#dedicated-servers
1 messages Β· Page 41 of 1
internet? you mean the 2$ internet i have?
Satisfactory isn't expensive. Support the creators instead of stealing game copies. We're not going to support you in playing online on illegitimate copies.
and PC that i got from school?
why you guys feeding the troll lol
'cause I'm bored? XD
lol
if you're a school student you can literally do a single 4-hour job shift and afford satisfactory
Yup I've got 4100 in my save and it was an xmas present for 2021.
wow lol
I'd pay the box price again for a decent dedicated server.
^this
This is the potential fix for the train the length of a rail to a junction issue.
I finagled the junction by 0.5 foundations to give the train space to switch direction then change the points.
We'll see if that works.
I'm thinking this timeout issues have more to do on client side that maybe spread the connections on the multiples ips
I don't claim to know the inner workings of it. Just that switching off ipv6 works
Nope doesn't fix.
This is a game breaking bug on dedicated servers for bi-directional trains.
Damn...
stick it on the QA site β€οΈ
Friend of mine and I have been getting a network error upon trying to join the server. We were able to join last night, but the error did pop up and was dismissable with (seemingly) no bad effects. This time, we're both unable to connect...
Already is, the image posts are to link to the QA entry :0)
https://questions.satisfactorygame.com/post/648de98087a1e63b6cee5231
if nobody's around to help I'll be there in a bit once I'm done cooking
Strangely enough, restarting the server has allowed me in. I still get the network error once I'm loaded in like before, though
heyo, i was wondering, did the mNumRotatingAutosaves and mAutosaveInterval settings get removed in Update8? i can no longer set how many rotating saves do I want, and the autosave interval is forced to 5 minutes as well... also FG.AutosaveInterval is not recognized anymore as a command. any idea?
you can try setting the options in the ini. they're broken in the console
I'll have to check
It's in Engine.ini under the section [/Script/FactoryGame.FGSaveSession]
ok I moved them to Engine.ini, thank you, testing now
make sure they're under the correct section. just the correct file isn't enough
I see you're trying to connect to a local internal IP. is that intentional?
i have it as such
Yes. The server is on my local network. My friend is connecting remotely, so of course he's using my public IP
Can you check the server console to see if it's still properly running?
Are you running it on a windows or a linux machine?
Windows. It looks mostly normal, though the last line is weirdly frozen and moves when I scroll
Are you running U7 (early access) or U8 (experimental)?
U8. I did not get the error when I was running in U7
well, mNumRotatingAutosaves indeed works, but the autosave interval seems to be broken. it used to work on U7 dedicated server just fine, but now it's always 5 minutes, and console command doesn't work either
Woohoo, got my EXP server behaving itself; now it still not accepting connections while port are open; back to square one....
the server is also updated to U8?
it's not a tragedy, but on experimental we have a lot more crashes happening, so i wanted to save every 2 min instead of 5, cause sometimes it's a bit too much rollback
Yeah, had to install from steamcmd. It's on U8, and we've been able to play on it
can you run this powershell command for me and provide the output:
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"}
LocalAddress LocalPort Process
------------ --------- -------
192.168.1.250 7777 UnrealServer-Win64-Shipping
192.168.1.250 15000 UnrealServer-Win64-Shipping
192.168.1.250 15777 UnrealServer-Win64-Shipping
looks normal. have you tried restarting the server process?
Yeah, that allowed me in but still threw the error - but I was able to actually play. I disconnected and tried to reconnect, not able to connect and receiving the error again
Have you added firewall rules for inbound UDP protocol ports 7777, 15000 and 15777 on the server's windows firewall?
That is a good point, let me go do that real quick
Added the rules, but still getting an error
Hi! I have one more idea for you.
In GameUserSettings.ini, under the section [/Script/FactoryGame.FGGameUserSettings], do you have a property for mFloatValues? If yes, can you provide it to me?
If you don't have existing mFloatValues, you can set it as follows:
mFloatValues=(("FG.AutosaveInterval", 120.000000))
for a 2 minute autosave interval
could you restart the server process after the firewall rule changes?
just to make sure
Yeah, in the midst of disconnecting to see if I can reconnect
Tarkol: could you provide me the command line arguments you start the server with?
Just using -log -unattended -nosteam currently
ok Tarkol, can you, before the -log -unattended part, add the following:
-multihome 192.168.1.250 ?
Yeah, waiting on it to come back up
both were set to =() i'll try adding it to float values, ty
it's mFloatValues. I initially (mistakenly) said mIntValues. my apologies π
Can we have that in text so I can copy/paste please. Autosaves are not working on my server currently at all
Game crashed when I tried to join, now when I select the server without even trying to hit connect I get the timeout error
you are connecting on the IP 192.168.1.250 right?
Yeah
if that didn't work. can you try setting -multihome 0.0.0.0 ?
I thought this might fix but it didn't.
The only solution now is to reduce the train to one carriage or extend the entire building 2 foundations to the right.
These images are stored/sorted in reverse order so start at the last one first.
The train enters the platform and is inside the points it crossed over.
It loads, switches direction, doesn't switch the points and drives down the wrong track.
This worked fine on U7 with the train the length of the track to the points.
Under U8 dedicated server it does not.
Oh I may have spoken too soon, it loaded in the server browser now. Waiting to see if I get the error once in-game
Got the error and kicked back to title screen again
you can see the server admin screen but once you join the game you disconnect?
Yeah
are you playing on a large save? did you log out in a vehicle?
Shouldn't be too large but I'll go check the save file. I did not log out in a vehicle
if you'd like to try for me to connect from externally (and more importantly, with a new pawn) you can pass me the IP and join password here or in DM
Not sure what's "large" save wise, but I don't imagine 762KB is that big
Yeah one sec
could you check the Memory(RAM) and CPU use in task manager for the server?
CPU at 0%, RAM at 3,134MB
I'm assuming your RAM is not full at that point? just double-checking π
Not at all, it's got 32GB
I'm not sure what's going on here. do you see anything interesting in the server logs when you try to connect?
Though now that I'm in task manager, I do see my uptime is pretty egregious...probably a good idea to restart the machine in a min
is your internal IP address statically assigned or through a DHCP lease?
Static
I'd suggest trying to reboot prior to further troubleshooting
[2023.06.17-19.08.51:389][ 40]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/FoliageGrid_L0_X9_Y-3_DL0.Persistent_Level:PersistentLevel.InstancedFoliageActor_6400_19_-6_1.FoliageInstancedStaticMeshComponent_6, from: Remove from navoctree)
Getting a ton of yellow messages like this, but I assumed it was normal
Hey Quicksand, could you let us know if this solved your issue?
That's so normal that I have the LogNavigationDirtyArea logger disabled
I posted a log for a normal successful connection earlier, one moment please (edit: that didn't include the part for getting onto the world map, nvm)
For your reference, for a successful connection after clicking 'join game' in the server console, it looks something like this:
do you see any such messages?
Some of them, but it's much stranger
Also I think my server log freezes when I try to join, I went to copy the text and it came back to life
That is in Engine.ini
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves
and in GameUserSettings.ini
[/Script/FactoryGame.FGGameUserSettings]
mFloatValues=(("FG.AutosaveInterval", 120.000000))
if you have existing mFloatValues, you separate as follows:
mFloatValues=(("some other setting", 123.450000), ("FG.AutosaveInterval", 120.000000))
I think it stops auto-scrolling new entries if you have scrolled up and not back down. I'm not super familiar with windows, sorry
Actually I think you're right, no worries
Yeah I see a horrific red error about timeout, then a ton of lognet messages that read like this;
[2023.06.17-19.22.13:793][848]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147480412 accept```
Restarting host real quick before I go much further (Sorry kept getting distracted lol)
go ahead
π€ that's a 6to4 address
anyway! reboot first π
I was able to join this time, and as I was typing this the error popped back in. But again still able to play π€
are you running the server on your local machine?
Nope
this log line [2023.06.17-19.22.13:790][848]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:65134
indicates an accepted connection from localhost through an ipv6to4 tunnel which is, uh, strange
Oh, yeah that's odd. My machine's local IPv4 ends in .14, server is .250
if you try to rejoin now, are you still able to play?
On a side note, how do I disable the dirty area creation messages?
