
mint junco
clear lagoon
#

I appear to have softlocked myself on one of the hypertubes XD

mint junco
#

Yup I would avoid using hypertubes, hence my numerous posts.

#

Delete it if you have to

clear lagoon
#

I had to disconnect. if the glitch happens on a long hypertube it completely disables your movement

mint junco
#

Yup I had that last night and you're right.

#

I'm heading to the islands on foot, well hoverpack

#

hitch a lift on a train is also valid

#

I wouldn't self drive a train, but you can place one and set a destination.
With no map that's tricky

clear lagoon
#

I was considering walking the rails. taking the hypertube was a mistake ๐Ÿ˜„

mint junco
#

The trains are really slow and jerky, they were silky smooth in single player. Even though the frame rate was poor.

#

I've just crashed

#

That was using the hoverpack

clear lagoon
mint junco
#

Yup, there's a lot of build

#

It's running on a brand new DELL T150 with a 2.8ghz enterprise class Xeon processor, 64GB ram, allocated 32GB ram to the VM running the server and 8 vcpus.

clear lagoon
#

which xeon cpu?

mint junco
clear lagoon
#

okay that's more high-end than I was expecting when you said xeon XD

mint junco
#

It was the top cpu in the range for that server

clear lagoon
#

what clock are you sustaining on the fastest core?

loud minnow
#

this is what im running on the server on big save i get 119 tick rate on a 7MB save i need a bigger save to test lol

clear lagoon
#

isn't the default max tick rate 30? why is it configured for 120 o-o

mint junco
loud minnow
#

the docker image im using has it to 120 tickrate i belive need to double check it

clear lagoon
mint junco
clear lagoon
#

Simrien: have you tried to manually set the tick rate of the server to 10? might improve perceived performance

clear lagoon
#

not sure I know any stock tools that can show per-core clock. maybe resource monitor?

mint junco
#

I haven't, I shall give that a go

#

This is a VM so wouldn't eSXi give that information?

clear lagoon
#

I've never interacted with eSXI systems. sorry

mint junco
loud minnow
clear lagoon
#

especially on a save this big

mint junco
#

I get what Lena is saying

clear lagoon
#

and if it doesn't work it can always be reverted

mint junco
#

Even with your 120 as soon as a person logs in the tick rate will drop.

loud minnow
#

nope tested myself with somoen log into the save

#

it does in some machine tho

#

let me test your save

clear lagoon
#

your server will always try to run at max tick rate whenever possible

loud minnow
#

i know i watched it with 2 players log in and it stayed pegged at 119 but yeah it i can fluctuate for sure depending on the save

mint junco
#

Ok, if you're in the server, get somewhere safe and exit.
I will then down it and make the engine.ini edit and bring it back up

clear lagoon
#

dw I'm just sitting at the hub again XD

#

I'm impressed by your save

crimson berry
# clear lagoon You have a very big factory. have you noticed any connection timeouts on using l...

that hypertube glitch on dedis happened to me to. Out of curiosity, DId you zip one direction then shortly after go back to your original? because i went like half the distance that we can view. so not far far but a decent distance. and during that time when I made it back to the first hypertube starting point. it froze my character in place and basically just timed out and I had to reconnect manually. like it made it seem i was still in game but I could not move/build/interact. just open menu

clear lagoon
#

dismantle the first tube segment and rebuild it by connecting the entrance side first

crimson berry
#

no no. not that even.

#

Like im talking I hopped in the hypertube. that sent me the long distance. Like I rode there. but then took another tube back. and on my return, it froze me and Disconnected me

clear lagoon
#

you hopped into the second hypertube while the server thought you were still on the first one

#

it's a movement desync. it tends to cause soft-locks as you describe

crimson berry
#

see the thing is. I hopped out. and jumped in the otherone 3- 5 seconds after.

clear lagoon
#

happens when server you is outside of the grid your client has loaded

crimson berry
#

so its reallllly bad then

#

is there a way to make sure that doesnt happen

#

so i dont get locked and need to rejoin XD

mint junco
#

Ok the tick rate edit is in and the server is starting back up.

mint junco
clear lagoon
clear lagoon
mint junco
#

I take you mean trains as material logistics?
I executed on it.
It's my first playthrough.

