#dedicated-servers

1 messages Β· Page 41 of 1

mint junco
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Not too poor to afford a computer and internet though?
Give the Devs their money.
How do you expect the game to be continued to be developed if everyone had the same mentality?
Put it on your wish list or request it as a present from friends and family.

real perch
clear lagoon
#

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.

real perch
#

and PC that i got from school?

loud minnow
#

why you guys feeding the troll lol

clear lagoon
#

'cause I'm bored? XD

loud minnow
#

lol

real perch
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you think i'm trolling you/

#

?*

loud minnow
#

nope

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πŸ™‚

clear lagoon
#

if you're a school student you can literally do a single 4-hour job shift and afford satisfactory

slow jackal
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definitely worth the money

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for the hours you get from it

mint junco
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Yup I've got 4100 in my save and it was an xmas present for 2021.

slow jackal
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wow lol

mint junco
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I'd pay the box price again for a decent dedicated server.

clear lagoon
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^this

mint junco
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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.

deep turret
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I'm thinking this timeout issues have more to do on client side that maybe spread the connections on the multiples ips

sharp bison
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I don't claim to know the inner workings of it. Just that switching off ipv6 works

mint junco
clear lagoon
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stick it on the QA site ❀️

tidal relic
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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...

mint junco
clear lagoon
tidal relic
frank laurel
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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?

clear lagoon
frank laurel
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i did set them in ServerSettings.ini

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should I set it in Engine.ini instead?

clear lagoon
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I'll have to check

clear lagoon
frank laurel
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ok I moved them to Engine.ini, thank you, testing now

clear lagoon
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make sure they're under the correct section. just the correct file isn't enough

frank laurel
clear lagoon
frank laurel
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i have it as such

tidal relic
clear lagoon
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Are you running it on a windows or a linux machine?

tidal relic
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Windows. It looks mostly normal, though the last line is weirdly frozen and moves when I scroll

clear lagoon
tidal relic
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U8. I did not get the error when I was running in U7

frank laurel
royal dove
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Woohoo, got my EXP server behaving itself; now it still not accepting connections while port are open; back to square one....

clear lagoon
frank laurel
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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

tidal relic
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Yeah, had to install from steamcmd. It's on U8, and we've been able to play on it

clear lagoon
tidal relic
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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
clear lagoon
#

looks normal. have you tried restarting the server process?

tidal relic
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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

clear lagoon
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Have you added firewall rules for inbound UDP protocol ports 7777, 15000 and 15777 on the server's windows firewall?

tidal relic
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That is a good point, let me go do that real quick

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Added the rules, but still getting an error

clear lagoon
clear lagoon
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just to make sure

tidal relic
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Yeah, in the midst of disconnecting to see if I can reconnect

clear lagoon
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Tarkol: could you provide me the command line arguments you start the server with?

tidal relic
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Just using -log -unattended -nosteam currently

clear lagoon
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ok Tarkol, can you, before the -log -unattended part, add the following:
-multihome 192.168.1.250 ?

tidal relic
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Yeah, waiting on it to come back up

frank laurel
clear lagoon
mint junco
# frank laurel

Can we have that in text so I can copy/paste please. Autosaves are not working on my server currently at all

tidal relic
clear lagoon
tidal relic
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Yeah

clear lagoon
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if that didn't work. can you try setting -multihome 0.0.0.0 ?

mint junco
# mint junco Already is, the image posts are to link to the QA entry :0) https://questions.sa...

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.

tidal relic
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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

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Got the error and kicked back to title screen again

clear lagoon
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you can see the server admin screen but once you join the game you disconnect?

tidal relic
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Yeah

clear lagoon
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are you playing on a large save? did you log out in a vehicle?

tidal relic
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Shouldn't be too large but I'll go check the save file. I did not log out in a vehicle

clear lagoon
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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

tidal relic
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Not sure what's "large" save wise, but I don't imagine 762KB is that big

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Yeah one sec

clear lagoon
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could you check the Memory(RAM) and CPU use in task manager for the server?

tidal relic
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CPU at 0%, RAM at 3,134MB

clear lagoon
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I'm assuming your RAM is not full at that point? just double-checking πŸ˜…

tidal relic
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Not at all, it's got 32GB

clear lagoon
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I'm not sure what's going on here. do you see anything interesting in the server logs when you try to connect?

tidal relic
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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

clear lagoon
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is your internal IP address statically assigned or through a DHCP lease?

tidal relic
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Static

clear lagoon
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I'd suggest trying to reboot prior to further troubleshooting

tidal relic
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[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

clear lagoon
clear lagoon
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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)

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For your reference, for a successful connection after clicking 'join game' in the server console, it looks something like this:

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do you see any such messages?

tidal relic
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Some of them, but it's much stranger

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Also I think my server log freezes when I try to join, I went to copy the text and it came back to life

clear lagoon
clear lagoon
tidal relic
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Actually I think you're right, no worries

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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)
clear lagoon
#

go ahead

clear lagoon
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anyway! reboot first πŸ˜›

tidal relic
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I was able to join this time, and as I was typing this the error popped back in. But again still able to play πŸ€”

clear lagoon
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are you running the server on your local machine?

tidal relic
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Nope

clear lagoon
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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

tidal relic
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Oh, yeah that's odd. My machine's local IPv4 ends in .14, server is .250

clear lagoon
tidal relic
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Sorry misread - trying to rejoin

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I am unable to rejoin at all

clear lagoon
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Can you post the output of the command ipconfig for me, please?