Yeah 1s
Connection-specific DNS Suffix . :
IPv6 Address. . . . . . . . . . . : fdff:8326:77cc:996c:8062:7b02:28db:ba15
Temporary IPv6 Address. . . . . . : fdff:8326:77cc:996c:79c5:8b9d:523e:3a4a
Link-local IPv6 Address . . . . . : fe80::8062:7b02:28db:ba15%4
IPv4 Address. . . . . . . . . . . : 192.168.1.250
Subnet Mask . . . . . . . . . . . : 255.255.255.0
Default Gateway . . . . . . . . . : 192.168.1.1
While the server is stopped, edit Engine.ini
In the section [Core.Log]
LogNavigationDirtyArea=off
Great thank you! Could you go to the network adapter settings for the server's LAN adapter, uncheck IPv6, hit apply & ok? then send a new copy of the ipconfig output
Connection-specific DNS Suffix . :
IPv4 Address. . . . . . . . . . . : 192.168.1.250
Subnet Mask . . . . . . . . . . . : 255.255.255.0
Default Gateway . . . . . . . . . : 192.168.1.1
can you restart the satisfactory server and try again?
Yeah. Is there a different engine.ini I should be looking for than the one in \Saved\Config\WindowsServer\
should be in installation-directory\FactoryGame\Saved\Config\WindowsServer\Engine.ini yes
Gotcha. I guess mine's not cool enough to have Core.Log listed. I'll figure it out later
it's not listed by default, you can append it at the bottom of the file
Ah, that makes me feel a bit better. I'll try firing it up and seeing if it's still broken π
First join was a success, rejoin was a fail.
can you show me a screenshot of the firewall rules you added on the server?
I also just tried to join externally, should you happen to notice the log messages
did you configure that for "All Programs"?
Yeah
Is there a way I can fix this? Or maybe at least improve it?
https://gyazo.com/37a8a3b984b2095bbf7a425790cfd86e
just to make sure, the assigned ipv4 address is outside of the DHCP lease range? (or is otherwise reserved in your router/dhcp server)
belt item rendering on dedicated servers is a nightmare. https://questions.satisfactorygame.com/post/63740d94ca608e0803524ae5
I'm not aware of any means to improve it
Should be, trying to find the settings for it in my router
I'm fresh out of ideas. If any windows experts have any idea? π
It actually wasn't reserved...fixing that now
can you check if that IP was leased to any other device in the network? maybe you're having ip collisions
maybe set a static ip outside of the lease range because by the time any new leases expire it can take a while
outside of that I'm out of ideas. sorry Tarkol
Nothing else has received that assignment, so thankfully shouldn't be an issue with ip collisions
Did you get any errors when you joined remotely? (And are you able to rejoin the same session?)
I wasn't able to join either time. If you want I can try again
Go ahead
for external connections, you have forwarded all three ports, correct?
Yeah
I can see the server status but I can't get into the game. π€·ββοΈ
do you have any third party anti-virus or firewall installed on the windows server machine?
Malwarebytes, but no other firewalls or anything.
is that the product Malwarebytes Windows Firewall Control?
Nope
Just their basic antivirus
I did just see that I had mistakenly disabled "public" in my firewall settings for server process, reverted that now
just for explicit testing, before the -multihome argument, can you add the following for me: -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777
server might have two processes, FactoryGame.exe and UnrealServer-Win64-Shipping.exe
Done, server should be up
I managed to connect
fyi one of your power grids just went out
I manually added the executable for the server to firewall and now I get no errors and can rejoin. Not sure ultimately which step fixed it all, but glad there aren't errors now lol
great! sorry I tend to forget windows firewall also does stuff on a per-executable basis
no problem, glad it got solved in the end. and thank you for your space staircase XD
That was actually my friend, he's quite proud of it. His next goal is to belt a way up and down it. I think his end-goal is to use the hypertube things
i tried than now, but sadly it still doesn't work. i think CSS changed to code and that variable no longer exists. we'll have to wait for some official news on this i guess
the mNumRotatingAutosaves config works just fine
hrm. that's what gets set when you change and save that setting in the game client. :/
you sure it didn't get overwritten by a server restart?
yeah it worked just fine on U7
absolutely, i checked the ini after booting the server
wait i mean that i set the float value, and then i boot the server and it automatically removes the float value
caues probably it doesn't exist
you boot or you reboot it?
as you can't set it via the console either. I'll dig around in the code to see
server tends to flush some config files on exit
i stopped the server, edited it and started it again
yeah
i saw that CSS is kind enough to include the .pdb with the dll, maybe it is time to boot up VS
I just tested it out and saw the config persisted just fine on my server.
also works as expected. my saves take about 10.5 secs XD
hmm, are you on experimental as well?
yes
let me try again
make sure the server process is entirely exited before you change the values. and make sure you're setting it in the floatvalues, not the intvalues
Anyone know how to update a dedicated server on linux to U8? I can't find a solid answer on this anywhere. Was gonna just install a fresh one but the listed app 1690800 on the wiki page is no different than the one for U7.... Or I've finally lost my mind. Either way I could use some help.
yes! you need to set -beta experimental instead of -beta public for U8
i.e.
/usr/games/steamcmd +force_install_dir /home/sparxy/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
So it is the same app number? That part is where I'm confused, but at this point if that's all it takes, I'm satisfied xD
it is the same app number, yes. the -beta experimental flag does the same thing as the "betas" setting in the GUI
kekwait, it worked now...
i don't get it. i pressed CTRL+C on console and waited for it to gracefully exit
anyway, float values work now thank you β€οΈ
Glad I could help, and no problem π
Thank you! It lists 1690800 as like an 8 month old build so I wasn't sure it was working. I use the command line for my server, frees up more resrouces to run this wonderful game, and I can't help but be obsessively accurate with the command i put in xD aNyWaY, thank you again ^^
I use steamcmd on the server as well. just wanted to point out what it was functionally equivalent to π
That was the answer I just spent an hour looking around for before asking for help, lul, so I appreciate the succinct resolution!
remember to back up your saves
it's on the wiki as well:
https://satisfactory.wiki.gg/wiki/Dedicated_servers#For_Linux
I have backups of my backups of my backups lol,
i did visit that page, but it doesn't specifically point out that the [-beta experimental] flag will update to anything other than the 1690800 version released back in december. I understand now, but that isn't very clear, imo, but my brain doesn't function like a normal person's π
1690800 is not a version. It's the games ID# on steams side.
@darkyco Ah, well that explains that, but when I was working with servers last year that number changed multiple times so I thought it would this time too.
Despite earlier troubleshooting seeming promising, I'm still not able to reconnect now lol. Getting the same timeout error. For now I'll just restart the process between sessions
I'm sorry. I don't really have any idea of what it could be
All good, no worries
did you put -DisablePacketRouting too ?
Like in the cmd args? I have not seen that anywhere so I didn't put it in
in your starting command arguments (of the server)
add it at the start
can you let us know if that fixed it? I'll keep it in mind then. I didn't know that was a thing π
@here sorry if this is in the wrong channel or has been asked before. i have a satisfactory server and decided to restart the server and start at tier 8 but everytime i try to load i start at tier 2. am i doing something wrong or is that how it is right now
Are you loading the most recent save?
yes only have 1 save
Did you back it up before updating? Sounds like the saves got wiped with the update.
i had a save backed up, i had done everything on that save. but with the new update i want to start at tier 8 with a friend
Oh you wan to make a new world but start at tier 8?
yes on a server
I believe you have to create a solo world with Advanced Game Settings and set all the progression and save the world. Then upload it to the server.
I have not done it but I believe that is current way to do it.
If that is not working then I am not sure how to get Advanced Game Settings to work on a server.
ok i got it working just had to play around with everything. thank you for your help
Unfortunately it did not
:/
Did you do it by uploading a local game with the settings turned on?
For some reason my server isn't accessible from local or remote connections.
(yes I've port forwarded, etc, not the problem as I can't access it from local) Also, when my game is closed on my main pc, the server pc (server host) it starts with 15000, but if my game is open then its on 7777 port
Did you disable ipv6 on the server. With the new update it defaults to ipv6 instead of ipv4.
ohh how would I do that? network adapter options on windows or something in a config
YOU are the BEST @chrome pumice
I disabled the IPv6 adapter and it finally connects
is there a way to recover a crate that is in the "void" ?
I was disconected from my server while driving a car, when i logged in my car was in coord 0 , 0
the car and my itens are lost forever ?
Use scim to edit the save and move them
I haven't had that issue so I am not sure. I would just revert to a save before that happened. Also vehicles have a lot of issues on servers. I would not use them.
They're fine as long as you don't log out while you're in them and don't try to ride on top of them
What about the sound issues with them? I thought it was cause server crashes.
