#dedicated-servers
1 messages Β· Page 44 of 1
That should just be the local IP of my deck, right?
you could put ip ad show to get the ip
I guess yes
Or I can just log into my own router
This look right?
./SatisfactoryDedicatedServer/Factoryserver.sh -log -NOSTEAM -DisablePacketRouting -multihome=192.168.0.103 -unattended
if 192.168.0.103 is your steam deck ip and you are running the dedicated serer on your steam deck
then yes
Oh my god it worked thank you so much
heyo, I just set up the dedicated server to run via NSSM, but now i "lost" all my saves (had to reupload) and I have no idea where the new saves files and configs are saved to
any idea?
It's not there
you search for your old save ?
I uploaded my save to the nssm server, and it saves properly
But it's not in localappdata
And i can't find it
No logs, no config, no saves
i have been running this dedicated server for weeks, so I know where things usually are
I just installed NSSM today
And set up the server as a windows service
And now I have no idea where things end up
hmm is nssm the non sucking service manager ? ^^
yeah
okay on windows im not sure , never hostet a server on windows. I guess some people here have a solution for you π There are alot of great minds here π€
you said "uploaded" but you run your server on your current machine ? or it runs on another machine elsewhere ?
It runs on my current machine
Upload Save from the ingame server manager
Cause before when I ran it just via cmd line like FactoryServer.exe -log -unattended
and then me and my friends could connect to it
now I set it up with nssm, and when I went to server manager, i had to reclaim it
Set pw
And there were no saves
So I went to upload save, "uploaded" the latest save from the dedicated server, and loaded it
it means it runs in an other folder
yeah, but I ran a system-wide search command with total commander
And it cannot find the save name
I am truly baffled
Where the hell does it run from
these tools usually dont search system files
they do
Do programmable splitters work on dedicated servers with more than 4 people now?
Last time I played on update 5 this would cause the game to break
If you're on windows, saves are stored in LocalAppData. check for a folder named "Epic" or "FactoryGame" on the user you're running the server as
I haven't tried them since the whole debacle with the sortings changing on them personally
no they are not there....
also, i don't think I will use this NSSM
i tried manually creating a save with some random name so I can search for it
it can't even make a save π
i'll just write my own batch script that checks for tasklist and if the server is not running, it will start it
using windows for that kind of thing is a p** in the *
nssm saves are stored under system32, for whatever odd reason
let me quickly look up the exact path
C:\Windows\System32\config\systemprofile\AppData\Local\FactoryGame
gotta give nssm admin perms
thanks for the answer, i wrote my own c# script that keeps checking and restarting the server
honestly, can't really say anthing bad about nssm.
Would love to have a readable log on to go (as in the same you get when using a batch script) but well it's not really that bad.
if anything gets' out of hand, I can open up whatever crash report I have.
I've never used NSSM but generally it sounds like a terrible idea to run the game server with system permissions (or anything that can write to your OS dir). Any chance it is configurable to use a different service user?
Hello everyone!
Maybe you can help me:
I rent a SATISFACTORY EXPERIMENTAL server to play with friends but I can not access the advanced parameter menu in order to unlock certain levels without having to do them again.
I should point out that for a local party I know how to do the demo, but obviously itβs not the same thing when it comes to a rented server.
Thanks in advance!
Yeah, you should be able to assign it a different user much like you can do for Linux services
that's why you can change it just fine!
https://i.imgur.com/thR7KUz.png
hiya, I haven't tried this myself. if you go to the server manager to load a save, is it possible to check the advanced game settings there when loading a save? If you want to start a save from a higher tier you might need to create the save in single player and then upload it to the server and load it there
i know the topic here about warnings and how useless they are and you shouldnt look at it , but anyways i was curious what this means :
LogSave: Warning: New/Old Root size mismatch!
Is there a reason behind this ?
comes as soon as it performs a map save
I don't think I've ever seen it not say that.
debug logging from devs probably
In U7 saving caused a lot more logging
I had a log watcher to notify users when a save started. is broken in U8 because logging is cleaner π
yea loggin is really clean in u8 beside the normal saving text this is the only warning π yea u7 had some nice saving π
Thx ! ππ»
I'm gonna be honest with you and tell you I had GPT walk me through setting it up. I gave it the Github snippet about how to pull the URL and had it walk me through the steps to set it up. Altogether with that and some minor troubleshooting, it took me about an hour's worth of work to get it done and now I have it working perfectly.