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from the server

tidal relic
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On a side note, how do I disable the dirty area creation messages?

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Yeah 1s

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   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
clear lagoon
clear lagoon
tidal relic
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   Connection-specific DNS Suffix  . :
   IPv4 Address. . . . . . . . . . . : 192.168.1.250
   Subnet Mask . . . . . . . . . . . : 255.255.255.0
   Default Gateway . . . . . . . . . : 192.168.1.1
clear lagoon
#

can you restart the satisfactory server and try again?

tidal relic
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Yeah. Is there a different engine.ini I should be looking for than the one in \Saved\Config\WindowsServer\

clear lagoon
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should be in installation-directory\FactoryGame\Saved\Config\WindowsServer\Engine.ini yes

tidal relic
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Gotcha. I guess mine's not cool enough to have Core.Log listed. I'll figure it out later

clear lagoon
tidal relic
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Ah, that makes me feel a bit better. I'll try firing it up and seeing if it's still broken πŸ™ƒ

clear lagoon
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can you show me a screenshot of the firewall rules you added on the server?

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I also just tried to join externally, should you happen to notice the log messages

tidal relic
clear lagoon
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did you configure that for "All Programs"?

tidal relic
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Yeah

plain hollow
clear lagoon
# tidal relic Yeah

just to make sure, the assigned ipv4 address is outside of the DHCP lease range? (or is otherwise reserved in your router/dhcp server)

clear lagoon
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I'm not aware of any means to improve it

tidal relic
clear lagoon
tidal relic
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It actually wasn't reserved...fixing that now

clear lagoon
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maybe set a static ip outside of the lease range because by the time any new leases expire it can take a while

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outside of that I'm out of ideas. sorry Tarkol

tidal relic
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Nothing else has received that assignment, so thankfully shouldn't be an issue with ip collisions

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Did you get any errors when you joined remotely? (And are you able to rejoin the same session?)

clear lagoon
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I wasn't able to join either time. If you want I can try again

tidal relic
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Go ahead

clear lagoon
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for external connections, you have forwarded all three ports, correct?

tidal relic
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Yeah

clear lagoon
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I can see the server status but I can't get into the game. πŸ€·β€β™€οΈ

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do you have any third party anti-virus or firewall installed on the windows server machine?

tidal relic
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Malwarebytes, but no other firewalls or anything.

clear lagoon
tidal relic
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Nope

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Just their basic antivirus

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I did just see that I had mistakenly disabled "public" in my firewall settings for server process, reverted that now

clear lagoon
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just for explicit testing, before the -multihome argument, can you add the following for me: -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777

clear lagoon
tidal relic
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Done, server should be up

clear lagoon
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I managed to connect

clear lagoon
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are you able to connect yourself now?

tidal relic
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I was briefly connected, but crashed

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Now I can connect, gonna try re-joining

clear lagoon
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fyi one of your power grids just went out

tidal relic
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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

clear lagoon
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great! sorry I tend to forget windows firewall also does stuff on a per-executable basis

tidal relic
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No worries

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Thank you very much

clear lagoon
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no problem, glad it got solved in the end. and thank you for your space staircase XD

tidal relic
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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

frank laurel
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the mNumRotatingAutosaves config works just fine

clear lagoon
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you sure it didn't get overwritten by a server restart?

frank laurel
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yeah it worked just fine on U7

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absolutely, i checked the ini after booting the server

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wait i mean that i set the float value, and then i boot the server and it automatically removes the float value

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caues probably it doesn't exist

clear lagoon
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you boot or you reboot it?

frank laurel
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as you can't set it via the console either. I'll dig around in the code to see

clear lagoon
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server tends to flush some config files on exit

frank laurel
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i stopped the server, edited it and started it again

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yeah

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i saw that CSS is kind enough to include the .pdb with the dll, maybe it is time to boot up VS

clear lagoon
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debug symbols

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good luck XD

clear lagoon
frank laurel
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hmm, are you on experimental as well?

clear lagoon
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yes

frank laurel
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let me try again

clear lagoon
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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

quiet wedge
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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.

clear lagoon
clear lagoon
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i.e.
/usr/games/steamcmd +force_install_dir /home/sparxy/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit

quiet wedge
clear lagoon
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it is the same app number, yes. the -beta experimental flag does the same thing as the "betas" setting in the GUI

frank laurel
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kekwait, it worked now...

