#dedicated-servers
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Does anyone know where this error comes from ?
Steamcmd server local
Connecting via Epic experimental
no firewall or anything
i had such a problem with my dedicated server and i ended up disabling ipv6 support on both sides, i was able to play for some minutes until 8.1 update came and now i have a version missmatch and even after updating both sides - lovely ๐
had the problem with versions missmatch
like an hour ago but my epic client updated
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
strange my server updated way before my client
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?
Is normal if the server is working fine ignore it..
Then donโt drive around lol but yeah is experimental
dont drive around solid fix lol
I havenโt had that issue personally so yeah idk
Was hoping someone would know back to update 7 till its patch i suppose
downloaded the server to another location, got the right build now.... steamcmd bullshit i guess ^^
EDIT: OMG... i iscrewed my update script before.... i am so stupid... trying to update the wrong server for an hour .... i am out.
has anybody manage to change the save interval in the main menu server console? the FG.AutosaveInterval command does not work any more
updated through steamCMD right now and now the server just crash and dont want to launch at all UE4(edited) coredump
wait wtf it is using UE4 files
I'm fucking dumb
sorry my bad
miss done a command and reversed my server to public (early access) release
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..

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?
I.e....
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/ExperimentalSatisfactoryDedicatedServer" +login anonymous +app_update 1690800 -beta experimental validate +quit
that's not the command for starting the server though
that's the command to update/install it
Oops, yeah I guess I have them both as part of my systemd service then?
Well, seeing as I can finally adjust my FOV Modifier slider it looks like the update indeed happened automatically for me.
I cant even use the new games settting on my DS. (using G-Portal)
@neon rapids if you wonder what setup I'm running on, I literally explained it all in details, in a reproducible way ^ there
Cool, ty. I've had mine set up similarly, just wasn't sure if updates would happen automatically for me or not. Looks like it did.
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
your server must take lot of time to start with this on
I see a lot of people complaining about time outs, has anyone actually gotten past this?
running one in docker
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
you can increase timeout values so it doesnt timeout that easily
time out values are having no effect, server still times out after 30 seconds
sometimes 20
honestly I mostly play on (almost /complicated) local network, I only have 0-2ms latency, never times-out
(self hosted)
Im having the same issue, we cannot play at all. Im spinning up a non expirmental docker to see if I have the same problem.
fyi takes about 9~20 seconds (including the launch of steamcmd, the update check, and the gamefile verification) on my server so it's not too bad of a delay
you need to edit the config files on both the client and the server, and it must be done with the client/server closed. the server writes over the config files on restart otherwise
Aparently its here i have to be, to fix this ? ๐ Anyone an idea where to start ? I have done my part in google and search in the Nitrado discord and here.
I have mine running right now fine using Debian and docker no issues here.. and changing timeout wonโt make a difference if something is broken it will still timeout.. might I let help of using a provider if they take long to load the game
It's not that bad TBH. Takes longer to load into the client.
Yes, setting multihome=0.0.0.0 fixed it for me.
Seems to be some weird issue caused by the server trying to use IPv6 with Update 8.
That setting forces IPv4.
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
Items on belts weird for anyone? Items on belts disappear a couple seconds before they are meant to before going into a machine/storage
on u8?
I'm seeing trees respawn after cutting them down. Not sure if it's only on servers, I haven't tried in single player
also hogs too
might be related to world partition changes?
Is it normal that my dedicated server started up a new world at tier 2 ๐ค
if your starting save was created to skip the hub stuff tier 1
check that the server hasn't bound ipv6
that was my problem all last night with that exact error
sudo ss -plnu | grep Unreal
ok, it's chosen ipv4. that's promising
hosting it on a machine local to you? I would look at the server log in /FactoryGame/Saved/Logs
tail -f that as you try to connect from your game client and look for a line item about a new route
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
the actual log file has more info
Anyone know if the FG.NetworkQuality setting still in the game for dedicated servers? In my server manager console it says command not recognized.
I should test it on mine if I remember
did I mess up somewhere in the server manager game creation... why did it get created at tier 2?
If I recall, that is because it automatically skips the first tier, but if you go to the next tab you can probably see/find it
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)
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.
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]
Disregard. I just wiped the server files and reinstalled. I switched from Epic to Steam for the server source.
i didnt see anything in the creat game tab that indicates skipping a tier
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
Switching to U8 has led to some pretty gnarly stuttering and performance issues. Has anyone else seen this type of issue
hard to find someone who didnt
Ah, unfortunate. On the bright side, singleplayer seems to not have issues
im on update 8 running it on a DS and not stuttering here running on a 3090 max settings with lumen on 95-100+fps and no stuttering with this new update and hypertube seem fixed lol
Ever found a fix for it?
Hello, could someone give me the order to launch a Sati server with a custom port?
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.
Does anyone else's server start a new world at tier 2 ๐ค
you could set the starting tier, afaik?