That can also depend on server performance
And vehicle sound was overhauled so iirc that was fixed in u8
It appears that Google is empty related to the string LogWorldPartition: Streaming performance changed: Good -> Critical
I suspect this is my issue with a new server install on U8, the client normally times out before it drops in to game, the other two times it got in the game for less than 10 seconds and the client crashed out. Any pointers?
I'm running Ubuntu 22.04 with the basics needed to run steamcmd and also have the Steam API error present (I can't remember if that's normal or not)
Here's the only error I can find, right after a comment of connection timed out closing connection with the same IP. There's 6ms latency so I'm inclined not to believe that's a latency error.
Here's the client crash information.
Version: 239192, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
FactoryGame_Core_Win64_Shipping!FMallocBinned2::ReallocExternal() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp:996]
FactoryGame_Core_Win64_Shipping!FMallocBinned2::Realloc() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\HAL\MallocBinned2.h:607]
FactoryGame_FactoryGame_Win64_Shipping!TArray<FReplicationDetailData *,TSizedDefaultAllocator<32> >::ResizeGrow() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Containers\Array.h:3024]
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() [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]
The crash report you provided shows that your game client crashed because of an EXCEPTION_ACCESS_VIOLATION error, which means the game tried to read or write to an illegal area of memory.
Looking at the stack trace, it seems like the error is originating from the game's memory management system, specifically FMallocBinned2::ReallocExternal() and FMallocBinned2::Realloc() methods. These methods are used for reallocating memory, which means the game was likely trying to adjust the amount of memory used by an object when the error occurred.
From the stack trace, the error seems to be associated with the operation of the game's conveyor item subsystem (as evidenced by the call to AFGConveyorItemSubsystem::GatherTransformData_ISPC'::10'::<lambda_3>::operator()).
This suggests that the game was trying to perform an operation related to the conveyors when it encountered an issue with memory allocation, which caused it to crash.
There are several possible reasons for this:
Corrupt Game Files: A file associated with the game's memory management or conveyor system could be corrupted. Verifying the integrity of the game files or reinstalling the game might fix this issue.
Out of Memory: The game could have attempted to allocate more memory than was available, causing it to crash. Make sure your system has sufficient RAM and that other memory-intensive applications are not running in the background.
Hardware Issue: Less likely, but a faulty RAM could cause this issue. Running a hardware diagnostic tool might help identify if this is the case.
You should also consider reaching out to the game's support with this crash information for a more specific diagnosis and potential fix.
That's extremely detailed for a crash trace, I just get lost in them.
This might be related to the core of constant timeouts in experimental. I'll give verify a shot and see what happens. I can also try to load the save file directly and make sure there's nothing wrong with the file itself
game file itself loads fine.
Looks like permissions issues somehow, it's loading now
How does map reveal on dedicated servers work? I've got a friend in a "dark zone" that he flew to via parachute, he's since landed and built but still nothing revealed yet
Can I start the dedicated server in Experimental if I'm launching the Dedicated server through the Epic Games Launcher?
According to the wiki, Guess not
Is there a solution to trees/foliage being weird and respawning? The trees are invincible, and it's a real eyesore when I started in forest
we experienced on our server, that the updates of the map are mostly random, but can be kinda forced by relogging.
so leave nd log in again. maybe close the client, not sure about that specifically. most time we updated our map through clients crashing, but i think, simply leaving to menu and relogging should to the thing
Relogging seemed to do it briefly, but when I returned to base they popped back in
yeah its a bit scuffed, but sure works long term
Does this happen on regular MP games as well that aren't dedicated?
It's been a coin flip lately on whether or not I can actually rejoin lol
no idea, last time normal mp was long time ago. has some major drawback like only playable when host is online, worse performance, autosave lag etc
so even in case, its not worth it for the map
Oh, I had expected performance to be better, that's unfortunate. We only usually play when we're all online anyways, so if we switched to non-server it would be ok. But only gonna bother with that if we can actually fix issues
well, performance can be better when the server isnt good.
we have quite a good server, so it has more than enough performance
surely just depends on the used server.
I don't imagine we'll see any difference in performance - the server we run on hasn't been having any issues. It's just the trees that have become infuriating to see lol
i have tons of lag, a beast of a server, a beast of a pc and 12ms ping, honestly i turned down my graphics alot and it helps, no clue why
I think I may have pasted this in the wrong channel so, if this is the correct one, here goes.
I have a rented server and it is refusing to start with the following issue:
[2023.06.18-05.37.57:157][507]LogOnline: Warning: OSS: EOSSDK-LogHttp: Retry exhausted on h t t p s:// api. epicgames. dev/...
(I have to break the URL from the logs up unfortunately.)```
Any pointers?
I've never seen that warning message. Does it cause any issues with the server?
Are you on u8?
yes
can your server reach the interwebs ?
Just general u8 issues then
Also "a beast" doesn't give any info about your actual specs
my pc is a 16core 4.9Ghz RTX 3090, 64Gb of ram, my server is and i9 something 128gb ram, barebones in a DC on a 10GB up and downlink
Is the server starting with the multihome argument set? If you look at the server log when you try to connect you'll probably see lines about ipv6 routes
Multihome will force it to pure ipv4. That made things suddenly work for me the other day after repeated timeout errors trying to join
Hey I was looking for power slugs and I relized they just respawn, so that they are picked up by the object scanner, but when I get close they despawn again, is there a fix for this?
unfortunatly most of the time, fixes are just waiting for patches π
you could try and changing your rendering distance, not sure
its on max lmao
60
Ah yes, I saw I can set the multi home using an argument. Should it just be the local IP of the server?
does everyone else get frequent client crashes in multiplayer on dedicated servers? I know it's experimental so it's expected; I'm just wondering if everyone is having the same experience or is something wrong with mine.
Some more than others
Setting creature hostility to passive is a big help
I'm hosted local and I'll admit the cpu isn't the greatest - it's an older xeon @ 2.4ghz. Do those of you with better cpus have this issue also?
i'm currently playing on a experimental on an older xeon (ded server)
it's mostly client crashs atm, the server part actually seems very good
true, the server seems much more stable but I get a lot of client crashes and then it takes 5m+ to reconnect
i was getting a lot of server crashs on update 7 ded server (bad index when deleting things, or maybe update)
So were we
The server isn't crashing nearly as much but I get a lot of client crashes or disconnects
I just wanted to make sure others are having the same experience and something wasn't wrong with mine
cpu is a x5670 x 2, 2.9ghz, my world is getting bigger π
I'm around the same
I tend to crash or disconnect a lot when launching between factories
i had 2.66ghz, it did help quite a bit, i can't put any faster in my server though
same I'm on an older dell
what OS ?
ahh, i'm so sorry, i'm on windows 2019 (it was on 2012 r2, it also is much better)
mine is native, it's only a home piece of junk
ya my home lab is a little more extensive than most
homelab = win π
I have a full size rack with a couple R720s and 2 MD1000s
mine is only a r510 atm, it's ok for other stuff
it's older hardware I got from work though none of it is anywhere near state of the art lol
i love r720's, all the dell server stuff is great π
agreed; it's all we use
this new update it appears my trains are slower (prob becuase server sucks to some degree...)
that said though, the cpu max use is down, it seems to have bit more overhead, so i dunno
I'll have to go through my logs and see if there are commonalities when I get disconnected. tbh the crashes in update 7 were so bad the server's been offline since around christmas lol. Server does seem much more stable but there are quite a few client crashes and disconnects.
i just had to repply my client networktimeout settings
nah, you prob can instgall it normally via steam if you like i think,, steamcmd is better though
you just download steamcmd, dump it in adirectory, and feed it...: steamcmd +login anonymous +app_update 1690800 +exit
or: steamcmd +login anonymous +app_update 1690800 -beta experimental +exit
ya thats ok, it is anon access
i tried to install steamcmd but
sorry i'v only used it in windows, i don't think it'll be that different though
you want to dump it in it's own directory i would think, when you run it it'll download updates for itself, then apply asny extra commands
their installation stuff is nonsense
it's not exactly a proper package thing i take it, same as windows ? π
on windows it ends up looking something like this
ya, the default install location is under the application, i know i know....
i'am on debian
I followed this tutorial
oh it is actually a proper package
i can't install that
sudo add-apt-repository multiverse
Are you in a 64bit OS?
yes
If you are using Debian 11 or higher, you need to add contrib and non-free instead of multiverse.
Right below the multiverse stuff
The looks correct you should be able to install the repos and steamcmd. Have you restarted after adding those?
Now you can install the game.
i have to run that here steamcmd +login anonymous +app_update 1690800 -beta experimental +exit
or i have to exit
Since you are alread in steam you can run the command without the first part calling steamcmd.