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i don't get it. i pressed CTRL+C on console and waited for it to gracefully exit

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anyway, float values work now thank you ❀️

clear lagoon
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Glad I could help, and no problem πŸ™‚

quiet wedge
clear lagoon
quiet wedge
clear lagoon
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remember to back up your saves

quiet wedge
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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 πŸ™ƒ

chrome pumice
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1690800 is not a version. It's the games ID# on steams side.

quiet wedge
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@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.

tidal relic
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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

clear lagoon
tidal relic
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All good, no worries

deep turret
tidal relic
deep turret
#

in your starting command arguments (of the server)
add it at the start

clear lagoon
thin lodge
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@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

chrome pumice
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Are you loading the most recent save?

thin lodge
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yes only have 1 save

chrome pumice
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Did you back it up before updating? Sounds like the saves got wiped with the update.

thin lodge
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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

chrome pumice
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Oh you wan to make a new world but start at tier 8?

thin lodge
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yes on a server

chrome pumice
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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.

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I have not done it but I believe that is current way to do it.

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If that is not working then I am not sure how to get Advanced Game Settings to work on a server.

thin lodge
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ok i got it working just had to play around with everything. thank you for your help

deep turret
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:/

elfin oyster
dull hatch
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For some reason my server isn't accessible from local or remote connections.

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(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

chrome pumice
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Did you disable ipv6 on the server. With the new update it defaults to ipv6 instead of ipv4.

dull hatch
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YOU are the BEST @chrome pumice

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I disabled the IPv6 adapter and it finally connects

boreal sundial
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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

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the car and my itens are lost forever ?

desert walrus
chrome pumice
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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.

desert walrus
chrome pumice
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What about the sound issues with them? I thought it was cause server crashes.

desert walrus
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And vehicle sound was overhauled so iirc that was fixed in u8

scenic talon
#

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?

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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)

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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.

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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]

loud minnow
# scenic talon Here's the client crash information. Version: 239192, IsEditor: No, IsPerforc...

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.

scenic talon
#

That's extremely detailed for a crash trace, I just get lost in them.

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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

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game file itself loads fine.

scenic talon
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Looks like permissions issues somehow, it's loading now

tidal relic
#

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

pure cloak
#

Can I start the dedicated server in Experimental if I'm launching the Dedicated server through the Epic Games Launcher?

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According to the wiki, Guess not

shell cairn
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Has anyone got a server working using a tunneling service like cloudflared or playit.gg? Using playit.gg I can find the server but I cannot connect to it. Just times out.

tidal relic
#

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

spare orbit
tidal relic
#

Relogging seemed to do it briefly, but when I returned to base they popped back in

spare orbit
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yeah its a bit scuffed, but sure works long term

tidal relic
#

Does this happen on regular MP games as well that aren't dedicated?

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It's been a coin flip lately on whether or not I can actually rejoin lol

spare orbit
#

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

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so even in case, its not worth it for the map

tidal relic
#

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

spare orbit
#

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.

tidal relic
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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

topaz pebble
#

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

vague kestrel
#

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?
clear lagoon
#

I've never seen that warning message. Does it cause any issues with the server?

topaz pebble
topaz pebble
desert walrus
# topaz pebble yes

Just general u8 issues then
Also "a beast" doesn't give any info about your actual specs

topaz pebble
sharp bison
#

Multihome will force it to pure ipv4. That made things suddenly work for me the other day after repeated timeout errors trying to join

plain hollow
#

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?

topaz pebble
#

you could try and changing your rendering distance, not sure

plain hollow
topaz pebble
#

not sure, maybe try the other way ?

#

also, what is your tickrate ?

plain hollow
#

60

shell cairn
sharp bison
#

yes, or 0.0.0.0

#

Either will force it off ipv6

minor oasis
#

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.

desert walrus
minor oasis
#

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?

coral flame
#

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

minor oasis
#

true, the server seems much more stable but I get a lot of client crashes and then it takes 5m+ to reconnect

coral flame
#

i was getting a lot of server crashs on update 7 ded server (bad index when deleting things, or maybe update)

minor oasis
#

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

coral flame
#

cpu is a x5670 x 2, 2.9ghz, my world is getting bigger πŸ™‚

minor oasis
#

I'm around the same

#

I tend to crash or disconnect a lot when launching between factories

coral flame
#

i had 2.66ghz, it did help quite a bit, i can't put any faster in my server though

minor oasis
#

same I'm on an older dell

coral flame
#

what OS ?

minor oasis
#

cent7

#

running in vsphere

coral flame
#

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

minor oasis
#

ya my home lab is a little more extensive than most

coral flame
#

homelab = win πŸ™‚

minor oasis
#

I have a full size rack with a couple R720s and 2 MD1000s

coral flame
#

mine is only a r510 atm, it's ok for other stuff

minor oasis
#

it's older hardware I got from work though none of it is anywhere near state of the art lol

coral flame
#

i love r720's, all the dell server stuff is great πŸ™‚

minor oasis
#

agreed; it's all we use

coral flame
#

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

minor oasis
#

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.

coral flame
#

i just had to repply my client networktimeout settings

gentle delta
#

hello

#

Is steamcmd the only way to install a dedicated sun serv?

coral flame
#

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

gentle delta
#

but i have satisfactory on epic games

#

oh okay perfect

coral flame
#

ya thats ok, it is anon access

gentle delta
coral flame
#

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

gentle delta
#

their installation stuff is nonsense

coral flame
#

it's not exactly a proper package thing i take it, same as windows ? πŸ™‚

#

on windows it ends up looking something like this

#

ya, the default install location is under the application, i know i know....

coral flame
#

oh it is actually a proper package

chrome pumice
#

To run it you have to ./steamcmd.sh

#

Make sure you are in the correct directory.

gentle delta
#

i can't install that

#

sudo add-apt-repository multiverse

chrome pumice
#

Are you in a 64bit OS?

gentle delta
#

yes

chrome pumice
#

If you are using Debian 11 or higher, you need to add contrib and non-free instead of multiverse.