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.
You have to use the Query port for Nitrado
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.
They admitted to it and refunded me.
@limber monolith
Yep same thing with nitrado
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
So you're telling me when i'm or anyone else isn't playing on that IP the server will shut down ?
They do have a check box, you can click for that though. Doesn't it work?
When you come back overnight, the only way to get back in is to re-load the map through the server settings
Which kind of voids the point of having a dedicated server
Uh yeah indeed
I chased what I thought was a bug for ages
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
I messaged their support saying I have evidence of that and they were like yeah here's a refund haha
Lmao
It's not that funny. But still. I always had good experiences with them back in the days. But this is a nono.
Yeah I hosted Factorio with them which was good.
The support was good here don't get me wrong they didn't try to deny it
I moved to Shokbyte and it's actually been flawless.
Allright, will check out what you experienced this weekend and if so. I might do the same.
anyone else having issues creating and tryign to find save files on linux?
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?
I'm still trying to figure out the answer to this as well. Getting some bad rubberbanding and hoping to fix.
Anyone know how to set Network Quality on a server in U8?
If the uobject limit edit is anything to go by there is no intrinsic difference between the UE4 configuration options and UE5.
So it should be 3 per the wiki
connect on port 15777 not 15000
I'm not changing the port in satisfactory, it defaults to 15777
I'm merely stating what the logs tell me
it just tells you what timed out
if the server didn't have connections through those ports there would be no point in opening them
honestly half the time timeouts are performance / loading issues related
Which would be weird, I've run a similar server before, its specs are above recommended, and the clientside even more so.
After lots of cussing my game server is finally reinstalled, and still refuses to load the game world ๐
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
Are you talking about trying to find the files on the server itself, or upload saves through the in game tool? I had a hard time finding my save files to back them up before the update. I ended up finding them in a hidden .config folder in the steam user's home directory, not in the installed game folder itself.
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/
with dedicated server's user
im unable to make a new save, only autosaves work. the folder .config/Epic also doesnt exist on my server
My server just crashed, where can I see the log?
What should I do here? I've opened multiple Ports, but I am confused now.
And whenever I try to connect, it loads for a sec, then returns me to the same error
^ @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)
thank you for inspiring me on that
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.
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..
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
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
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
READ this
it show you how to make one there is many ways on creating a server so just pick your poison
google and youtube are your friends also
Is the tier set based on starting area?
would it be possible to make this possible again please
is there any videos for setting the dedicated servers on epic games please helppppp
plssssssssss
yeah im pretty sure there is go to youtube and type that on the search bar and see
no there isnt any can you search for me maybe you will be lucky
LOL.......... NOPE
okey
your one of those people that like things to be handed out to them like a little kid lol do the research yourself
right
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.
thats the basic timeout screen meaning your server didnt respond to your request... you can try increasing the timeout but most of the time it wont help if there is an underlining issue... the only way is to post the server log to see the actual error or to see if its a network error which most of the time it is on here
okey where i find the server log ?
can i write you private?
shouldnt epic games open me a server when i launch the dedicated server thing?
sure but from what it seems your probably have a networking issue with like port etc..
before patch yesterday all was fine i find it little bit wierd that it all from one patch
yeah is a whole engine update.. the change executables.... and you have to make sure to run the -multihome=<ip address> argument as it tends to use IPv6 instead of using IPv4 if its enable on the machine etcc.
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
im pretty sure thats going to be your problem is making sure your are using -multihome=<ip address>
Bro im going to get crazy should i buy a server or not?
that thing is dumb as
...
if you want it free you got to put in the work lol
...
@loud minnow i send you the log via pn
since you can upload saves is there a way to download saves from server manager?
no you cant download them why idk...

you have to just grab them manually from the save location folder
wonderful
if io enable advanced settings to give power shards does everyone have access to the cheats + can they be disabled
Just add the shards in a container through a save change? No need for advanced settings? (I assume thats possible, never tried it myself)
yea i did this a few min ago
worked perfectly
Let me know if you need a hand at all ๐
pretty impressed with the u8 dedi. 12h of game time now with not even a slight hiccup serverside
Hey, I'm pretty green with tweaking a server and I think I may be having this issue. Could you please explain how I would use multihome for a total noob. I'm using apex hosting.
Is the arguments that you use to start up the server like this for example #dedicated-servers message
Map super borked on dedicated server compared to single player.
That's something that can run on it's own thread and use some of the 8 vcpus I've given it.
https://questions.satisfactorygame.com/post/648b7a2e87a1e63b6cee4374
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?
Dedicated server donโt use session ID they just join with public IP address and port
And the dedicated sever are always public btw you canโt put them on private
Have no tbh
Tho i will try that
Thank you
If nobody else has suggested it, disable IPv6 on the server itself. That's what I had to do when I updated to U8
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.
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.