I also set up a cron job to copy the most recent autosave every 5 minutes to a separate location, give it a common name. This way the URL always stays the same that my players use, but every 5 minutes the cron job copies over the most recent autosave to that location/filename
Basically it involved setting up nginx, the certbot, and setting up a few conf files. GPT led me through it all perfectly
Yep
the cronjob replaces the save in the target location every 5 minutes with the most recent autosave from the server
it is but not heavily
I kept saying 4 threads is enough to unleash the server performance
its 2018 and a hexa core with 4.6 ghz
It'd comfortable host two dedis into late game
I wasn't talking to you lol
But anyways, server reliably utilizes 4 threads, client 6
For u7
Is just funny how people donβt understand how multithreaded workload are process within a program..
That seems very wrong
I'll check that out this afternoon
it seems to even out way better on U8 than it did on U7 for me tbh
well, look at the image
It's comical actually
Nachtnebel seems pretty knowledgeable though
I see it
Process affinity or something else?
Not saying I don't believe you, I just want to test more
Yeah either something wrong with his set up or he is just trolling the software uses more than one thread but it still heavy single threaded app
precisely how are you launching and running it
you running under tmux? as a systemd?
that does not answer my question π
if they mean when the save is loading then yea that part is single thread
multithreads are used in-game when there are lot of stuff going on
ah, no its not a service
i run the script manually
I wonder if that could be part of it. I'm not super linux savy, mostly a windows syadmin IRL. Maybe someone can comment if that affects multithreading
worth trying the systemd route as a A/B test tho
Hello. I have little trouble with connection to server
last server logs
[2023.06.28-19.58.07:361][283]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147482527, TimeStamp: 06/28/23 21:58:07, [UNetConnection] RemoteAddr: 89.70.76.207:49183, Name: IpConnection_2147482264, Driver: IpNetDriver_2147482525 IpNetDriver_2147482525, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.06.28-19.58.07:361][283]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 89.70.76.207:49183, Name: IpConnection_2147482264, Driver: IpNetDriver_2147482525 IpNetDriver_2147482525, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.06.28-19.58.09:299][341]LogDTLSHandler: Warning: Empty certificate identifier
[2023.06.28-19.58.09:418][344]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2023.06.28-19.58.09:451][345]LogDTLSHandler: UpdateHandshake: Handshaking completed
[2023.06.28-19.58.10:386][373]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.10:386][373]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.10:386][373]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.10:386][373]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.10:420][374]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.12:391][433]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.12:391][433]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.12:391][433]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.12:391][433]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.12:391][433]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.16:400][553]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.16:400][553]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.16:400][553]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.16:400][553]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.16:400][553]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.24:385][792]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.24:385][792]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.24:385][792]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.24:385][792]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2023.06.28-19.58.24:385][792]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
Im using "./FactoryServer.sh -multihome=91.199.22.181 -DisablePacketRouting". My local IP is the same like net ip
the last option is unnecessary. its default when using multihome
full log https://pastebin.com/Qg2df8f7
oh... maybe my bad? I will check again iptables
So the server has a public IP no NAT firewall or anything going on?
checked twice iptables and not workign
Do you have all the ports open in iptables?
yes :/
Mc servers or 7d2d works as well. Only Satisfactory have little trouble to start
You can try to up the timeout in the engine.ini file but the networking for Satisfactory is pretty simple. Have you tried to scan the server from from out side to make sure the ports are open?
the one below properly scans all resources, but in the northern part it doesn't scan anything
I haven't really used radio towers, but what happens with a restart?
Grrr.