+login anonymous +app_update 1690800 -beta experimental validate +quit
ah
Seems the crash I'm getting is regarding conveyor items when the client is loading in a factory after launching across the map fast
Maybe each command has to be run on a different line. So login then app_update after.
pretty much 100% reproducible every time I use a hypertube launcher
From what I have heard hypertubes have some issues. I would not use them.
so many errors
Yeah those are steam issues. I have been getting them for the past 2 days.
Thats just Debian. I use CentOS its just 1 iinstall command.
Were you able to get the game to install?
no
Once that is done you can quit out of steam and find the directory where the game installed.
Yep FactoryServer.sh is how you start the server.
I would run a command like ./FactoryServer.sh -multihome=<ip address> -log -unattended.
If you don't do the multihome part it will try and use ipv6.
Even better.
I think that is a user issue.
I believe the user you have in the service does not exist?
Wait until fully unloaded is broken again on dedicated server.
https://questions.satisfactorygame.com/post/648f392a87a1e63b6cee5806
It is able to reach the web. It's a hosted server and works fine on Update 7.
oh i had to turn ipv6 off
anyone else have a tendency of falling through the world on death in U8? π
i had that in E7
Is there a list of server options other than at fandom . com?
let me look at my settings
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -log -unattended -multihome=0.0.0.0 # or your server ip
Yeah, my server is on a hosted platform. Streamline servers to be exact. I don't have access to a command line
Pretty sure anything after -unattended does nothing.
actually it does but by default on linux is on
This is the closest thing I know of.
Thanks, doesn't seem like there is anything helpful there. This looks like an Epic thing and it's just brought everything to a halt.
[2023.06.18-05.37.57:157][507]LogOnline: Warning: OSS: EOSSDK-LogEOS: Failed to connect to the backend. ServiceName=[Metrics], OperationName=[SendBackendEvent], Url=[<Redacted>]
There's a reason I avoid Epic, this doesn't help sell me any further.
is this preventing you from logging in? it looks like a warning message. do you have any epic endpoints blocked in your firewall e.g. pfblocker or pihole?
Server jsut doesn't appear. You try and connect and it's offline.
and again, not my network. Streamline servers network
Are you running on windows or linux?
No idea. I don't have access to any back end areas. All I can tell you is that it works fine on Update 7
can you configure any command line switches? if you pass me your server ip I can try to connect with a steam client
the warning log is most likely unrelated to the cause of your connection issues
No command line
If you have no access to manage the game server you'll need to contact support at your provider to resolve the connection issue. There's not much we can do to help.
Was more looking at possible technical issues I may have overlooked. I'm not without skills in this area
are you connecting on the ServerQueryPort? are all three configured ports open for inbound UDP in the server's firewall?
I was kind of hoping for an off chance that there was a Serversettings.ini option to turn off the EOS intergration
The EOS warning is likely unrelated to the problem you're having.
the whole thing works fine in Update 7 so yes, the ports all work and are open
are you logging in with an epic or steam client?
Your login is authenticated through the steam sdk (steamAPI) and not the EOSSDK
Never gets to that point. Server shows up as offline in the server manager.
if you don't see any LogNet messages related to that connection in the server log, your inbound packets are failing to reach the server
this is what the initial loading of the server status looks like in the server console for a steam client:
#dedicated-servers message
Yeah, nothing like that
if you see no NotifyAcceptingConnection your packets are being lost anywhere between your device and the server software
if your server provider uses a executable-name based firewall (i.e. windows firewall) connections may fail because the name of the server binary changed
but at this point we can only guess. your server appears to be running fine but is not accepting inbound connections most likely
more like: OSS: EOSSDK-LogHttp: Retry 1 on h t t p s://api.epicgames.dev/sdk/v1/product/prod-crab?platformId=WIN&deploymentId=5aebeb30a7614270b4f40c0bc2fe7549 [2023.06.18-05.36.50:312][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: HTTP request timed out after 30.00 seconds URL=h t t p s://api.epicgames.dev/datarouter/api/v1/public/data/clients?AppID=prod-crab&AppVersion=1.13.0-16697186&AppEnvironment=crab&UploadType=eteventstream&SessionID=BA7356794B1E1C222E5CBDAA27258507 [2023.06.18-05.36.50:313][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: request failed, libcurl error: 0 (No error) [2023.06.18-05.36.50:313][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: libcurl info message cache 0 (Found bundle for host api.epicgames.dev: 0x2c075f19910 [serially]) [2023.06.18-05.36.50:314][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: libcurl info message cache 1 (Hostname api.epicgames.dev was found in DNS cache) [2023.06.18-05.36.50:314][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: libcurl info message cache ... [2023.06.18-05.36.50:314][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: libcurl info message cache 6 (TCP_NODELAY set) [2023.06.18-05.36.50:314][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: 000002BEA0924720: libcurl info message cache 7 (Closing connection 2878) [2023.06.18-05.36.50:315][487]LogOnline: Warning: OSS: EOSSDK-LogHttp: Lockout of 2.000732s on h t t p s://api.epicgames.dev/datarouter/api/v1/public/data/clients?AppID=prod-crab&AppVersion=1.13.0-16697186&AppEnvironment=crab&UploadType=eteventstream&SessionID=BA7356794B1E1C222E5CBDAA27258507
Only change is moving to experimental.
Well, due dilligence is done. I'll throw it to their support team to play with\
For some reason I keep getting this error on both epic games (dedicated server, not experimental) when only steamCMD is installed, not steam:
[2023.06.18-17.35.27:932][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.06.18-17.35.27:933][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.06.18-17.35.27:933][ 0]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.
[2023.06.18-17.35.27:934][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.18-17.35.27:934][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.06.18-17.35.27:936][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.18-17.35.27:937][ 0]LogOnline: OSS: Creating online subsystem instance for: STEAM
[2023.06.18-17.35.27:937][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2023.06.18-17.35.27:940][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.06.18-17.35.27:942][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.06.18-17.35.27:942][ 0]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.
[2023.06.18-17.35.27:943][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.18-17.35.27:943][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.06.18-17.35.27:945][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.06.18-17.35.29:959][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
And I've tried -NOSTEAM as well.
You can ignore these.
it crashes the server
Are you running on windows or on linux?
It might be helpful.
If that is the only change have you disabled ipv6?
for what it's worth, my server is usually finished starting up after those steam errors show up
it fully kills the process for me
can you server game files and try again?
im a bit lost on what you mean
have steamcmd run validate on your dedicated server install
i.e. steamcmd.exe +force_install_dir C:\location +login anonymous +app_update 1690800 -beta public validate +quit
do you have any USB devices plugged into your server that may be malfunctioning?
Ethernet controller
Anyway from what I can tell from the stack trace, it seems to crash while loading game files. let me know if verifying the game files helped
reinstalled the game files, no help :/
you deleted and reinstalled fully?
yeah
ignore frames is set to 4 so you are crashing on
UE4Server_Engine_Win64_Shipping!UGameplayStatics::LoadGameFromMemory() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp:2114]
I've never seen that happen before since that appears to be initial startup
any way to fix from your knowledge?
I'm sorry, I've not a clue. I was tempted to say corrupt game files, but that shouldn't be the case after a clean install
can you run a validate on the clean install just in case?
how so
It's crashing on game load, which I think is the point at which it should begin loading the map
the map hasn't been created
Imma try updating the server, windows server always acts funny when there is pending updates
maybe restarting it will help too. maybe it doesn't like something in memory
I haven't the foggiest, sorry. Your guess is as good as mine at this point. Far outside of my expertise zone XD
any idea how to fix this thing?
I keep getting timeouts and so does my friend who also tried setting up a server
Did you turn off ipv6?
is the game required to be installed for dedicated server to work?
You can either add -multihome=<ip address> to your startup command or disable ipv6 on the host machine.
Open the Start menu by clicking on the Windows logo in the bottom left corner of the screen.
Type "Control Panel" and click on the "Control Panel" app that appears in the search results.
In the Control Panel window, click on the "Network and Internet" category.
Next, click on the "Network and Sharing Center" option.
In the Network and Sharing Center, look for the "Change adapter settings" link on the left-hand side and click on it.
You will see a list of network connections. Right-click on the network connection that you want to disable IPv6 for (e.g., Ethernet or Wi-Fi), and select "Properties" from the context menu.
In the connection's Properties window, locate the "Internet Protocol Version 6 (TCP/IPv6)" option and uncheck the box next to it.
Click on the "OK" button to save the changes.
If you have multiple network connections, repeat steps 6-8 for each connection where you want to disable IPv6.