I made this change earlier. But have not had my buddy try it out.
Do advanced game settings not work on dedicated servers? I can't get it to upload a save with AGS on
STILL getting version mismatch with -beta experimental am i missing something
recent update probably out of sync @weary yoke
im getting server mis match even after running the update. am i using the wrong command? (steam CMD)
I had a similar issue and this helped me fix it. https://github.com/GameServerManagers/LinuxGSM/issues/4241
See if maybe the description matches for you. I was getting "sfserver: executable was not found" when trying to start the server after update.
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
(at home dedicated server for me and my friends)
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.
Suurprizingly, I was still able to run my client in experimental on my server that wasn't
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
current update command in steamCMD is (steamcmd.exe +force_install_dir satisfactorydedicatedserver +login anonymous +app_update 1690800 -beta experimental validate)
Is the server on build 11480314? What is it?
it says version mismatch client 239192 server 238993
How do you change advanced game settings for the experimental branch?
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.
I'm not sure what else to suggest for you. I installed mine with LinuxGSM, which is different, and I have very little experience. Just started playing around with dedicated server this week.
Hopefully someone else can chime in on that for ya
after this update I can no longer join me and my mates' server ๐
keep getting unreal engine process crashes
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.
This is the error
nothing the server started up fine and load the map normally it seems like you have a networking issue.. make sure to force IPv4 by using the -multihome=<ip address> argument on startup and make sure ports are forwarded .. and that error screen is just a basic timeout windows meaning your server didnt respond to your request in the time specified so it timedout
So this -multihome=<ip address> needs to be the hosts IP, right?
Just did that, still does not work...
I have had a server running for the past 2800 hours with no problems, using the early acess server. As soon as I changed to experimental it stopped working. Can this have anything to do with it?
Do we need a dedicated server to have coop, where we share the map and can log in at different times?๐ค and if so, is there an easier way to do it?๐ ๐
https://satisfactory.fandom.com/wiki/Dedicated_servers
best place to start for it
Thanks, It's still beyond me๐คทโโ๏ธ ๐ I'll wait until i can just give them money for one๐ ๐
I'm thinking of hosting one, how ever I don't know how it will preform if the world gets bigger
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
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
AUTOSAVES NOT TRIGGERING ON DEDICATED SERVER - Experimental: 239192
Autosaves are set to 1 hour on my update 8 dedicated server.
There is not one autosave on the server and I was on it for 6 hours last night and today.
https://questions.satisfactorygame.com/post/648c2fd387a1e63b6cee45ea
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.
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
How do I update the server to the experimental branch?
If you use steamcmd:
steamcmd +force_install_dir /path/to/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
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 ๐ ignore me ๐
have you explicitly tried setting -multihome launch flag to the LAN ipv4 address of the server?
I have now, still didn't work unfortunately. I had installed VMware workstation since last running the server, so thought that might be it.
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.
It was the firewall ๐ฆ had it set to always ask when it blocked something new, and it changed itself back to auto blocking, ESET. Thank you taking the time to reply ๐
it just says it's up to date
when I can only access it via the stable branch
You have to Activate the Beta in Steam and to install the Beta Experimental
im getting a version mismatch between my client and my server
anyone else with endless spam of explorer engine rpm AK event?
super frustrated
You have to Activate the Beta in Steam and to install the Beta Experimental
yeah, i did
I'm not installing the server files through steam proper
Can you send me a Screen from the Message?
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
let me check, one moment please ๐
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
just to make sure you are updating the correct folder... can you run that command with the full path?
yes but you don't coincidentally have like two installs of satisfactorydedicatedserver and you're just running in the wrong folder? just to doublecheck
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 ๐
no problem, glad I could help ๐
I'm calling the exact install location and still doesn't update
can you post the full command output please?
this?
and you're running the server from that install dir?
maybe the force install dir line didn't work?
I assume if it doesn't say anything it did the thing
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
I've been at this all day I don't even know how much I've installed it and where XD
how are you running/starting the server?
can you do Get-Process FactoryServer in powershell to check if you don't still have an instance running? (or check in task manager)
nothing in task manager
you're getting a version mismatch in the client right? any chance you can share a screenshot of that?
I'm still trying to figure out how to set Network Quality on my dedicated server after U8. The rubber banding is awful.
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 :/
what folder do I run this?
just run it from any powershell prompt
it's a powershell command
Yeah new games around 1.7 big saves around 4.7gb #dedicated-servers message
Yeah mate, two players.
Same player count same map, my RAM usage is radically reduced.
sorry, I'm not super familiar with windows. I was hoping to see the full path here
could you try this: Get-Process FactoryServer | Select-Object Path
Cool
is the server still running while you ran that command?
yes
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
I think the ini settings to change are still the same as before?
I found this running, is that normal?