#

Right below the multiverse stuff

gentle delta
#

yes 64bit

chrome pumice
#

The looks correct you should be able to install the repos and steamcmd. Have you restarted after adding those?

gentle delta
#

maybe it's good

chrome pumice
#

Now you can install the game.

gentle delta
#

i have to run that here steamcmd +login anonymous +app_update 1690800 -beta experimental +exit

#

or i have to exit

chrome pumice
#

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

gentle delta
#

hm

chrome pumice
#

Somthing like that.

#

Take out the + on every command

gentle delta
minor oasis
#

Seems the crash I'm getting is regarding conveyor items when the client is loading in a factory after launching across the map fast

chrome pumice
#

Maybe each command has to be run on a different line. So login then app_update after.

minor oasis
#

pretty much 100% reproducible every time I use a hypertube launcher

chrome pumice
#

From what I have heard hypertubes have some issues. I would not use them.

gentle delta
#

so many errors

chrome pumice
#

Yeah those are steam issues. I have been getting them for the past 2 days.

gentle delta
#

but their stuff is badly made

#

that it's so complicated just to install a server

chrome pumice
#

Thats just Debian. I use CentOS its just 1 iinstall command.

#

Were you able to get the game to install?

gentle delta
chrome pumice
#

Do login anonymous

#

Then do app_update 1690800 -beta experimental

gentle delta
#

now it works

chrome pumice
#

Once that is done you can quit out of steam and find the directory where the game installed.

gentle delta
chrome pumice
#

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.

gentle delta
#

i will create a service file

chrome pumice
#

Even better.

gentle delta
#

:/

#

they want to blow my head off

chrome pumice
#

I think that is a user issue.

#

I believe the user you have in the service does not exist?

gentle delta
#

oh my bad lol

mint junco
vague kestrel
clear lagoon
#

anyone else have a tendency of falling through the world on death in U8? πŸ˜›

topaz pebble
#

i had that in E7

vague kestrel
topaz pebble
#
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -log -unattended -multihome=0.0.0.0 # or your server ip
vague kestrel
chrome pumice
#

Pretty sure anything after -unattended does nothing.

topaz pebble
vague kestrel
#

There's a reason I avoid Epic, this doesn't help sell me any further.

clear lagoon
vague kestrel
#

Server jsut doesn't appear. You try and connect and it's offline.

#

and again, not my network. Streamline servers network

clear lagoon
vague kestrel
#

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

clear lagoon
#

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

vague kestrel
#

No command line

clear lagoon
#

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.

vague kestrel
#

Was more looking at possible technical issues I may have overlooked. I'm not without skills in this area

clear lagoon
#

are you connecting on the ServerQueryPort? are all three configured ports open for inbound UDP in the server's firewall?

vague kestrel
#

I was kind of hoping for an off chance that there was a Serversettings.ini option to turn off the EOS intergration

clear lagoon
#

The EOS warning is likely unrelated to the problem you're having.

vague kestrel
#

the whole thing works fine in Update 7 so yes, the ports all work and are open

clear lagoon
#

are you logging in with an epic or steam client?

vague kestrel
#

Steam

#

server was installed with SteamCMD

clear lagoon
#

Your login is authenticated through the steam sdk (steamAPI) and not the EOSSDK

vague kestrel
#

Never gets to that point. Server shows up as offline in the server manager.

clear lagoon
vague kestrel
#

Let me check the client logs

#

Nothing there

clear lagoon
#

this is what the initial loading of the server status looks like in the server console for a steam client:
#dedicated-servers message

vague kestrel
#

Yeah, nothing like that

clear lagoon
#

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

vague kestrel
#

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\

dull hatch
#

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.

dull hatch
#

it crashes the server

clear lagoon
#

Are you running on windows or on linux?

dull hatch
#

windows via steamCMD

#

I can share the full log if needed

clear lagoon
#

It might be helpful.

chrome pumice
dull hatch
#

safe to upload full zip of crash folder?