Checked by online tool to check port
mc pepkolandia pl
with port 7777 15000 and 15777
and these are open
ports listen on udp protocol, not tcp. udp port scans are notoriously unreliable
if you use iptables manually you can share your rules here
yeah we tried restarting as well, but sadly it doesn't help
are you getting the error connecting to the server manager or when joining the game?
when i go to server manager. I see server is online but cant do anything
after error in console i got this
[2023.06.28-20.26.18:022][786]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.03, Real: 30.03, Good: 30.03, DriverTime: 59.69, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:89.70.76.207]:52879, Name: IpConnection_2147482264, Driver: IpNetDriver_2147482525 IpNetDriver_2147482525, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.06.28-20.26.18:022][786]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.03, Real: 30.03, Good: 30.03, DriverTime: 59.69, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:89.70.76.207]:52879, Name: IpConnection_2147482264, Driver: IpNetDriver_2147482525 IpNetDriver_2147482525, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147482525 IpNetDriver_2147482525
[2023.06.28-20.26.18:022][786]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.03, Real: 30.03, Good: 30.03, DriverTime: 59.69, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:89.70.76.207]:52879, Name: IpConnection_2147482264, Driver: IpNetDriver_2147482525 IpNetDriver_2147482525, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
Thatβs just the timeout error seems like you have a networking issue
that's an ipv4 in ipv6 notation. use -multihome=your.ip.v4
done this before
can you restart your server, try to connect once, then send the full log please?
sure
with multihome?
are you trying to connect from a corporate grade network or do you use pfsense/opnsense router?
the server manager is really glitchy with clients that have udp port remapping ("strict NAT")
idk what You mean now. Sorry :X
then the answer to my question is most likely no xD
I'm not really sure what's going on that's making your connection fail
you're launching the game from steam or epic?
But if I remember correctly. Currently, when connecting the server to the network, we are plugged directly into the TASK network ( This is the backbone network in Poland), while at my place it is the UPC network (local provider with IP sharing to the end device)
Steam
Interestingly enough. I even tried to set up a PC - PC server now by pinning the port to my PC (as server) and unblocking in defender (lovly) and the problem is the same O.o
from the logs I'm seeing the server is receiving your packets properly but the responses by the server are being dropped somewhere on its way to your device
What are the chances that Satisfactory needs additional authorization somewhere along the way and thus gets off?
does your ISP use carrier grade NAT or do you have a publicly addressable ipv4 on your home router?
Direct Public IP v4
what kind of router is it? does it have any advanced firewall features?
Just to correct. We are now talking about the second setup. Pc - PC
This is a branded Modem with the possibility of configuration.
wait your server isn't running behind your router right? you only need to port forward if you want to run the server in your local network
can you give the output from netstat -tulpn from your server?

That's why I told us not to get lost now π
I was creating 2 scenarios now.
Ubuntu dedicated server -> PC
And
Pc -> PC
Both have the same problem
These sneaky dogs. There's no way they're not messing with us with those mispellings
Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name
tcp 0 0 0.0.0.0:21371 0.0.0.0:* LISTEN -
tcp 0 0 0.0.0.0:443 0.0.0.0:* LISTEN -
tcp 0 0 0.0.0.0:5151 0.0.0.0:* LISTEN -
tcp 0 0 127.0.0.1:41219 0.0.0.0:* LISTEN 436568/UE4Server-Li
tcp 0 0 0.0.0.0:10051 0.0.0.0:* LISTEN -
tcp 0 0 0.0.0.0:48996 0.0.0.0:* LISTEN -
tcp 0 0 127.0.0.1:27017 0.0.0.0:* LISTEN -
tcp 0 0 127.0.0.1:3306 0.0.0.0:* LISTEN -
tcp 0 0 0.0.0.0:111 0.0.0.0:* LISTEN -
tcp 0 0 0.0.0.0:80 0.0.0.0:* LISTEN -
tcp6 0 0 :::25595 :::* LISTEN 413547/java
tcp6 0 0 :::443 :::* LISTEN -
tcp6 0 0 :::25565 :::* LISTEN 413554/java
tcp6 0 0 :::25598 :::* LISTEN -
tcp6 0 0 :::5151 :::* LISTEN -
tcp6 0 0 :::10050 :::* LISTEN -
tcp6 0 0 :::10051 :::* LISTEN -
tcp6 0 0 :::19565 :::* LISTEN -
tcp6 0 0 :::111 :::* LISTEN -
tcp6 0 0 :::80 :::* LISTEN -
udp 0 0 0.0.0.0:111 0.0.0.0:* -
udp 0 0 127.0.0.1:323 0.0.0.0:* -
udp 0 0 91.199.22.181:7777 0.0.0.0:* 436568/UE4Server-Li
udp 0 0 91.199.22.181:15000 0.0.0.0:* 436568/UE4Server-Li
udp 0 0 91.199.22.181:15777 0.0.0.0:* 436568/UE4Server-Li
udp6 0 0 :::111 :::* -
udp6 0 0 ::1:323 :::* -
pc to pc in same home network doesn't need port forward either since you need to use internal ip
Yes, I know. That's why I wanted to rule out the dedicated server issue, and I also set up a server at my place to test. 3 different people are having trouble connecting
Are you using the multihome in your startup command for the pc-pc?