#

server is back up

clear lagoon
#

that way you could theoretically scale to all resource nodes in the game

mint junco
#

Oh no I don't have central storage at all.
I think that's a very bad idea concentrating all that activity in one spot.
I use regional drone ports as storage.
The drones and trains don't move unless they have to.

clear lagoon
#

fyi on the boost clock thing. I'm running on a ryzen 3600 on the server and I'm seeing it clock up to 4.2GHz on the main satisfactory thread

#

boost clock on your xeon should go up to 5 easily I think so should perform good on such a big save (if there's not too much other stuff running on the physical cpu)

mint junco
#

You're running Linux though with Satisfactory on top?
I'm runing eSXi 8 as a hypervisor with a windows 10 VM on it as a guest.
Any clock speed change will need to be at the BIOS level I would think.

clear lagoon
#

you'll have to check clock speeds on the host by the way. VM will probably not report accurately

clear lagoon
clear lagoon
#

I may have some ideas for further config tweaks you could try

#

1 sec

mint junco
#

Crashed again at the same spot, it's very crashy presently.

clear lagoon
#

in Game.ini under section [/Script/GameNetworkManager]

ClientErrorUpdateRateLimit
MAXPOSITIONERRORSQUARED
MoveRepSize
CLIENTADJUSTUPDATECOST
MAXCLIENTUPDATEINTERVAL
MaxMoveDeltaTime
MaxClientSmoothingDeltaTime
ClientNetSendMoveDeltaTime
ClientNetSendMoveDeltaTimeStationary
ClientNetSendMoveThrottleOverPlayerCount
ServerForcedUpdateHitchThreshold

these settings can help reduce the resolution and frequency of client/server position syncs for players. tweaking it can reduce rubber banding during normal/small movements

#

if you can tell me where you are crashing I can try and go there, see if I crash

mint junco
#

Head out of the hub north gate, head west along the rail track, didn't get as far as Ficsmas 2022 or Beacon entrance.

mint junco
#

Found a reference to clock speed in the BIOS documentation.
I'll have to reboot the hardware to get to it.

clear lagoon
mint junco
#

I had a lot of these in place under U7.
partcularly the what look like gigabit network settings.

clear lagoon
#

the movement stuff seems more relevant for the microstutter/rubber banding while walking/jetpacking

#

since movement is server authorative by default (which you should keep that way)

mint junco
#

The issue I have with all this is that CoffeeStain should be including a server good performance configuration and clearly dedicated servers need a lot more love than they've been getting to date.
Update 9 needs to be the dedicated server update as that immediately halves the load on your game.

clear lagoon
mint junco
#

You're way beyond where I was when I crashed

#

head north and you'll hit Rocky Desert

#

All factories have a name based on what they do.

clear lagoon
mint junco
#

Yeah I know

#

Beacon is the 5 station factory out and left from the hub and Ficsmas 2022 was the tall building opposite with the snowmen on the corners.
I didn't have enough time to build seperate factories for Ficsmas 2022 so built up on the site of Ficsmas 2021.
Ficsmas 2023 is in the dune desert, some 16 distinct factories.
It was featured on the dev stream some weeks ago.

clear lagoon
#

I drop to like 8fps when I'm walking due to asset pop-in XD

mint junco
#

yup that's why I stopped building up

#

and Nuclear plaza which you must have passed was abandoned

#

I need to pull that building down really

clear lagoon
#

I seem to have crashed here

mint junco
#

It's hollowed out already

#

I know where you are, that's about 2/3rds up rocky desert, I can see the sign for Pressure Conversion Cube.

clear lagoon
#

I figured you'd recognize it since there were signs in the frame ๐Ÿ˜›

mint junco
#

just passed Steel Ingot

#

Each factory is a black box, materials in and product out by train and drone.