#

eh should be fine

clear lagoon
#

for what it's worth, my server is usually finished starting up after those steam errors show up

dull hatch
#

it fully kills the process for me

clear lagoon
#

can you server game files and try again?

dull hatch
#

im a bit lost on what you mean

clear lagoon
#

have steamcmd run validate on your dedicated server install

dull hatch
clear lagoon
#

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?

dull hatch
#

Ethernet controller

clear lagoon
#

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

dull hatch
clear lagoon
#

you deleted and reinstalled fully?

dull hatch
#

yeah

clear lagoon
#

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

dull hatch
#

any way to fix from your knowledge?

clear lagoon
#

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?

dull hatch
#

how so

clear lagoon
#

It's crashing on game load, which I think is the point at which it should begin loading the map

dull hatch
#

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

clear lagoon
#

I haven't the foggiest, sorry. Your guess is as good as mine at this point. Far outside of my expertise zone XD

stone olive
#

any idea how to fix this thing?

#

I keep getting timeouts and so does my friend who also tried setting up a server

chrome pumice
#

Did you turn off ipv6?

dull hatch
stone olive
#

where to i turn this off?

chrome pumice
#

You can either add -multihome=<ip address> to your startup command or disable ipv6 on the host machine.

dull hatch
#

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.

chrome pumice
#

Yeah ^^ that is if your host machine is windows.

stone olive
#

No, i would never purchase a windows server lol

#

I am running it on linux inside a docker

#

Ill try the multihome command parameter

chrome pumice
#

./FactoryServer.sh -multihome=192.168.1.2 -ServerQueryPort=15777 BeaconPort=15000 -Port=7777 -log -unattended

stone olive
chrome pumice
#

An example of what I use.

stone olive
#

its on 0.0.0.0 by default

spare orbit
#

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

stone olive
chrome pumice
#

The 0.0.0.0 should work but I found using the exact IP worked better.

stone olive
#

but once i try actually connecting to the game

#

than the connection crashes

spare orbit
#

yeah, the game itself is bound to ipv6 then, while the other parts arent

gloomy ocean
#

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.

spare orbit
#

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.

stone olive
spare orbit
mint junco
gentle delta
#

And me the server stuck on activating state

spare orbit
chrome pumice
#

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.

sage hound
#

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

clear lagoon
mint junco
clear lagoon
#

remove the prestart steamcmd check

spare orbit
#

what happened

clear lagoon
chrome pumice
#

Same with me.

clear lagoon
#

The GUI client received a major overhaul as well. I imagine something bad bled over into steamcmd

spare orbit
#

didnt have something like that ever

clear lagoon
spare orbit
#

oh its that new

clear lagoon
#

yes

#

I've been seeing the issue as of today

chrome pumice
#

I have been seeing it since Friday. I think the update happened Thuresday night.

gentle delta
stone olive
# stone olive but once i try actually connecting to the game

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....

clear lagoon
#

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

chrome pumice
#

I have not had any crashes. I also didn't fix anything. Figured they would fix it quickly if it was those were needed.

clear lagoon
#

Your steamcmd client does not crash?

chrome pumice
clear lagoon
#

I'm seeing segmentation faults as above since ver 1686881296

chrome pumice
#

Yeah I have had no crashes since the update. Seems to run fine with faults and missing libs.

clear lagoon
#

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 πŸ˜›

#

non-zero exit-code indicates failure after all

#

so it is fine for a given value of fine, depending on your use case

mint junco
sage hound
#

Hi. I can't connect to my dedicated server

chrome pumice
chrome pumice
sage hound
#

yeah i want ipv6

gentle delta
#

My server is up

#

but how to enable keep inventory ?

stone olive
chrome pumice
chrome pumice
sage hound
#

no, where can I find the file?

chrome pumice
chrome pumice
stone olive
chrome pumice
#

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

stone olive
chrome pumice
# stone olive

FactoryGame/Saved/Config/LinuxServer/Engine.ini From this screenshot.

stone olive
#

these are values i found there

chrome pumice
chrome pumice
gentle delta
#

where is the settings location ?

spice quarry
#

Does anyone know how to turn on advanced settings for dedicated servers?

chrome pumice
chrome pumice
gentle delta
#

ah

stone olive
#

still exactly the same error

spice quarry
# gentle delta ah

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.

chrome pumice
gentle delta
spice quarry
#

If you can turn on mid game IDK, no one mentioned it yet

gentle delta
#

oh okay lol

marble berry
#

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

clear lagoon
#

if you wish to disable it, you can set the following options in Engine.ini:

[CrashReportClient]
bAgreeToCrashUpload=false
bImplicitSend=False
marble berry
clear lagoon
#

if you encounter specific bugs or crashes you can always make a report on the QA site as well

marble berry
#

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?

clear lagoon
#

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

marble berry
#

ok. I'll do that.

clear lagoon
#

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

marble berry
#

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

novel lava
#

@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?

gentle delta
#

When you load a save you can enable advanced settings

spice quarry
gentle delta
#

okay

warped coral
#

Does a dedicated server to discord chat bridge exist?

visual onyx
#

would be awesome though

tiny raft
#

are you guys having problems with dedicated servers when trying to update

graceful flicker
#

Specifically what problems

tiny raft
#

Boot looping when trying to update

graceful flicker
#

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?

hexed pulsar
#

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.

sharp geode
#

Hey guys; What is the general consensus on max tick rate for a server? I have i9 13900k if that helps with an answer.