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)
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
uh I don't have a windows machine right now to test on... you sure it's not a FactoryServer.bat file?
ok great uhhh 1 second please
can you check in Engine/Binaries/Win64 for an Unrealserver<something>.exe ?
I'm guessing it should be called Unrealserver-Win64-Shipping.exe
it's there
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
I did just find an install there but after I deleted it and tried updating it threw up to date
can you do the steamcmd force_install_dir with the path in doublequotes and then run the app_update command with -beta experimental again?
great! sorry I took so long to figure this out ๐ I made dumb assumptions
nono tbf, I did say I had no other installations XD
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
if you want to use EGS to install the dedicated server, you'll have to add the https://www.epicgames.com/store/en-US/p/satisfactory--dedicated-server tool
Do you know much about setup on Epic?
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
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?
the ports are all UDP. are you manually setting the ports on launch or do you use default ports? did you apply the settings in your router? since it's UDP the external and internal port need to be the same port number. are your friends connecting to your external ip address?
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.
yes, as my addendum mentioned that makes sense, and my ritual of dismantling the entrance as well just happens to always make me build the tube in the "correct" direction ๐
I'm using default ports, I did the port-forwarding in my router settings, I checked the ip too
Lena is my mothers name, it's not that common afaik. At least in the UK it's not.
since you're running under windows and all that. did you put the ports in windows firewall?
just to double check, the port forwarding is configured for protocol UDP?
yes to both
Any way to fix the timed out problem? All ports are open and so on
IPv4 Adress in ipconfig right?
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
yes ipv4
I keep getting this. Can someone help?
i'm having the same issue after using --multihome=0.0.0.0 on a local server
do you get that while trying to connect or while playing?
Trying to connect
Even just connection to server manager
Ports are open and I've used -multihome=<IPv4>
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
Its hosted from a remote desktop
powershell doesn't like . without ' where put ' ?
We're hosting plenty of other servers with no problem.
Im using the IP from the desktop its hosted on
so it's on a remote dedicated server or VPS? do you have any firewall on the server?
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
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
Inbound and outbound
also just to check: is the server launching and running successfully?
Is it a problem I opended TCP as well?
From earlier
it shouldn't have a negative effect, but it is excessive since the server communicates over UDP only
Ill cut the TCP then, just to be safe
We've got full admin perms, we can do everything on the machine.
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?
[2023.06.16-16.18.48:054][561]LogNet: NotifyAcceptingConnection accepted from: 85.191.45.208:60026
Is this relevant?
yes, that looks like an incoming connection
didn't work
Multihome was on, and like that
But it still dies.
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?
there should be further logging for a successful connection. give me one moment and I'll give you a sample
At the bottom it says something about a player, me, but then dies.
Could It just be my connection?
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.
i sent you in pms since it has my ip
This is my friend joining. He crashed just after.
Last part is him crashing
He is on steam, Im on Epic Games
Turns out its my game on Epic thats the problem.
sorry, this log doesn't include any connection attempts
Oh
Well he got disconnected after being on the server for a min
the log for your friend shows him having a connection timeout
And that means?
[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
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
The server is running on a powerfull machine, and it can keep multiple servers running for different games at once.
the port in this screenshot is 25570, which does not match the default server port 15777 by the way
can you remove server in the client and then add it again?
can you tell me what your NAT level is (in the bottom left corner of the main menu)
joining games tends to work fine on moderate NAT
Is there another server I can join, just to test that its not my PC, or game?
hey guys im new to servers i am looking to adding my blueprints from my save to it i am using shockbyte
give me one moment please
Alright ๐
just because it runs other server fine it done mean it will run this server fine satisfactory server is pretty resource heavy they made some improvements in Ram usage in this update but still very CPU single threaded havy application
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
I've temporarly set the password on satisfactory.vampyrebytes.dev to client
Well, we've had this server for a while, but thats not E8
Ill try
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
if you want I can load a blank save for a bit
Ill just try again
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.
are they logged in to steam/epic properly?
Using Steam, yes I believe so
they're not in offline mod or anything, are they?
[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]```
I'm don't believe so. I can check that. So it has something to do with Steam login issue it sounds like
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
anyone know how to do this ?
That would be nice ๐
Sure! you can add the sbp and sbpcfg files to the blueprint folder
done
Thanks, Ill try again
Im in now, just gotta se if I crash.
specifically, Saved/SaveGames/blueprints/<session>/
were you able to connect successfully when it was still running update 7?