From PC to PC i solved trouble. It was problem with miltihome (wrong local IP)
So somewhere on dedicated server is issue. But where... who knows
your network setup is confusing 91.199.22.xx is not a local network
yet you seems to be wanting to do forwarding
Don't want to do redirection since my ip 91...* is a public ip directly plugged into the server
your local network seems to be 192.168.0.0/24
but your server machine is not on your local network ?
nah
bond0: flags=5187<UP,BROADCAST,RUNNING,MASTER,MULTICAST> mtu 1500
inet 91.199.22.181 netmask 255.255.255.0 broadcast 91.199.22.255
inet6 fe80::3eec:efff:fe29:354c prefixlen 64 scopeid 0x20<link>
ether 3c:ec:ef:29:35:4c txqueuelen 1000 (Ethernet)
RX packets 127498620 bytes 40090745030 (37.3 GiB)
RX errors 0 dropped 0 overruns 0 frame 0
TX packets 137050573 bytes 62555265458 (58.2 GiB)
TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0
eno1: flags=6211<UP,BROADCAST,RUNNING,SLAVE,MULTICAST> mtu 1500
ether 3c:ec:ef:29:35:4c txqueuelen 1000 (Ethernet)
RX packets 64211340 bytes 20593153571 (19.1 GiB)
RX errors 0 dropped 0 overruns 0 frame 0
TX packets 69310758 bytes 32290955208 (30.0 GiB)
TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0
device memory 0x91200000-9127ffff
eno2: flags=6211<UP,BROADCAST,RUNNING,SLAVE,MULTICAST> mtu 1500
ether 3c:ec:ef:29:35:4c txqueuelen 1000 (Ethernet)
RX packets 63287280 bytes 19497591459 (18.1 GiB)
RX errors 0 dropped 0 overruns 0 frame 0
TX packets 67739818 bytes 30264311208 (28.1 GiB)
TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0
device memory 0x91100000-9117ffff
lo: flags=73<UP,LOOPBACK,RUNNING> mtu 65536
inet 127.0.0.1 netmask 255.0.0.0
inet6 ::1 prefixlen 128 scopeid 0x10<host>
loop txqueuelen 1000 (Local Loopback)
RX packets 27796123 bytes 5943120523 (5.5 GiB)
RX errors 0 dropped 0 overruns 0 frame 0
TX packets 27796123 bytes 5943120523 (5.5 GiB)
TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0
My server dont need "local" network cause its connected to internet directly by provider
So your router is side by side with your server ?
formally... Switch. Not Router
having a server directly exposed that doesn't have firewall up seems dangerous
yes, but its only for games π
the switch is above your server
I'm talking about router
that is router
Oh. You are currently mixing 2 different setups
Above mentioned screen was from PC-PC connection I solved it .
Now only the problem of Dedicated Server - PC remains, but it must have created a problem somewhere
pc - pc doesn't have this screen
there is something in between with that screen and I'm asking you were it is clearly relatively to your server
I'm not talking about the switch
I'm talking about the router
π
port forwarding is not switch's job
Right. Here we go again
The router you mention was configured when connecting PC - PC.
On the dedicated machine I have nothing to do with my Router, as the dedicated server is standing by itself in the server room and is plugged directly into TASK ( Polish core network )
I'm asking where relatively to the server
and you answer me the server is not behind the router which I understood
So a dedicated server, it stands alone in the server room.
but where is the router from that
is it on the same switch or something
Nope. The router is at my house. Physically it has nothing to do with the dedicated server
ok, now I have it
Router was only used for Pc - Pc connection
the dedicated is not at your house
yes
as Illusion said I'll check if this is isp gate range
I put every other game server on this server without problems. Only here a small problem arose. If there are no further ideas I will put up a neighboring machine for a while and see if it is not a problem of the OS itself....
are you sure you don't have service provider firewall ?
that you would need to set up ?