paper solstice
#

If i want to use the cloud to host my server, any reccomendations?
Google cloud, aws, vmware?

open crypt
#

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.

tidal relic
#

If a death box doesn't seem to be where the marker says - is there any way to recover it?

deep turret
tidal relic
#

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...

clear lagoon
#

coordinates will be displayed in top left. Z is your altitude

#

console keybind is backtick by default I think

tidal relic
#

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

clear lagoon
#

Sometimes when you die you fall through the map and your crate ends up in an interestingℒ️ 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 πŸ˜›

tidal relic
#

When it resets the foliage, is it still immortal or can it just be chainsawed away like normal?

clear lagoon
#

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

tidal relic
#

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

clear lagoon
#

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. magickℒ️ πŸ˜„

#

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)

tidal relic
#

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

clear lagoon
#

well, in that case you can go to SCIM, switch to experimental branch, upload your save, edit the crate, and download the save again

tidal relic
#

Already done, I gladly recovered it. Thank you

clear lagoon
#

you're welcome πŸ™‚

agile flint
#

[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

past current
agile flint
past current
fair osprey
#
  • 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

past current
#

ah

tulip bronze
clear lagoon
# tulip bronze Im seeing the same steamservice.so and libSDL3 no such file for steamcmd, where ...

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 πŸ™‚

tulip bronze
#

Ah i see, then ill just wait then, thanks :))

frank laurel
#

there's no known workaround right? Besides building everything high up in the sky

clear lagoon
frank laurel
#

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

clear lagoon
frank laurel
#

which I cut down initially, but now everytime i go away and come back to my base, i can't see anything

clear lagoon
frank laurel
#

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

clear lagoon
#

I would expect the same behaviour with vehicles since movement is server-authorative

frank laurel
#

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

fair osprey
#

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.

clear lagoon
agile flint
#

steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit

fair osprey
#

It updates like normal but it didn't initially work, he's updating it again but we'll see

agile flint
#

@clear lagoon

clear lagoon
#

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?

agile flint
#

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

clear lagoon
#

can you show me the error you're getting when you try to connect?

agile flint
#

Add me on so i can just show you it will be a lot easier

clear lagoon
#

You can post screenshots in here

#

If you want me to help interactively you'll need to wait until later today

clear lagoon
#

best guess is that you have two satisfactory server installations. one is U8 and the other is U7. How are you starting the server?

fair osprey
#

Through SteamCMD

coral flame
#

you did close and reopen the server between updates?

clear lagoon
#

can you pass the exact command you use?

coral flame
#

dedicated server is at the newer build number, you done something wrong, it'll prob be dumb ? πŸ™‚

fair osprey
fair osprey
clear lagoon
coral flame
#

ya, it SHOULD be 239192, thats correct atm, the server is out of date, it's afew days old version

clear lagoon
#

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?

coral flame
#

or might be older, err not sure off hand...

clear lagoon
clear lagoon
# fair osprey Yep

can you show the specific command? steamcmd is picky about command orders

agile flint
#

FactoryServer.exe -multihome=<myid> -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended

clear lagoon
#

okay so not using steamcmd to launch then. in which directory are you executing that command?

fair osprey
agile flint
#

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

clear lagoon
#

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
coral flame
#

1690800 is dedicated server

clear lagoon
#

fixed

clear lagoon
fair osprey
#

lol

coral flame
#

edit = win πŸ™‚

agile flint
#

where do i execute the command?

clear lagoon
#

steamcmd can be executed from anywhere if it is installed globally

fair osprey
#

Yea just told him that

clear lagoon
fair osprey
clear lagoon
# fair osprey

that's not the command I posted. note the missing + signs

coral flame
#

C:\steamcmd\steamapps\common\SatisfactoryDedicatedServer\FactoryServer.exe <-- is this location your server exe ?

#

oh ya it needs + chars

fair osprey
coral flame
#

paste that error then πŸ™‚

fair osprey
#

We tried it with them and it said it isn't a recognized command

clear lagoon
coral flame
#

imake sure the command line is in c:\steamcmd directory before i run it (just to make sure)

civic lantern
#

Why are you retyping this. copy and paste

agile flint
clear lagoon
#

update complete. start the server again and you should be good to go

coral flame
#

nah it should say app is up to date as well

#

i put my update script in a .bat file, it outputs this

clear lagoon
coral flame
#

i'm using: steamcmd +login anonymous +app_update 1690800 -beta experimental +exit

clear lagoon
#

yes. on an already updated server.

coral flame
#

ya, mine is ok, the other guy getting confused, i also have exit instead of quit, prob does the same i assume

clear lagoon
#

@fair osprey @agile flint did your version issue get resolved?