Yep
mind if I try connecting to your server?
uhhh. I didn't actually do anything special ๐ I just connected XD
As I said, magical touch!
anyone else having whacky issues with tractors?
define "whacky issues"
under saved this is all that is there
falling through the world, causing constant errors in the server console relating to engine_RPM sound
i even went in game and saved a blueprint just to make sure
hi, sorry, are you on windows or linux? there's two different save directories for both OS'es
if you tell me which one you're on I can point you to the full path ๐
i am using shockbyte but i would guess they are on linux ill check
I haven't used vehicles yet but I'll take a brief look in a moment
under linux the full path is
$HOME/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/session-name/
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/
thank you sorry my brain is failing at 1 am
no worries ๐
the server does seem to throw a hissy fit over trying to play audio and I even disconnected while driving the tractor. didn't fall through the world though
Yes, my friend DC'd while riding one, saw all the errors in console and figured they may be a bit unstable lol
maybe best to disable the LogAkAudio logger for now
how would I do that?
I'm just testing that out myself, one moment please
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
Thank you
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
any chance you can let me know if that solved the disconnection issues? my dinner is just ready so I didn't get a chance to test beyond seeing that the logs are absent
did you make a post about the issue on the QA site yet?
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
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
So it's only changeable via .ini edits now? You can't do it via the server manager console anymore?
I was not aware of the possibility to change a server's network quality through the in-game GUI
Yeah there was two ways to do it.
Pressing the tilde button ingame and setting FG.NetworkQuality
Or going to the server manager console and doing the same. Except after U8 it doesn't recognize the command.
Looks like it worked so far
ill have to test when I have people on
I've always configured it via the .ini files. I just checked the wiki and tried the server command in the server console (I didn't even realise that was a thing till now ๐ ) but it looks like it does say "command not recognized" in U8
Darn. Yeah same here.
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
FICSMAS SKINS HAVE BEEN STRIPPED FROM PIPES IN UPDATE 8. - Experimental: 239192
I noticed that the spiral skin applied to the pipes at the corners of Ficsmas 2022 were missing.
https://questions.satisfactorygame.com/post/648ca2fa87a1e63b6cee4b29
Bug where items no longer want to remember they can attach to anything. Keeps thinking I want the conveyer with a pole placement
these seem to be the main error points
hello
- will fix if rejoin server. but weird that it happened
is someone run a dedicated server with steamcmd?
Yes, many people use steamcmd.
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?
those are 2 diff build numbers.
just as a heads-up, it looks like I'm still seeing vehicle timeouts even with the logging disabled. I'll check QA to see if I can find anything or make a new post
switch off beta.
do you know the command line?
-beta public for U7, -beta experimental for U8
^
well... i did it and i had the U8 -_-'
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?
-unattended
thats more a remote desktop thing., make sure that when you have settings for it that its not pausing the process in the background
Just in the startup things?
did what specifically?
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
not sure what I expected after reconnecting following a vehicle timeout but uh. ๐
U8 on the client or on the server? seeing a version mismatch on login?
How do I make sure of that?
reboot... problem solved... ok thx
command line in startup -unattended
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?
goofy ahh bug
If you know services.msc you obviously know something about windows.
How do you run an arbitrary interactive executable as a service in Windows?
Is anyone able to access the QA site?
Still cant get U8 to work
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
[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.
NSSM can be a huge help in that, other methods than that are pretty painful for implementing a service on Windows
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?
yes lots of bugs with dedi atm
Did you ever manage to fix this?
I think the biggest issues I am having now are vehicles. They completely break the dedicated server experinece sadly
what's wrong with them? (haven't tried U8)
They currently cause endless errors due to a sound bug
then they will dc people
oh that's bad
and if you're in a vehicle on joining you fall through the map
which then kicks you
then kills you
any way to force the server to run update 7 instead of updating to update 8 EXP?
is there anyway to locate an offline player?
damn son. reliable SIGSEGV when attempting to deconstruct this packager
do you mean force it to run in experimental mode, but with update 7? sounds unlikely
You can make it run in early access mode, which is still 7, by removing the beta experimental arguments
in Epic - where abouts do I find them? can not seee any starting arguments
If you are running U8 and had the connection timeout error, this ticket had a solution that worked for me https://questions.satisfactorygame.com/post/6488fee387a1e63b6cee2b36
@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
Epic
setting multihome should fix this also. give it the IPv4 address of your server's interface, or just use 0.0.0.0
Makes sense. Logs indicated that it was trying to operate in ipv6 and failing
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
and I broke it - might as well start fress on Experimental now
sorry Simrien, I was asleep at that point. I've done it before but it's been a while. I do have basic administration knowledge for windows systems. if you're interested I can whip up a quick guide in a little while
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
I'm using NSSM to run my server as a service but it's not a native Windows service.
NSSM acts as a wrapper and seems to do the trick.
I'm a windows bod also but interested in how other people approach this.
If you're used to managing windows systems chances are your approach is better than anything I would know.
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.
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
I got the info from the now old wiki
I posted this as the issues I'm aware of and workarounds I know #satisfactory-experimental message includes a hypertube glitch/softlock and workaround
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.