#

Do you think it was better pre or post tick edit?

clear lagoon
#

I think regular movement is less smooth but I'm not sure

mint junco
#

I agree I felt movement was down on the original setting

#

even for the short time I was in

clear lagoon
#

I think the movement deltas are too big on the low tick rate so the server rubber bands you

mint junco
#

Back to retrofitting priority power switches I reckon.

plain hollow
#

is it possible to change the tickrate of a server?

plain hollow
#

I have ~ 500 engine.ini files on my PC, what path is the correct one? I didnt change any defaults for it

clear lagoon
plain hollow
#

thanks!

mint junco
#

Now that's bad, I think I'll remove the tick rate entries for now.

clear lagoon
# mint junco

yeah, I think tweaking the movement correction packets will give better perceived performance than messing with lowering the tickrate below 30

#

unfortunately I don't think there's any way to improve train/belt animations and performance by means of config tweaking

#

the servers could be optimised a lot more. from what I've been seeing the servers still contain a lot of presentation/rendering/client logic that it doesn't really need for anything

clear lagoon
#

also hope they at some point reconsider their architecture because right now they now have a single main game loop

mint junco
#

I've been in the server BIOS and seen nothing related to be able to tweak the CPU other than reduce the number of cores, everything else is enabled.
I don't think that's anything you can mess with it including the clock speed.
Likewise inside eSXi the cpu is the cpu and the guest OS is allocated the max number of vcpus it can be along with 50% of the ram in the box.
This is a brand new DELL EMC T150 literally a couple of months old so is as good as it's going to get on my budget.
If that's not good enough for a game then I think the game needs to think about it's actions and sit on the naughty step for a bit :0)

clear lagoon
mint junco
#

Yup the way to approach this is to architect the game as client server even if on the same box.
That way the core of the game can be a standalone server easily and clients connect to it.

clear lagoon
#

ideally only players, vehicles and creatures should be on the main game loop

mint junco
clear lagoon
#

to be fair architecting and implementing a model like that for a factory game will be a serious headache

mint junco
#

Not really if you start by designing the game like that.
And maybe that is Satisfactory 2.

Like my factories, retrofitting a new idea is a headache.

#

That's why I have a Gen1, 2, 3 and 4 design for factories.
They may all look alike but they're not.

clear lagoon
mint junco
#

Agree 100%

#

Here's a thing.
I completed phase 4 at 800 hours with literally 1 of each machine.
I decided to scale up and build a proper factory for each component of production, 800 to 4000 hours it's taken.
You cannot do that without exceeding the UObject limit unless your factories are sky platforms.
Literally not possible with any type of factory facade.

clear lagoon
#

the uobject limit is arbitrary and is just an engine parameter not set with a game like satisfactory in mind

mint junco
#

Yes but it impacts save, load time and everything else.

#

Especially bad on dedicated server.

clear lagoon
#

I don't think they've put any real work into the save and load logic yet

mint junco
#

SCIM chokes on my save now and I cannot retrieve my death crates.

mint junco
clear lagoon
#

aren't most snapshot models based on COW? that doesn't really sound like something you want in RAM XD

mint junco
#

Don't what COW is beyond MOO.
VMWare seem to manage.
But it just makes sense to make the save process transparent to the end user.
Whatever the tech is they use to do it.

#

And that doesn't mean not putting up a save notification... which we already don't get.

clear lagoon
#

then it can exfil to a separate image file while the OS continues running, then untag if needed

spare compass
mint junco
#

Making the save a database might be a solution, objects added and subtracted are transactions and the database is always up to date.
I'm not a dev though, just a tech so I don't know what the feasibility is.

clear lagoon
#

I've not inspected their current save logic, but since there's tools out there that can read the files I bet they just serialize the entire game engine state to a file while the core game loop is paused

mint junco
#

Yup, that's apparent and incredibly lazy. Dyson Sphere Program using Unity and all other types of games of this genre I bet take the same approach.
The breakthrough is going to be in having the core functionality for the save state be a feature of the engine I reckon.