Once you have disabled IPv6 for all the desired connections, close the Network Connections window.
Yeah ^^ that is if your host machine is windows.
No, i would never purchase a windows server lol
I am running it on linux inside a docker
Ill try the multihome command parameter
./FactoryServer.sh -multihome=192.168.1.2 -ServerQueryPort=15777 BeaconPort=15000 -Port=7777 -log -unattended
An example of what I use.
its on 0.0.0.0 by default
if you want to disable ipv6 on linux, its most time this (if it uses sysctl)
terminal
change to the root user.
sysctl -w net.ipv6.conf.all.disable_ipv6=1
sysctl -w net.ipv6.conf.default.disable_ipv6=1
Btw i was able to get to the settings and claim the server for myself
The 0.0.0.0 should work but I found using the exact IP worked better.
yeah, the game itself is bound to ipv6 then, while the other parts arent
I can't play this game any more.
I've lost my save two times due to repeated crashes corrupting saves, then autosaving taking that corrupted save and overwriting the working auto saves over and over when it crashes when i join the server.
Auto-pilot route creation, auto-pilot driving around, looking at water, standing still, (connection timeout 0-1ms latency).. the reasons my game and server crashes is a mile long, and i've lost everything i've done two times since update 8 came out.
I get that this is experimental, but there's a limit to my patience and this poor experience have ruined my exitement completely.
Experimental server as they are right now is a complete waste of time.
there are a few steps to make it more safe and less problematic.
the u7 server also crashed our clients some times and it got corrupted then, just loading the autosave right before it worked.
so we just got more saves in less time.
every 3 minutes and up to 20, so to cover a full hour to have some reaction time.
can the docker cause this issues?
idk, i dont use it.
but it shouldnt
Random client lockups on dedicated server.
The game freezes and does not crash out.
https://questions.satisfactorygame.com/post/648f4f0187a1e63b6cee5858
And me the server stuck on activating state
uh, maybe still same problem then we had
set mobs to retaliate or however its called. we found out that probably enemy pathfinding or so crashes our clients. retaliate and attack them also is some insta crash, so we are quite sure about that its the mobs fault
Validateing game files takes about 30s to a minute.
You need to set mobs to passive on both the server and all clients if that is the case.
Hi. I installed the Dedicated Server on the Stable version and then switched to Experimental, but now the server does not start anymore
this are the logs
The game is in pre-release as a whole. You're testing an experimental branch of a pre-release game. You can report any bugs you encounter on the QA site. If you want a more stable experience, play singleplayer or multiplayer in the gameclient, and play on U7. Dedicated servers are also in an experimental stage.
I'm nowhere near mobs in a built up area.
All default, mobs are hostile.
Posting here is for the purposes of posting a screenshot to link to the QA post.
Thanks for the insight though, by sharing information we can hopefully find a common root cause.
SteamCMD on linux has been really flakey since the last steam update
remove the prestart steamcmd check
didnt see any difference
what happened
I'm seeing the same issues as him. Segfaults after running validate/on quit
Same with me.
The GUI client received a major overhaul as well. I imagine something bad bled over into steamcmd
didnt have something like that ever
have you used steamcmd in the past 24 hours?
oh its that new
I have been seeing it since Friday. I think the update happened Thuresday night.
So i am able to get this loading screen, the client starts to consume a lot of ram and cpu power, but almost no internet (0,1 mb/s), than after some time it stops completely and sends me back to the start menu... I also get an error in server console, i can send the whole log if its gonna help identifying the issue....
you're right.
journalctl -u satisfactory-server --since -7d | grep steamcmd -i | grep 'Segmentation fault'
Jun 16 13:59:39 minecraft steamcmd[623735]: /home/sparxy/.steam/steamcmd/steamcmd.sh: line 39: 623759 Segmentation fault (core dumped) $DEBUGGER "$STEAMEXE" "$@"
first time it failed on me. issues since version 1686881296. version 1685487853 was fine
it got more stable since I shoved libSDL3 and steamservice.so from the client onto the server machine in the relevant lib folders but it still crashes a lot
I have not had any crashes. I also didn't fix anything. Figured they would fix it quickly if it was those were needed.
Your steamcmd client does not crash?
Those look like general timeout issues. You can try uping the timeout limit in the engine.ini files.
I'm seeing segmentation faults as above since ver 1686881296
Yeah I have had no crashes since the update. Seems to run fine with faults and missing libs.
yes it runs fine but the segmentation fault leads to a non-zero exit code which isn't great for shell scripts or systemd units π
non-zero exit-code indicates failure after all
so it is fine for a given value of fine, depending on your use case
Many trees cannot be cut down on dedicated server.
https://questions.satisfactorygame.com/post/648f533387a1e63b6cee587a
already did that
Hi. I can't connect to my dedicated server
Were you able to get ipv6 disabled? Once I did that to my server it stopped all my timeout issues.
That timeout error is showing an ipv6 address. Are you wanting to use ipv6? If not I would disable ipv6 and see that error still remains.
yeah i want ipv6
well i used that multihome command parameter
Have you uped the timeout time in the Engine.ini?
You can up the network quality setting in the Engine.ini other then that I am not sure.
no, where can I find the file?
This is what I use.
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
Are you talking about on respawn? Or are you talking about uploading a local save to the server?
I see no /Script folder in home/container....
Thats not a folder. It is what you put in the Engine.ini file. You find the Engine.ini file here.
Steam/steamapps/common/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer/Engine.ini
Steam/steamapps doesnt have any common folder?
FactoryGame/Saved/Config/LinuxServer/Engine.ini From this screenshot.
these are values i found there
Should i change them to this?
when respawn
That is a default setting that should be on.
I changed mine. If it doesn't improve connections for you then change it back to default.
oh ok
where is the settings location ?
Does anyone know how to turn on advanced settings for dedicated servers?
Wait sorry you don't keep your inventory on respawn you only keep quipment that was equipped on death. I don't think there is a way to keep everying.
I believe you have to make a local save with advanced game settings turned on then upload it to the server.
ah
trying it now
it changed nothing...
still exactly the same error
You have to turn on advanced settings. Then when in game click escape, advanced game settings, gameplay and then change keep intetory to keep everything.
I am not sure once I did those things my timeout issues stopped.
how to turn on advanced settings ?
lol same boat as me. Waiting on server owner to test but supposedly you have to start a save in solo with it on then move it to server.
If you can turn on mid game IDK, no one mentioned it yet
oh okay lol
is there a config setting to tell our dedicated servers to send error reports to CSS?
if I go any faster than blade sprint (i.e. explorer, train, tubes), I'm almost guaranteed a server timeout or client crash
It is enabled by default.
if you wish to disable it, you can set the following options in Engine.ini:
[CrashReportClient]
bAgreeToCrashUpload=false
bImplicitSend=False
thanks. I mostly wanted to make sure all my crashes and things were getting looked into one of these years.
if you encounter specific bugs or crashes you can always make a report on the QA site as well
of course, but lazy me may just get used to all this stuff and not report.
do your hypertubes initially send you back out where you entered?
there's a glitch like that on dedicated servers when the hypertube segment is connected from a support to the entrance and not the other way around. you can fix it by dismantling that one piece of tube and rebuilding it by starting from the entrance
ok. I'll do that.
on short hypertubes, when the glitch occurs, you can just wait and you will teleport to the other side once the "travel" finishes on the server. on long hypertubes you might softlock and need to rejoin the session
yeah. I noticed that. it's a funny time warp
I can even see my icon on the map travelling
but it does cause crashes too
@sturdy gust when you have time could you help me with your docker satisfactory-server , setting on new machine via docker compose
anyone doing docker server, what path recommended to run it from?
Sure thing, DM me π
When you load a save you can enable advanced settings
that we havent figured out on our end lol Only way we know is from new save but someone else maybe able to let you know! We decided to just keep going on our old save no enabling Advanced settings
okay
Does a dedicated server to discord chat bridge exist?
not as far as I know but I haven't looked super hard
would be awesome though
are you guys having problems with dedicated servers when trying to update
Specifically what problems
Boot looping when trying to update
It's not a problem I have on any of mine at the moment.
So that people more experienced can assist, what platform is it on, and do you have any server logs available?
I think I'm hitting a bug - I am running latest U8 on Windows 10 and when I leave and come back to particular section of the map, all of the foliage is back to default, and I can't chop it down. If I log out of the server and try to log back in I get fault errors (sent to CS via the reporting function) and I have to reboot and restart the server. It's good upon reboot, but then reverts. Logs attached.
Hey guys; What is the general consensus on max tick rate for a server? I have i9 13900k if that helps with an answer.