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
You must have a really old cpu and gpu to be getting that low fps as update 8 runs fine 100+ but also not everyone has high end gpu or cpu
and dedicated server specific issues are probably going to remain unhandled for a while
Nvidia 2080 Super RTX
Yeah then there is something wrong with your game then or your cpu could be the bottleneck
And Iโm running everything on max with lumen on high
and you're getting over 100 fps in a factory area? XD 1080p?
No 1440p
75% render resolution?
custom settings then
I think think the hypertube issue is pretty much up there.
I'm fairly certain my crashes last night were almost entirely a result of having used a hypertube.
Nope 3090, 5950x 128 3600cl16 kit
it defaults to 75% render resolution even on 1080p using TSR
I'm running on 4k so with lumen on I would probably die without the upscaler XD
So getting below 60 on a 2080 is pretty weird but I donโt have one to test it lol
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.
Shiny :0)
Ohh I see would love to test that save on my rig.. I do have a save that take up 22gb of ram to and to be able to load you need a custom config some guy on here shared it on here a long time ago
You have a very big factory. have you noticed any connection timeouts on using long hypertubes that don't have the direction glitch?
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
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.
yes asset pop-in stutter is painful on both U7 and worse on U8 :C
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.
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.
If you don't mind I'll be taking a look in a bit to satisfy my curiosity ๐ โค๏ธ
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.
I timed out on connect XD
I'm going to avoid using the hypertubes today to see if the client crashes less.
post the error please, lets see if we can work through that
I'd like to get it stable
sorry, I clicked it away already. it was the usual connection timeout which I have configured to 45s
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
default on client is 30s I think
I still have mine bumped from before I moved to more performant server hardware XD
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
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
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
hope you don't mind, I'm just grabbing one of everything XD
help yourself
im pretty sure loading of the game is on dependent on the client machine not the server
how do you set the network quality on a server?
are you able to view the world map properly on your server?
it's ultra by default, but you can lower it by editing the ini files (while the server is stopped)
ah that's fine then thanks
There are bandwidth settings for LAN and WAN in at least 2 of the ini files, engine.ini, game.ini, scalability.ini
I think it's borked. no radar icons either
No it's completely broken
There's a guide at the hub which shows where everything is
The islands and blue crater is not on there
yeah but that doesnt have to do anything with loading the world... thats all up to your own machine the server on this game just handle simple packets of resources on belts etc but it doens determing how fast you load into the world that all up to your own machine having the game on M.2 Slot etc..
https://satisfactory.fandom.com/wiki/Dedicated_servers#Console_commands
FG.NetworkQuality 3
enter it into the server console
server console commands haven't worked for me in U8 at least. except for save
They do make a difference and previously I've had them all set to gigabit and it did affect the game.
They look as they're set quite low by default, even on ultra.
There are values per client and for overall LAN and WAN bandwidth.
I appear to have softlocked myself on one of the hypertubes XD
Yup I would avoid using hypertubes, hence my numerous posts.
Delete it if you have to
I had to disconnect. if the glitch happens on a long hypertube it completely disables your movement
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
I was considering walking the rails. taking the hypertube was a mistake ๐
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
your server tick rate is like 8
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.
which xeon cpu?
okay that's more high-end than I was expecting when you said xeon XD
It was the top cpu in the range for that server
what clock are you sustaining on the fastest core?
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
isn't the default max tick rate 30? why is it configured for 120 o-o
How would you find that out in windows?
As usual one core near maxes.
the docker image im using has it to 120 tickrate i belive need to double check it
stock task manager doesn't show it. hwinfo or hwmonitor can show it
Never heard of them, haven't done infrastructure in a decade nearly.
Are they windows admin tools or 3rd party?
Simrien: have you tried to manually set the tick rate of the server to 10? might improve perceived performance
it's all third party
not sure I know any stock tools that can show per-core clock. maybe resource monitor?
I haven't, I shall give that a go
This is a VM so wouldn't eSXi give that information?
I've never interacted with eSXI systems. sorry
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
Looks like I will need to down the server to make that edit
but if is not getting 30 already is not going to increase i believe even if you remove the cap
no, but reducing the target tick rate might improve perceived performance
especially on a save this big
I get what Lena is saying
and if it doesn't work it can always be reverted
Even with your 120 as soon as a person logs in the tick rate will drop.
nope tested myself with somoen log into the save
it does in some machine tho
let me test your save
the thing is is that if your tickrate is not a steady single number your performance will begin to fluctuate more. i.e. it might jump between like 80 and 120tps. now with numbers that big you wouldn't notice a visual difference
your server will always try to run at max tick rate whenever possible
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
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
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
Yes. it seems to be a glitch relating to in which direction the hypertube was built
dismantle the first tube segment and rebuild it by connecting the entrance side first
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
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
see the thing is. I hopped out. and jumped in the otherone 3- 5 seconds after.
happens when server you is outside of the grid your client has loaded
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
Ok the tick rate edit is in and the server is starting back up.