clear lagoon
coral flame
#

not nitpicking, just trying to be helpful, but ya, steam πŸ™‚

clear lagoon
#

Considering the lack of response, they're either enjoying their time on Massage-2(a-B)b or have given up πŸ˜›

coral flame
#

indeed πŸ™‚

fair osprey
#

Just figuring out the specifics of clients getting into the server

clear lagoon
#

By default the server listens on UDP ports 7777, 15000 and 15777

loud minnow
fair osprey
clear lagoon
fair osprey
#

Right now the only issue is that he can get into the game but I can't, one sec

agile flint
fair osprey
agile flint
#

but he cant get into it

clear lagoon
#

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

fair osprey
#

Local Network, He's running it on his desktop computer

clear lagoon
#

you're connecting over the internet right? can you have him check if all 3 ports are forwarded correctly in his router?

fair osprey
#

We did that together for his router, they are

clear lagoon
#

can you add inbound rules in windows firewall for UDP protocol ports 7777, 15000 and 15777 on the server for all programs?

fair osprey
#

My machine or his?

clear lagoon
#

his, the one the server is running on

agile flint
#

do i need to restart my pc afterwards?

clear lagoon
#

no

fair osprey
#

Does he need to restart the server though or does it matter?

clear lagoon
#

shouldn't matter, the firewall rules should go in effect immediately

fair osprey
#

K

#

It's doing the same thing

clear lagoon
fair osprey
#

He's getting that in a sec

coral flame
#

it's easy to prove out firewall, just turn them off at both ends, test it, turn them back on

sage hound
#

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

clear lagoon
agile flint
clear lagoon
fair osprey
#

Forgot a 7 on port forward, lol

coral flame
#

no i mean turn off firewall on the server/client not the router

clear lagoon
agile flint
#

Hes in. i just forgot a 7 in my router port forwording lol

coral flame
#

I agree, needs must though πŸ™‚

clear lagoon
sage hound
clear lagoon
fair osprey
#

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.

sage hound
clear lagoon
chrome pumice
clear lagoon
chrome pumice
sage hound
#

thx it worked

lapis gazelle
#

How is the dedicated server experience in U8?

#

Any better than U8 launch day?

clear lagoon
lapis gazelle
clear lagoon
lapis gazelle
#

I was hoping that some of the dedicated server issues may have been resolved as a byproduct of those changes

clear lagoon
#

which issues, specifically?

#

I haven't noticed any known netcode and/or dedicated server issues be resolved personally

lapis gazelle
#

traveling in hypertubes and traveling in trains

#

I'm not sure how to describe the issues

clear lagoon
#

vehicles are still broken and the hypertube glitch can still be worked around the same way

lapis gazelle
#

wdym by worked around?

clear lagoon
#

there were some fixes for train pathing so you can see if that issue was resolved for you

clear lagoon
clear lagoon
# lapis gazelle 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)

lapis gazelle
#

Hmmm

#

There must be a way to procedurally fix this in a sav file

clear lagoon
#

probably. if you're bored you can give it a go

lapis gazelle
#

I'm not bored, but it would probably take less time than manually fixing 500 hypertube enterances

clear lagoon
#

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 πŸ˜„

hasty tangle
#

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
**

hasty tangle
#

wonder if it's taken out my multihome then, will go check

robust abyss
#

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?

whole cloud
#

Ours comes and goes.

#

Sometimes we can play ok, others you can’t even walk due to tick rate.

hasty tangle
#

well i just played for about 20 seconds and it crashed, took longer to even connect πŸ˜„

coral flame
#

U8 server is more stable than U7 over here atm, client issues mostly of course

manic hatch
#

U8 northern forest is really stuttery. Lots of log spam walking around. Outside of northern forest things seem fine.

chrome pumice
#

Yeah the only place I get rubberbanding is the northern forest. I assume it has to do with the new tree objects.

manic hatch
#

it might be because of world partitioning

#

it always happens in the same places

gentle delta
#

oh i can't install the update

chrome pumice
#

My update worked just fine. I did it like 2 hours ago. Steam might be having an issue right now.

frank laurel
#

okay so I just found out that r.Fog 0 is a massive QoL upgrade

#

with Lumen

lilac pine
#

Are there any mods that make the to-do list viewable by all players?

fervent marsh
#

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

stone olive
marble berry
#

another fun day of crashing. lol.

sharp bison
#

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

sharp bison
#

I spoke too soon

#

found a drop pod that is empty and reliably crashes the server when trying to open it

topaz pebble
#

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 ?

clear lagoon
young cosmos
#

When I try to add my server, it tells me to authenticate. When I do put in a password nothing happens?

clear lagoon
young cosmos
#

I figured it out

#

thank you anyway

#

that was my bad

#

I did not understand what it meant

gentle delta
#

So many random disconnect witn new update

clear lagoon
gentle delta
#

@weak scarab

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

clear lagoon
#

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

dawn copper
gentle delta
dawn copper
gentle delta
#

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

topaz pebble
spare orbit
#

just reload an older save?

clear lagoon
#

I think you can move your player using SCIM if you don't have an older save to revert to

topaz pebble
#

can i delete a player ?

spare orbit
#

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

spare orbit
topaz pebble
#

but that is not an option

spare orbit
#

then idk. probably not

gentle delta
#

is there a way to teleport to a vehicle or player?

errant acorn
#

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?