If i want to use the cloud to host my server, any reccomendations?
Google cloud, aws, vmware?
hey guys, i have an problem with one server, very often if a player try to set, walls where concrete is involved, the server crashs and restart, any idears to solve this, i couldn't find an error in the logs, at this time.
If a death box doesn't seem to be where the marker says - is there any way to recover it?
make sure it isn't higher or below where you are looking
else I guess you can use https://satisfactory-calculator.com/en/interactive-map even though it is experimental at the moment
How do you check current altitude?
From what I can tell on the map, it's much lower than where I actually died. But I'm not sure there's even a way inside there...
open the dev console and enter showDebug
coordinates will be displayed in top left. Z is your altitude
console keybind is backtick by default I think
So my Z (while on top the cliff that I died on) is 14933
The crate, according to that map, has a Z of 12677
Sometimes when you die you fall through the map and your crate ends up in an interestingβ’οΈ spot.
You can use SCIM to move the crate coordinates to a known good location, but the U8 variant currently resets all harvested foliage so... if you don't want that you might need to go underneath the map
you should go check at the bottom of the cliff first either way π
When it resets the foliage, is it still immortal or can it just be chainsawed away like normal?
it can get chainsawed like normal. the immortal foliage bug is a visual bug that should go away on reload (in most cases. there is some foliage that they forgot to mark as destructible). tends to happen when you travel away and back to the same area
Yeah I get the immortal foliage a lot. All it takes is me running to coal plants and back to base. I'll see if I can move the box, the Z coordinate puts it roughly halfway down the cliff, and there's no interesting nooks I can jam myself into for a better view that I can see
if you're prepared to die again you can put a 4m foundation through the ground on top of the cliff, stick a hypertube floor hole in, connect a powered entrance. magickβ’οΈ π
if you want to try to make it safer you can stick a conveyer lift through and bring a jetpack XD
(is it obvious I'm tired of destroying foliage to recover death crates? XD)
Yeah I'm fine with destroying it. I even enjoy it. I hate when it is immortal though
And coming back to base and seeing a swarm of trees that I can't get rid of just infuriates me to no end
well, in that case you can go to SCIM, switch to experimental branch, upload your save, edit the crate, and download the save again
Already done, I gladly recovered it. Thank you
you're welcome π
[2023.06.19-12.48.04:353][ 0]LogGame: Telemetry, starting service.
[2023.06.19-12.48.04:354][ 0]LogGame: Warning: Telemetry, no local player found.
[2023.06.19-12.48.04:360][ 0]LogGame: Telemetry instance started without a platform.
[2023.06.19-12.48.04:361][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2023.06.19-12.48.04:362][ 0]LogLoad: (Engine Initialization) Total time: 4.03 seconds
[2023.06.19-12.48.04:397][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.06.19-12.48.04:699][ 10]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1]
Does anyone know whats happening or what im doing wrong
when i i try to connect to the server it says it is offline
I actually came here for this exact same question, apparantly mine didn't connect due to something called multihome https://satisfactory.fandom.com/wiki/Talk:Dedicated_servers
when im looking at my servers it say Not Authenticated
Is it a warning or error?
same for mine. you need to add a bit to the command when you're starting FactoryServer.sh -multihome <yourserverlocalip>
where do i add it
- Smock is hosting the server on his computer, and I don't think he needs custom ports.
I'm trying to help him with @languid saddle but we aren't getting far
ah
Im seeing the same steamservice.so and libSDL3 no such file for steamcmd, where did you get the files and where would that go? Thanks
if you're not having any blocking issues related to steamcmd, I would wait until it is fixed upstream. It should still work fine without, mostly. if you're feeling adventurous you can move the 32bit libs from the 32bit steam gui client runtime dir to the 32bit lib dir, and the 64bit libs from the 64bit runtime dir to the 64bit lib dir. If you don't know what those are it's best not to mess around with it too much π
Ah i see, then ill just wait then, thanks :))
most annoying bug in the game imho. been reported for 2 years according to the QA site. i blow up rocks and cut down trees so my truck can drive, by the time I am back there to record the path, everything is back with collision and cannot be removed again, unless relog in that zone
there's no known workaround right? Besides building everything high up in the sky
I didn't have the issue in U7 personally. it might be a regression with the new partitioning mechanism with UE5/U8? Movement is server-authorative so you should be able to clip through any ghost foliage with some minor client-side stutters
i mean for autopilot vehicles it's irrelevant cause they will absolutely power through anything and everything
but I am kinda tired of the forest in the middle of my copper factory
Also vehicles you're manually driving. The foliage might interact with the physics engine on the client side but the server will keep correcting your positioning as if the foliage is absent, so you can power through just as well with hand-drive
which I cut down initially, but now everytime i go away and come back to my base, i can't see anything
I know the feeling. it is annoying :C hopefully they'll fix it after the holidays but I'm not holding out hope
Mmm, not exactly. i cut down a tree, it "regrown" and I can keep running my truck into it as much as I want i'll be stuck
but I can't cut it down with chainsaw either
huh that's weird. I've not tried with vehicles but you can glitch through "ghost" foliage on foot
I would expect the same behaviour with vehicles since movement is server-authorative
hmm, I'll test it when I get home, but none of us can run through ghost foliage. it wasn't an issue on U7 indeed with dedicated server
So @agile flint is having an issue, we got the server running but want to update it to experimental but it's not doing it even if we do the command.
can you post the command you're using and the output you see?
steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
It updates like normal but it didn't initially work, he's updating it again but we'll see
you have successfully installed U8 in the folder C:\GameServers\SatisfactoryServer
Are you having any issues that make you think the installation was not successful?
So im trying to make the server for experimental and i cant join it on the experiamental branch of the game but i cant on the early acces branch
can you show me the error you're getting when you try to connect?
Add me on so i can just show you it will be a lot easier
You can post screenshots in here
If you want me to help interactively you'll need to wait until later today
best guess is that you have two satisfactory server installations. one is U8 and the other is U7. How are you starting the server?
Through SteamCMD
you did close and reopen the server between updates?
can you pass the exact command you use?
Yes
dedicated server is at the newer build number, you done something wrong, it'll prob be dumb ? π
From the server command prompt window?
My game version is higher than the server version ^^
you say you're using steamcmd to launch the server. show how
ya, it SHOULD be 239192, thats correct atm, the server is out of date, it's afew days old version
I wasn't even aware you could do that so I want to know what command you're using. Presumably you're also using force_install_dir on the launch command then?
or might be older, err not sure off hand...
That's the U7 version. They are launching from a different install folder than they have installed U8 to.
Yep
can you show the specific command? steamcmd is picky about command orders
FactoryServer.exe -multihome=<myid> -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
okay so not using steamcmd to launch then. in which directory are you executing that command?
We are using SteamCMD to launch.
i am using steamcmd its within a .bat file executing that command to launch it
under C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer
if you add me back we can get in a call together so i can show you what im doing
okay thank you, it seems you have two installs of the satisfactory dedicated server. You ionstalled U7 to C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer and U8 to C:\GameServers\SatisfactoryServer
if you want to update the one under steamapps you will need to omit force_install_dir, i.e.:
steamcmd.exe +login anonymous +app_update 1690800 -beta experimental validate +quit
er
wrong app id 1 sec
1690800 is dedicated server
fixed
sorry, I copy pasted from their incorrect command from earlier π #oops
lol
edit = win π
where do i execute the command?
steamcmd can be executed from anywhere if it is installed globally
Yea just told him that
I'm not going to be available for a voice call for another hour and a half at least. I'm just responding inbetween work right now
that's not the command I posted. note the missing + signs
C:\steamcmd\steamapps\common\SatisfactoryDedicatedServer\FactoryServer.exe <-- is this location your server exe ?
oh ya it needs + chars
It doesn't work with the + signs 
paste that error then π
We tried it with them and it said it isn't a recognized command
launch steamcmd and manually enter following commands in the console in order:
login anonymous
app_update 1690800 -beta experimental validate
quit
imake sure the command line is in c:\steamcmd directory before i run it (just to make sure)
Why are you retyping this. copy and paste
update complete. start the server again and you should be good to go
nah it should say app is up to date as well
i put my update script in a .bat file, it outputs this
no, on an update run on my server the last log line is always `steamcmd[387654]: Success! App '1690800 fully installed.' It only says the result you show when it has nothing to do/is already up to date
i'm using: steamcmd +login anonymous +app_update 1690800 -beta experimental +exit
yes. on an already updated server.
ya, mine is ok, the other guy getting confused, i also have exit instead of quit, prob does the same i assume
@fair osprey @agile flint did your version issue get resolved?
you also don't have a validate command in it so it literally doesn't even check if your version is properly installed. if we're nitpicking each other's commands anyway
not nitpicking, just trying to be helpful, but ya, steam π
Considering the lack of response, they're either enjoying their time on Massage-2(a-B)b or have given up π
indeed π
Yep
Just figuring out the specifics of clients getting into the server
By default the server listens on UDP ports 7777, 15000 and 15777
yeah because is loading in the assets maybe the client machine cant load up the map and but the server is working... have you tried joining or someone else have tried joining and see if the join fine... seems like a client problem imo
Yeah the ports are the same iirc, the IP is just his external IP
If you're running in a local/NAT network, -multihome should be set to the inhternal IP since it's the local bind address, and the router should forward those ports
Right now the only issue is that he can get into the game but I can't, one sec
yes its on the experimental branch now
but he cant get into it
are you running the server on a dedicated server/vps or on a local network machine?
looks like connection to the ServerQueryPort works but not the beacon or game ports
Local Network, He's running it on his desktop computer
you're connecting over the internet right? can you have him check if all 3 ports are forwarded correctly in his router?