Thank you, very kind :0)
you can check if your map icon for your player is in the same spot you are in prior to entering a hypertube. barring that I know no way of noticing
it looks like a theoretical idea I once had that I deemed impossible because the performance would die long before you'd get to a working solution XD
I take you mean trains as material logistics?
I executed on it.
It's my first playthrough.
server is back up
yes, my idea went maybe even beyond that. like a theoretical central massive warehouse where everything is piped through using trains. deliver ores, ship ores to ingot factories, ship ingots back, ship ingots to plate etc. factories. you get the idea
that way you could theoretically scale to all resource nodes in the game
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.
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)
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.
you'll have to check clock speeds on the host by the way. VM will probably not report accurately
I'm running Proxmox VE (linux, debian) w/ kvm hypervisor with a linux guest
your CPU has a high boost clock so I imagine it would boost on the hypervisor system
I may have some ideas for further config tweaks you could try
1 sec
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
Head out of the hub north gate, head west along the rail track, didn't get as far as Ficsmas 2022 or Beacon entrance.
Have you got a wiki reference for this and I'll take a look at the range of values.
Found a reference to clock speed in the BIOS documentation.
I'll have to reboot the hardware to get to it.
Not wiki, but I found these on steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2356992556
he mentions the defaults and settings he uses in the article. note that the casing on his config file sections is missing/incorrect
I had a lot of these in place under U7.
partcularly the what look like gigabit network settings.
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)
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.
I've been heading west, just went past the nuclear power plants. not sure what you mean by beacon so I might've passed it already XD
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.
the studio doesn't have capacity to tackle dedicated servers at the moment really. they have been saying this for the past year, unfortunately
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.
I drop to like 8fps when I'm walking due to asset pop-in XD
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
I seem to have crashed here
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.
I figured you'd recognize it since there were signs in the frame ๐
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?
I think regular movement is less smooth but I'm not sure
I agree I felt movement was down on the original setting
even for the short time I was in
I think the movement deltas are too big on the low tick rate so the server rubber bands you
Back to retrofitting priority power switches I reckon.
is it possible to change the tickrate of a server?
I have ~ 500 engine.ini files on my PC, what path is the correct one? I didnt change any defaults for it
for the server? <installation-directory>/FactoryGame/Saved/Config/<os>Server/Engine.ini
thanks!
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
also hope they at some point reconsider their architecture because right now they now have a single main game loop
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)
the dedicated server is just a stripped down game client at this moment in time and the architectural design of the core game loop code is good for fast iterating (i.e. initial implementation) but it needs a different architectural design to remain functional for larger saves
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.
this and they need to split the main game loop thread into multiple threads
ideally only players, vehicles and creatures should be on the main game loop
Goes without saying that the logic of the game should be multithreaded and be spread over as many cores as possible.
This is how systems are scaled, multi parallel processing.
to be fair architecting and implementing a model like that for a factory game will be a serious headache
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.
I would hope their existing code architecture is good enough that they can port to a multi-threaded model with relatively small amounts of effort for such a task. if they don't big saves are never going to be a thing on satisfactory
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.
the uobject limit is arbitrary and is just an engine parameter not set with a game like satisfactory in mind
Yes but it impacts save, load time and everything else.
Especially bad on dedicated server.
I don't think they've put any real work into the save and load logic yet
SCIM chokes on my save now and I cannot retrieve my death crates.
Me neither, I've suggested that saving should be transparent using a snapshot technology.
aren't most snapshot models based on COW? that doesn't really sound like something you want in RAM XD
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.
they use copy-on-write images, meaning snapshotting is just flagging all data with a snapshot tag so it doesn't get cleared
then it can exfil to a separate image file while the OS continues running, then untag if needed
No I gave up for now and am just playing locally
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.
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
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.
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
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...
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
And the game is already reasonably parallelised anyways
In my testing u7 can reliably utilize 6-8 threads
yes, it is hard and complicated but not impossible. and global state should conceptually not exist
the game needs to know the total global state in order to show it to you. Or to save
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.
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
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"
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
No you do not but factory tick loop needs all information to be synchronized, and that's the main hurdle to further parallelisation anyways
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
I don't know the internals of the satisfactory code base, but that statement is only true for as long as the code implementation makes that a requirement
They want it to remain somewhat deterministic
That's the biggest limitation
Afaik anyways
parallel processing can be deterministic
can be
Would likely involve pushing out the dev timeline by a year or more
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 ๐
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"
no, the Update EA releases are more about prototyping features. once the game prototype is complete it does need a proper optimisation pass prior to release
Philosophically unsatisfying but so is life
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)
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
Pretty well optimized already
Ot could be better but I'd rather see 1.0 sooner
probably not, but state progression for machines, belts, etc. should not be calculated on the main thread because they're not interdependent. you only need to sync state between machines and belts when moving items.
trying to compile an existing factory into a big precompiled math formula sounds far more difficult
anybody played on a dedicated server for experimental 8 so far? If so what are the major bugs and is it worth it?