#

It's just not a consideration currently.

clear lagoon
#

idk how many more features they have planned but at some point they should stop prototyping new features and begin handling the technical aspects of the engine that are lacking

mint junco
#

Yes, I agree and this is the first step on that journey.
UE5 is the framework the game is going to be at 1.0.
They implemented it for reasons which were not the UOBject limit.
So they must see it as pretty core to delivering their vision if that's not a consideration.

One of the things they did do was reduce the UObject count of buildables.
No doubt that will continue.

I'm definitely very excited to see where the devs go with this.
It's an amazing game and I wouldn't put up with the crashes and poor performance for so long if I wasn't passionate about it.

#

Did you have a look inside the reactor buildings?
I'm quite pleased with those, there's literally nothing but a water extractor in there.
Nuclear is completely modular with drone fuel rod delivery and waste removal.
Three drone ports service a reactor farm up to 78 reactors.
I've recently upgraded from 48 to 60 and either may go to 72 or build another 60 in the swamp.
Feasibly 4 drone ports could service 156 reactors.
Don't need the power though, got plenty.

BTW lost 2 employee of the planet mugs due to random deaths.
Which is why I'm using a standard mug, yes I know about holster, old habits die hard.
Only one death crate appears on SCIM containing one.
The other and the explorer I was driving... vamanos...

mint junco
sharp bison
#

Just making the game use more threads doesn't buy you anything inherently. Concurrent programming is hard and if you need the result of every machine's tick update to have a valid global state you risk a large array of nasty bugs by trying to silo computation like that

desert walrus
clear lagoon
sharp bison
#

the game needs to know the total global state in order to show it to you. Or to save

clear lagoon
#

For presentation, the game only needs to know a valid state for every object that is visible to render. For saving, the game needs every processing loop in a paused state to sync one valid state to flush to a file.

sharp bison
#

I've had a few frustrations with the u8 dedi but given that it's a side project I enjoy that it works at all. Only had to go in with the SCIM scalpel a couple of times to delete packagers that had cursed fluid connections and caused sigsegv if I dismantled them in game

clear lagoon
#

I don't think it matters for rendering logic that the thing you're rendering is 8 milliseconds out of date. you don't need perfect global state synchronisation for presentation of animations

#

the devs are delivering great work yes, but please don't defend architectural decisions that are detrimental to the core gameplay with the reasoning "computer programming is hard"

sharp bison
#

why not? There's a finite amount of brain time available for any given feature, project, game, etc

#

it's all an iterated game of tradeoffs

desert walrus
clear lagoon
#

well yes, but at some point the game studio will need to switch tracks from iterating on feature creep to iterating on technical implementation in order to make a releasable end product

clear lagoon
desert walrus
#

Afaik anyways

clear lagoon
#

parallel processing can be deterministic

desert walrus
sharp bison
#

I'm sure they know it needs a large polish pass before 1.0 but we wouldn't necessarily expect to see any of that in any update X releases. Premature optimisation considered harmful ๐Ÿ˜

#

Or there's the other half of potential polish changes that are in the bucket of "ruled out by past foundational decisions that we are choosing to not revisit because of how much work it would be"

clear lagoon
sharp bison
#

Philosophically unsatisfying but so is life

clear lagoon
#

I'm just hoping that performance scales to the size of the map they decided to create on the release version

#

(size being resource nodes in this context, and not physical size)

sharp bison
#

I used to wonder whether factory games spun down far away or otherwise known to be invisible pieces of factory into heuristic black boxes of inputs and outputs but I figure that would probably give wonky behaviours to the visible parts of your factory if there's any interaction

desert walrus
#

Ot could be better but I'd rather see 1.0 sooner

clear lagoon
rocky tapir
#

anybody played on a dedicated server for experimental 8 so far? If so what are the major bugs and is it worth it?