We did that together for his router, they are
can you add inbound rules in windows firewall for UDP protocol ports 7777, 15000 and 15777 on the server for all programs?
My machine or his?
his, the one the server is running on
do i need to restart my pc afterwards?
no
Does he need to restart the server though or does it matter?
shouldn't matter, the firewall rules should go in effect immediately
could you provide screenshots of the inbound firewall rules as well as the port forwarding rules?
He's getting that in a sec
it's easy to prove out firewall, just turn them off at both ends, test it, turn them back on
I don't know why now, but I'm timing always out, when I try to connect my new dedicated server
I have also updated my /home/steam/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer/Engine.ini Config file and changed the connection timeout
You're running your server in your local network. Are you running it on windows or on linux? Do you have a firewall installed on the server machine? Can you see the server status fine?
you can't turn off NAT reasonably in most consumer networks
Forgot a 7 on port forward, lol
no i mean turn off firewall on the server/client not the router
Turning off the firewall entirely is bad practice, even if it is for the purpose of testing. Especially on a windows machine
Hes in. i just forgot a 7 in my router port forwording lol
I agree, needs must though π
Glad to hear your issue is resolved. Good luck on Massage-2(A-B)b, pioneers!
I second this, bad idea
the server is running on a debian 11 vm and the vm has no firewall. where can I see the status of the server?
if you add the server to your server manager in the game, is that when you get the timeout?
More problems, trying to change the save associated with the server but it won't change to the one he uploaded on my end, although he can get into the new save just fine.
yeah, he try to connect and after a few seconds he timed out
you've loaded the save through the server manager? the server should kick everyone off and load the new save. maybe he accidentally loaded it into single player?
What is your startup command?
Nope, but we figured it out 
bash FactoryServer.sh
add -multihome with the vm's ipv4
Yes add -multihome to stop if from trying to use ipv6. That has fixed most people's timeout issues.
thx it worked
nothing changed
There have been several hotfixes
yes, but nothing that is specific to dedicated servers. you can see the changes in #patch-notes
I was hoping that some of the dedicated server issues may have been resolved as a byproduct of those changes
which issues, specifically?
I haven't noticed any known netcode and/or dedicated server issues be resolved personally
traveling in hypertubes and traveling in trains
I'm not sure how to describe the issues
vehicles are still broken and the hypertube glitch can still be worked around the same way
wdym by worked around?
there were some fixes for train pathing so you can see if that issue was resolved for you
you're talking about the hypertube issue where it teleports you to the first support and sends you back out the entrance you entered through?
yes
Hypertubes that were connected from a support to the entrance (as opposed to the entrance to a support) will tp you to the first support and kick you back out the entrance. Depending on the length of the hypertube, the server will tp you once you "pop out" the other end, or your client will soft lock. Workaround by dismantling the pipe and connecting it from the entrance to the first support again (direction matters)
Oh? That's fantastic π
Hmmm
There must be a way to procedurally fix this in a sav file
probably. if you're bored you can give it a go
I'm not bored, but it would probably take less time than manually fixing 500 hypertube enterances
it's only bugged in multiplayer so I imagine CSS will get around to fixing it. eventually XD
I wouldn't feel like replacing 500 hypertube tube segments manually no XD especially since I imagine it involves a lot of travel π
had this working with 8.0.0.0.0 just updated to 0.0.2 and getting the following on the DS status **LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
**
That error can be ignored
wonder if it's taken out my multihome then, will go check
Just getting a chance to look at U8, but early on Jace mentioned that U8 dedicated servers would have major bugs, are you guys seeing that or are they still reasonably stable?
Ours comes and goes.
Sometimes we can play ok, others you canβt even walk due to tick rate.
well i just played for about 20 seconds and it crashed, took longer to even connect π
U8 server is more stable than U7 over here atm, client issues mostly of course
U8 northern forest is really stuttery. Lots of log spam walking around. Outside of northern forest things seem fine.
Yeah the only place I get rubberbanding is the northern forest. I assume it has to do with the new tree objects.
My update worked just fine. I did it like 2 hours ago. Steam might be having an issue right now.
Are there any mods that make the to-do list viewable by all players?
i have a friend crashing when playing on my dedicated server with the following error, has anyone seen an error like this?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000003fa00000003
FactoryGame_Core_Win64_Shipping!FMallocBinned2::Realloc() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\HAL\MallocBinned2.h:605]
FactoryGame_FactoryGame_Win64_Shipping!TArray<FReplicationDetailData ,TSizedDefaultAllocator<32> >::ResizeGrow() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Containers\Array.h:3024]
FactoryGame_FactoryGame_Win64_Shipping!AFGConveyorItemSubsystem::GatherTransformData_ISPC'::10'::<lambda_3>::operator()() ```
i truncated the error to avoid spamming, if the rest is relevant im happy to provide
Me and my friend both tried that (I use Epic, he has steam...)
another fun day of crashing. lol.
overall I have had decent stability from u8 dedi on linux except for stuttering when (at least) one person is exploring new areas of the map, and a server crash sometimes when replacing a number of belts in quick succession
Gets a sigsegv trying to access connection data
I spoke too soon
found a drop pod that is empty and reliably crashes the server when trying to open it
so i ran my factory cart of a mountain and either died are gliched through the floor, but now every time i login it crashes my client, can i reset my player profile or something server side ?
or do i have to use a save file editor ?
have you tried restarting the server? that sometimes fixes issues like this
When I try to add my server, it tells me to authenticate. When I do put in a password nothing happens?
are you putting in the admin password you created when you first claimed the server?
I figured it out
thank you anyway
that was my bad
I did not understand what it meant
So many random disconnect witn new update
had any disconnects that are unrelated to hypertubes or vehicles?
@weak scarab
i have a problem on the server i got kicked and i was in a car with all my stuff and i can't get it back because there is an offline player in it
you logged back in before the session timed out on the server so you got a new player character. if you can kill the offline player they'll drop a crate. I don't know if you can kill players in vehicles though. otherwise you might want to try SCIM
if you're running U8 with a server I suggest avoiding vehicles altogether for now
You can use explosives to kill players in vehicles
It doesnt works :/
It worked fine on my friends
but my character don't take damage
the is a no cleep mode ?
for example, it looks like my vehicle has fallen into a void - how do I make it appear on the map over and over again?
and the keep inventory function doesn't work
i have yes, multiple times
just reload an older save?
I think you can move your player using SCIM if you don't have an older save to revert to
can i delete a player ?
can recommend setting the server save amount to 20, and maybe every 3 minutes.
experimental do be unstable, so you loose less when stuff happens when you have saves more often
the default amount is a bit risky sometimes
easier to load a save before it existed
i know you've only said it 3 times already
but that is not an option
then idk. probably not
How ?
is there a way to teleport to a vehicle or player?
Does a dedicated server really need 12 GB RAM? Or is that system requirements for a computer that has stuff running?
Can I run it on a VPS with 2 or 3 GB RAM?
no clue. you can try using external tools such as SCIM
no
16 GB RAM is recommended for the dedicated server and U7 tends to come close to using all of it too. U8 might be able to run on less but not on that little
my server use 3.7gb of ram and 1core
on U7 or U8?
idk
experimental or stable?
experimental
experimental uses a lot less memory than stable, yes
currently using 6G on my save on experimental. was 12G on stable
But the game doesn't use anywhere near that? That makes no sense
Does COOP use that much more?