Been playing for 27 hours now
Some definite bugs, but we've been dealing with them fairly well
Vehicles are a no go. That's the major one I've seen
Can't ride our train either
Other than that pretty good imo
Train automation works fine
vehicles and long-distance hypertubes tend to cause timeouts.
hypertube entrances might send you the wrong direction, but you can fix that
It seems to struggle a bit if someone is out exploring new areas for eg hard drives
People everywhere get stuttering
Yep
We've had folks drop and come back with a reset character. Which is frustrating
mmh okay thanks for the help.
Lose all their inventory
i had this problem before on other updates
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
More client than server
I'm currently using this if it's helpful. I'm using the repository because I want to make custom ini changes https://github.com/wolveix/satisfactory-server
The most crashes I had was yesterday when trying to remove a bugged packager
Dismantling it made the server crash reliably ๐จ
Had to delete it manually from the save file
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? ๐
Just voicing my struggles. ๐
don't reconnect until after the connection timeout has elapsed
Ok, how long is that?
you only get a new pawn if you log in while your old pawn is still logged in
30 seconds by default
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
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
they are ghosts.....but physical ghosts with collision lol
i removed them, then they came back, and now cant remove them anymore lol
you can walk through them with ghosts but your client will stutter a bit on them
if you rejoin they'll be gone again
i stutter on them yes, but they collide with buildings too. also tried rejoining and nothing lol
maybe explosives? hmmmm
hm. only idea I have left is "have you tried turning it off and on again?" aka restart both client and server completely
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.
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
they still work, yes
do you use the 3 opened ports ?
if you have opened the 3 ports I recommend you to use
-DisablePacketRouting on the starting command-line
like the remote dedi is a barebones server i rent in a dc, it has a juniper firewall but the only thing i block is some chinese ip's that keep spamming me, and on the local one i didnt think i should have to open any ports at all, the ping works but i just get this
i even get this on my localhost ( game on linux, server on linux ) on my ubuntu desktop
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
oh does it not work with ipv6 ?
correct
well booh, ok, let me try that
with multihome the ss output should change to doing all listening on the ipv4 address
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

it was a headscratcher for me until I looked in the server log and saw the ipv6 stuff
well i saw that yes but i have been using ipv6 for so long i dint even think to turn it off
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
Stop the server/client before editing the files
i did that
Are you having issues connecting or staying connected?
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
have you ever been able to connect successfully?
no
got that error message every time
are you running the server on your local computer or network or remotely?
The remote server is behind NAT?
ok so there's no port forwarding needed on your end then
ok
are you running and managing the remote server yourself or is the hosting company managing it for you?
im managing it myself
is the remote server running windows or linux?
linux
do you have a firewall installed on the server?
can you show me the command you are using to start the server?
if there is then it probably wouldnt affect this
uhh theres a start button
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?
default -Port should be 7777
this good:
./Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame ?listen -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0
not sure what the ?listen is but for the rest looks good
i cant really edit that its sort of like changed by a bunch of boxes below
try that and see if you can connect
should i put 7777 ingame or 15777
uh the default
lemme check, 1 sec
15777
initial connection is on the ServerQueryPort
still get this error
didya restart the server after those changes?
Confirmed, there is an issue with bi-directional trains which are the length of a station to a path signal where they do not switch the points before they leave the station.
This results in the train driving down the wrong rail and getting stuck as a result.
QA post here;
https://questions.satisfactorygame.com/post/648de98087a1e63b6cee5231
could you start it again? I'll try to connect
you'd need the ip right?
it's 66.59.210.104 on your screenshots
that ip isn't loading any game server for me right now
is this normal also same with polylyr resin XD
should i open this port
it's the beacon port for the authentication handshake
your firewall needs to have UDP ports 7777, 15000 and 15777 inbound open
cheers
it's why I asked about the firewall ๐
Good luck on Massage-2(A-B)b, pioneer!
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
it's a warning and shouldn't prevent logging in
it kinda like didnt make the game
how do you mean?
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
you should have a join game button now in the server manager
bottom right on the status tab
it also like disconnected me from the server with no reconnect button
can you play multiplayer in pirated satisfactory? (don't blame me for having pirated i'm poor)
Restart your game client
ooh there is a join game button
can you play multiplayer on any pirated game lol im pretty sure is no and i dont blame you lol
u can on minecraft with the authentification turned off
you can if using VPN (and if game has LAN support)
yeah but that in LAN
Game retrieves your user ID from steam or epic games in order to authenticate.
satisfactory has LAN
lol... the answer to your question is no
every time i like start placing something it puts a message in console
it does i saw it on PCGamingWIKI
The dedicated server console is very verbose by default. Unless something isn't working or breaking, you can probably ignore the messages.
ok well go do it then if you already know how then why ask here