sullen verge
#

Been playing for 27 hours now

#

Some definite bugs, but we've been dealing with them fairly well

sharp bison
#

Vehicles are a no go. That's the major one I've seen

sullen verge
#

Can't ride our train either

sharp bison
#

Other than that pretty good imo

sullen verge
#

Train automation works fine

clear lagoon
#

vehicles and long-distance hypertubes tend to cause timeouts.
hypertube entrances might send you the wrong direction, but you can fix that

sharp bison
#

It seems to struggle a bit if someone is out exploring new areas for eg hard drives

#

People everywhere get stuttering

sullen verge
#

Yep

#

We've had folks drop and come back with a reset character. Which is frustrating

rocky tapir
#

mmh okay thanks for the help.

sullen verge
#

Lose all their inventory

rocky tapir
sharp bison
#

So far in about 30h we've seen that only once and it was when the guy was driving a vehicle, which is a known danger zone

#

Nothing the SCIM scalpel can't fix

rocky tapir
#

Is there allot of crashes

#

(server side)

sullen verge
#

More client than server

rocky tapir
#

okok

#

thanks for the help guys!

sullen verge
sharp bison
#

The most crashes I had was yesterday when trying to remove a bugged packager

#

Dismantling it made the server crash reliably ๐Ÿ˜จ

#

Had to delete it manually from the save file

gloomy ocean
#

Never have i ever had a player duplicate on my server, but since update 8 my client have crashed more times than it ever has in the history of satisfactory, and ever time my client crashes it leaves a dupe of me on the server that i have to kill, i also have to set advanced game settings every time bechause for some reason i am not me? ๐Ÿ˜›

Just voicing my struggles. ๐Ÿ™‚

clear lagoon
gloomy ocean
#

Ok, how long is that?

clear lagoon
#

you only get a new pawn if you log in while your old pawn is still logged in

#

30 seconds by default

gloomy ocean
#

I see. ๐Ÿ™‚

#

Thank you!

light rover
#

any work around for trees not being removed with chainsaw? damn things are in my way and wont remove lol

#

and they keep coming back after ive removed them

clear lagoon
#

two options. either the trees are ghosts that are loaded in and only visual, or they're ones that they forgot to mark as destructible

light rover
#

they are ghosts.....but physical ghosts with collision lol

#

i removed them, then they came back, and now cant remove them anymore lol

clear lagoon
#

you can walk through them with ghosts but your client will stutter a bit on them

#

if you rejoin they'll be gone again

light rover
#

i stutter on them yes, but they collide with buildings too. also tried rejoining and nothing lol

#

maybe explosives? hmmmm

clear lagoon
#

hm. only idea I have left is "have you tried turning it off and on again?" aka restart both client and server completely

mint junco
#

I dropped my video settings to High and having a lot less issues with my server.
Hypertubes are still best avoided though.

#

There is a potential issue where a train length is the length of track to a junction signal where it doesn't switch the points correctly and gets stuck in the wrong direction rail.
This is the second time I've rescued this train.

topaz pebble
#

do linux dedi's still work after E8 ? i can do a dedi just fine on my local windows, but i both my local linux dedi and my remote linux dedi get time out errors

#

i should note it worked fine in E7

deep turret
#

if you have opened the 3 ports I recommend you to use
-DisablePacketRouting on the starting command-line

topaz pebble
#

i even get this on my localhost ( game on linux, server on linux ) on my ubuntu desktop

sharp bison
#

set the multihome argument to your interface or 0.0.0.0

#

if you look in the game log you will probably see a bunch of entries filled with ipv6 addresses when you try to connect from your client

topaz pebble
topaz pebble
sharp bison
#

correct

topaz pebble
#

well booh, ok, let me try that

sharp bison
#

with multihome the ss output should change to doing all listening on the ipv4 address

topaz pebble
#

which ini file would that be in ?