@topaz pebble scim
Update 7 did use that much ram for DS update 8 you can use 6GB of ram you will fine some big save used around 5GB of ram but never seen use more than that.. and I say at least 8 thread you will fine for end game people running one core will not be able to run end game without rubber banding or other issues imo..
Again... are you talking u8 or u7?
4 threads is already pretty nice
I would say 8 is only slight improvement
I should test the 26mo save someone gave me for benchmark though
And that statement is incorrect anyways
Even on u8 you'll use upwards of 16gb of ram on large saves
I will test a save running above object limit soon
I will tell you how that goes RAM wise
I have a save that can use around 22Gb of ram but you have to change the config file to even run it.. no everyone has big saves like that..
u8 I guess since that will matter in a few weeks or so
But I am not playing experimental
Yeah you can away with 4.. I run it on 8 out 32 threads and it was using around 50 percent of this 8 threads on a 800 hour save.. with spike to 70 percent on a single thread #dedicated-servers message as you can see on that pic
So you can get away with 4 but end game you might see some lag idk havenβt tested my self lol
But not forever
but now it is and you said you are not playing experimental currently
That's right
I said a dedicated server on u8 will matter in a few weeks or so, referring to the release date (which I am guessing is in a few weeks)
So I want to know the requirements for u8 since I will be playing on that
So you are talking about a dedicated server version you are not currently running ?
It wasn't explicit at first sight
I am not running anything. But I might want to play with friends and a dedicated server would be nice
But renting a server with that much RAM is not cheap...
Here you go #dedicated-servers message the server run fine the issue is the bug in the game like with vehicles, sound, hypertubes sorta fixed⦠etc.. so if you can handle the client crashing etc update 8 runs on DS lol sad the game just buggy atm imo
that's what you said that confused me
I am confused as to why the server needs that much RAM when the game doesn't use that much RAM at all
And it should need less in theory because it doesn't have graphics
it's been long time since people did come with that
Well on update 8 if you get a sever with 6gb you will be fine with 4 core but that like the minimum imo and yes you donβt need a gpu lol
and u8 is out it is more ambiguous (yes u8 run with way less ram usage)
But the client machine like you own machine with the gpu then yeah you need 16gb of ram to play as the game
it's not a validate and share frame kind of server
it have to do all the world calculations and running
Sure
Like I said #dedicated-servers message look here but a new game can start with 2GB of ram but for end game my 800hoir save was using 4.7GB of ram
Discord didn't really send me there correctly
I was confused what you were referring to
2 to ~4 threads full load
not sure about co-op but the dedicated server (especially before UE5) usually had much more of the map loaded than single player
Ah okay so that's why
U8 has new world partitioning, but really it still depends on how far apart players are
I guess I could just host on my laptop and pay for a static IP so I can port forward
why the emot ?
My laptop has 16 threads and 32 GB RAM
I was referring to RAM not threads
used to use 10 start to 14 end GB of RAM on u7
That's insane. I doubt that it uses that much
now use less
but is more dynamic apparently
Here they are again lol.. on UPDATE 8 a new SAVE will use around 1.7GB of ram with nothing in it.. an 800 hour save was using 4.7GB of ram... i had it running on 8 threads out of 32 on my rig and from what i say 8 threads where at 35-50 percent usage with single thread spike to 75+ percent on a modern cpu 3950X so that wouuld give you and idea what you need... you can get away like i said with 6GB of ram and 4 Threads but thats the minum imo for late game progress if you can make it there with all the bugs in the game lol
Is COOP without dedicated server less buggy?
Maybe I should wait a bit
Would you be able to move a save file to a DS?
threads moves between physical threads
the more physical threads you have the less physical threads use you will get
you can look at the process tree in htop to see thread use
yes you can even get it back to single player game after
yeah but you can limit the resources or tell docker just to use certain threads etc..
im using this docker img for my server works great //hub.docker.com/r/wolveix/satisfactory-server
i love docker compose and docker.. WAY better then running a VM imo.. you dont get a performance penalty like using a VM
Well yes but you're not seeing the actual use of s logical thread within the software
Oh yeah ofc
I am using Arch Linux on my laptop. Might host there
I got 6G used on our three-player save in U8
for only the server
How far along are you in terms of progression
"Tier 9"
@loud minnow hour counts are meaningless on dedis
might be meaningful if pausing is enabled π
@deep turret @desert walrus yeah but why does that matter to the average user who just wants to start a server lol... you guys love to nitpick on things lol... the game will run on 1 one threads but will it run well NO... might point still stand you need a modern CPU with decent IPC and 6GB of RAM to start up a map and be able to get to end game is that better LOL...
so much this ^^^ I was running it on a 8 year old Xeon first and boy that got bad quick XD
Thats fair
I'm not trying to nitpick, just to improve the general understanding
I got a Ryzen 7 6850U on my laptop
4 will be very nice
more doesn't really give anything more
that was my point
start at 2 I would suggest
1 is no no
So at this point can we reccomend 8gb system memory to host a dedi?
yeah i get that im fine with that i understand what you trying to say but to the AVERAGE user who just want to start up a server he doesnt want to know the details they just want to know what is the minum to run the server lol
if you're playing on a laptop, why not host a regular multiplayer session?
I am not going to play on it. I have my desktop PC
My laptop is a ThinkPad with no dGPU
then 4 is a more realistic target than 8 that doesn't really give more
LOL
I feel like a dedicated server would be nicer than a peer-to-peer session in-game
the super nice up
is it doesn't matter who connects first
So you can start your pc after diner while your friend wait you playing rn
thanks
Woah how do you change your tick rate and what's the advantage of having it above 30?
server updates global state every tick. personally I don't think any advantage from higher tick rates is perceivable since that's every 33 milliseconds
im trying to make a server on the experimental branch but when i start the server it crashes
anybody knows how to fix?
Does it give you an error?
not as i can see. am i allowed to upload logs here?
yeah
we changed the 30 to 60 in u7 and it helped a lot visually. on 30 all belt connections, so when two belt connect or go into a splitter etc were really laggy. so stuff got to the border, stopped and jumped few meters. sometimes whole belt kept empty and then everything rushed forward with lightspeed.
got way better at 60 ticks.
however, needed to revert the settings because the u8 server wasnt able of use more than 30 even half stable
I'm thinking about opening a dedicated server to the public to see what would happen it's just they are too unstable todo so
So uh... this is fun
I have a U8 experimental server and whenever anyone rides a vehicle be it a factory cart, tractor etc, the server will randomly disconnect you while riding the vehicle.
when you try reconnecting it just disconnects you immediately with a "Your connection to the server has been lost" error
I can resolve this by opening the server's save in SF Calculator and deleting the vehicle the user was riding at the time they got kicked... but this is a pain since we're now starting to rely on tractors at the moment for transporting materials from the opposite side of the map...
Anyone else had this happen?
Update; I'm back in but according to the game, my tractor fell through the floor, I died and the tractor still exists with me? on it?...
the thick plottens...
restart server
server still thinks you're connected
you can also wait it out
I did... restarting both game server and client were my first port-of-call
it is more consistent when you are doing a lot and or fast interactions
like quickly selecting object and placing it building it etc..
people would say that you are not building one thing 30 times a second
but reality is that:
- selecting build mode is an action
- moving target is an action
- rotating is an action
- moving yourself is an action
- binding object is an action
- updating angle is an action
....
and with every of this things comes condition on your current location, what you are looking to etc
if you are a fast player
you may literally do all these things in half a second sometimes
which means only 2 or so (game)frames per action
and with its un stabilies
which is enough to feel inaccurate clumsy and unreliable
putting 2 more frames between makes each actions and result isolated and accurate enough to be noticeably more comfortable : that's 60 tick per seconds
keep in mind brain work way faster than 30 tick per seconds
it just has a high processing delay and implied reaction latency
informations start really breaking to dust in the hundreds per second
that's how you know for sure in what way and order things connected to your skin
you implicitly tracked every contact point events order and time distances
your nerves are more snappy than 30 ticks
and usually records up 250 changes per second
you are mostly able to differentiate well wind from cloth
final note :
and as brain is accommodate to high processing latency
it is usually well sensitive to sequence/ordering and timing
I think the belt upgrade crashes I triggered yesterday were a tick thing
sometimes when I upgraded stacked belts too rapidly I got a server crash for sigsegv on a method called something like GetConnection
was wondering whether it's something like if two upgrade events arrive within one server tick, one of them gets orphaned
you'd still have to be super rapid to trigger that behaviour in 1/30 of a second but maybe network jitter or similar can conspire to produce the behaviour