clear lagoon
clear lagoon
#

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

gentle delta
#

my server use 3.7gb of ram and 1core

clear lagoon
gentle delta
#

idk

clear lagoon
#

experimental or stable?

gentle delta
#

experimental

clear lagoon
#

experimental uses a lot less memory than stable, yes

#

currently using 6G on my save on experimental. was 12G on stable

gentle delta
#

i'am good

errant acorn
#

Does COOP use that much more?

desert walrus
#

@topaz pebble scim

loud minnow
desert walrus
deep turret
#

I should test the 26mo save someone gave me for benchmark though

desert walrus
#

And that statement is incorrect anyways
Even on u8 you'll use upwards of 16gb of ram on large saves

loud minnow
#

You won’t

#

Unless you modify the config file to allow that

deep turret
#

I will test a save running above object limit soon
I will tell you how that goes RAM wise

loud minnow
#

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..

errant acorn
#

But I am not playing experimental

deep turret
#

?

#

u8 is experimental

loud minnow
#

So you can get away with 4 but end game you might see some lag idk haven’t tested my self lol

errant acorn
deep turret
errant acorn
#

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

deep turret
#

So you are talking about a dedicated server version you are not currently running ?

#

It wasn't explicit at first sight

errant acorn
#

But renting a server with that much RAM is not cheap...

loud minnow
# errant acorn That's right

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

deep turret
errant acorn
#

I am confused as to why the server needs that much RAM when the game doesn't use that much RAM at all

deep turret
#

oooohhh

#

I get it now sorry

errant acorn
#

And it should need less in theory because it doesn't have graphics

deep turret
#

it's been long time since people did come with that

loud minnow
deep turret
#

and u8 is out it is more ambiguous (yes u8 run with way less ram usage)

errant acorn
#

6 GB RAM is just a lot still

#

How much does the server process use?

loud minnow
#

But the client machine like you own machine with the gpu then yeah you need 16gb of ram to play as the game

deep turret
#

it's not a validate and share frame kind of server
it have to do all the world calculations and running

errant acorn
#

Sure

loud minnow
errant acorn
#

Discord didn't really send me there correctly

#

I was confused what you were referring to

deep turret
clear lagoon
errant acorn
#

Ah okay so that's why

clear lagoon
#

U8 has new world partitioning, but really it still depends on how far apart players are

errant acorn
#

I guess I could just host on my laptop and pay for a static IP so I can port forward

deep turret
#

why the emot ?

errant acorn
#

My laptop has 16 threads and 32 GB RAM

errant acorn
deep turret
#

used to use 10 start to 14 end GB of RAM on u7

errant acorn
#

That's insane. I doubt that it uses that much

deep turret
#

now use less
but is more dynamic apparently

loud minnow
# errant acorn My laptop has 16 threads and 32 GB RAM

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

errant acorn
#

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?

loud minnow
#

i was able to load up an update 7 file no issues

#

but update 8 is very buggy imo

deep turret
deep turret
loud minnow
errant acorn
#

Oh nice

#

Wasn't planning on using Docker, but might be a good idea

loud minnow
#

i love docker compose and docker.. WAY better then running a VM imo.. you dont get a performance penalty like using a VM

desert walrus
errant acorn
#

I am using Arch Linux on my laptop. Might host there

clear lagoon
#

for only the server

desert walrus
clear lagoon
#

"Tier 9"

desert walrus
#

@loud minnow hour counts are meaningless on dedis

clear lagoon
loud minnow
#

@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...

clear lagoon
desert walrus
errant acorn
#

I got a Ryzen 7 6850U on my laptop

deep turret
#

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

desert walrus
#

So at this point can we reccomend 8gb system memory to host a dedi?

loud minnow
clear lagoon
errant acorn
#

My laptop is a ThinkPad with no dGPU

deep turret
loud minnow
#

LOL

errant acorn
#

I feel like a dedicated server would be nicer than a peer-to-peer session in-game

deep turret
#

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

topaz pebble
limber gazelle
#

Woah how do you change your tick rate and what's the advantage of having it above 30?

clear lagoon
urban kettle
#

im trying to make a server on the experimental branch but when i start the server it crashes

#

anybody knows how to fix?

chrome pumice
#

Does it give you an error?

urban kettle
#

not as i can see. am i allowed to upload logs here?

loud minnow
#

yeah

spare orbit
# clear lagoon server updates global state every tick. personally I don't think any advantage f...

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

tiny raft
#

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

tiny cape
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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?

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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?...

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the thick plottens...

past current
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server still thinks you're connected

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you can also wait it out

tiny cape
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I did... restarting both game server and client were my first port-of-call

deep turret
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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
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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

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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

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you are mostly able to differentiate well wind from cloth

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final note :
and as brain is accommodate to high processing latency
it is usually well sensitive to sequence/ordering and timing

sharp bison
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I think the belt upgrade crashes I triggered yesterday were a tick thing

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sometimes when I upgraded stacked belts too rapidly I got a server crash for sigsegv on a method called something like GetConnection

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was wondering whether it's something like if two upgrade events arrive within one server tick, one of them gets orphaned

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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