#

oh nvm, its a startup command, gotcha

#

looks better

#

@sharp bison that worked tyvm, i was never going to figure that out on my own

sharp bison
#

it was a headscratcher for me until I looked in the server log and saw the ipv6 stuff

topaz pebble
#

well i saw that yes but i have been using ipv6 for so long i dint even think to turn it off

slow jackal
#

so when i change"InitialConnectTimeout" and
"ConnectionTimeout" then start the server they seem to go back to their old values

#

and also when i try connect to it i get this error message

clear lagoon
slow jackal
#

i did that

clear lagoon
#

Are you having issues connecting or staying connected?

slow jackal
#

so when i try connect to the in game server manager thing i just get that error message

#

and someone told me its to do with connection time outs

#

thingy

#

and when i try change them they just go back to the old values

clear lagoon
#

have you ever been able to connect successfully?

slow jackal
#

no

slow jackal
clear lagoon
#

are you running the server on your local computer or network or remotely?

slow jackal
#

remotely

#

port forwarding and all that is fine

clear lagoon
slow jackal
#

its a gaming server hosting

#

if that helps

clear lagoon
#

ok so there's no port forwarding needed on your end then

slow jackal
#

ok

clear lagoon
#

are you running and managing the remote server yourself or is the hosting company managing it for you?

slow jackal
#

im managing it myself

clear lagoon
#

is the remote server running windows or linux?

slow jackal
#

linux

clear lagoon
#

do you have a firewall installed on the server?

#

can you show me the command you are using to start the server?

slow jackal
#

if there is then it probably wouldnt affect this

slow jackal
#

i believe its this tho:

./Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame ?listen -Port=15777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0

#

is having server query port and port being the same a problem?

clear lagoon
#

default -Port should be 7777

slow jackal
#

this good:

./Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame ?listen -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0

clear lagoon
#

not sure what the ?listen is but for the rest looks good

slow jackal
#

i cant really edit that its sort of like changed by a bunch of boxes below

clear lagoon
#

try that and see if you can connect

slow jackal
#

should i put 7777 ingame or 15777

clear lagoon
#

uh the default

#

lemme check, 1 sec

#

15777

#

initial connection is on the ServerQueryPort

slow jackal
#

still get this error

clear lagoon
#

didya restart the server after those changes?

slow jackal
#

yeah

#

the port changes?

mint junco
clear lagoon
#

could you start it again? I'll try to connect

slow jackal
#

you'd need the ip right?

clear lagoon
#

it's 66.59.210.104 on your screenshots

slow jackal
#

yeah

#

also what is the 15000 about

clear lagoon
#

that ip isn't loading any game server for me right now

winter tendon
#

is this normal also same with polylyr resin XD

slow jackal
clear lagoon
#

your firewall needs to have UDP ports 7777, 15000 and 15777 inbound open

slow jackal
#

ok they are all open

#

it worked now

clear lagoon
#

cheers

#

it's why I asked about the firewall ๐Ÿ˜›

#

Good luck on Massage-2(A-B)b, pioneer!

slow jackal
#

thank you

#

do you know what this error means?:

[2023.06.17-17.15.38:201][769]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870

#

it was in red text

clear lagoon
#

it's a warning and shouldn't prevent logging in

slow jackal
#

it kinda like didnt make the game

clear lagoon
#

how do you mean?

slow jackal
#

so i pressed create game

#

selected spawn location, and set a name

#

then i pressed create

#

a bunch of stuff was in the console and them boom it stopped

#

and nothing was made

clear lagoon
#

you should have a join game button now in the server manager

#

bottom right on the status tab

slow jackal
#

it also like disconnected me from the server with no reconnect button

real perch
#

can you play multiplayer in pirated satisfactory? (don't blame me for having pirated i'm poor)

clear lagoon
slow jackal
#

ooh there is a join game button

loud minnow
slow jackal
#

u can on minecraft with the authentification turned off

real perch
loud minnow
clear lagoon
#

Game retrieves your user ID from steam or epic games in order to authenticate.

real perch
loud minnow
slow jackal
#

every time i like start placing something it puts a message in console

real perch
clear lagoon
loud minnow