I mean a firewall operated by service giving you the machine
Nah. I don't give extra Firewall for dedicated servers ( I am jr sysops in server room).
or just giving it network
The earliest thing that came to my mind was that additional authentication with satisfactory servers, but I have been ruled out here.
Well, nothing. I'll put a second machine for myself for testing and check. The only thing I can see from the errors is steam has problems connecting to the API because it can't find/read the files for itself
care to educate me on what a bond interface is? o-o
usually it is caused by firewall problems or performance problems
the ipv4 is on bond0
it's a l2 group of physical address that make a virtual network interface with redundant connection for fallback and performance
^
reliability feature
can we test this without the bond interface configured by any chance to rule out misconfiguration on that part?
I'm not familiar with it so I wouldn't know any potential pitfalls.
the bond is not aware of any l3+ networking
performance problems?
if the address show any normal networking with this address then bond is ok
Yeah the bond shouldn't creating any problems.
Any reason why I am getting "invalidsession" on a brand new experimental server? I can join but no one else can
And in the server settings, if I change the game type to "friends only" from private, it just goes back to private
lacking of ram or the server falling to load from saves
sorry, I'm more of a software person than sysops. I think I've done everything I can here. maybe the others can help
only cpu can be problematic cause its only E-2288G
dedicated servers can't be in friends only mode since they're not signed in on a platform
is your server behind NAT?
@narrow raft thank you. That seems like it is very close to being pointless to having a dedicated server. I have tried a local server via steamcmd and a hosted server via bisect hosting
Also multiplayer on a local save is completely different from a server.
I'm more thinking of software compatibility issues like missing steam libs to load some stuff on Linux or else
the server don't crash or complain ?
anyone can connect with the ip address and the client password you set so it's not pointless?
let me check logs, but not really
@narrow raft how? Where do I enter the IP address to join a game?
The server manager option in the main screen.
to simplify a bond only operate below network protocol, it does not read any network payload, so it can't be broken from it
so if network layer is working on it (for any type of other service connections) then the bond is working fine
Thank you. I thought that was for just managing the server
It's for both
I appreciate your help and @narrow raft
there is an admin password for managing and a player password for playing
the admin tabs just get disabled when you only are player
Didnt see any trouble. already, just to be sure, I still let the update and upgrade and reboot ( I don't like the new ubuntu)
are you sure you completely restarted the dedicated server when you put the command line ?
because if multiple server are running they will mess up the ports
currently dedicated server is getting up. If for some strange reason it doesn't get up, I'll be in for a trip to DC :kekw:
Thanks for your help, but I'm facing a trip to DC.... But I'll rather do it in the morning, because I'll be there anyway....
I have IPMI, but I don't have the password on my private PC
gosh... Anyway. Thanks to everyone who wanted to help. Sorry for the communication problem on my part.
I will check in the morning what hurts it after the update
After a reboot of the machine (physical), the Satisfactory server got up and you can log into it O.o
Buddy in DC was still awake π
without changing anything? o-o
the age old adage of "have you tried turning it off and on again?"
So it looks like something was still running in the back
basically.... yes.
#restartFix -.-"
these are the only things that have updated
2023-06-29T00:11:22+0200 DEBUG Upgraded: c-ares-1.13.0-6.el8_8.2.x86_64
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2023-06-29T00:11:22+0200 DEBUG Upgraded: mongodb-org-6.0.7-1.el8.x86_64
2023-06-29T00:11:22+0200 DEBUG Upgraded: mongodb-org-database-6.0.7-1.el8.x86_64
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2023-06-29T00:11:22+0200 DEBUG Upgraded: netcat-1.225-1.el8.x86_64
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2023-06-29T00:11:22+0200 DEBUG Upgraded: zabbix-server-mysql-6.0.19-release1.el8.x86_64
2023-06-29T00:11:22+0200 DEBUG Upgraded: zabbix-web-6.0.19-release1.el8.noarch
2023-06-29T00:11:22+0200 DEBUG Upgraded: zabbix-web-deps-6.0.19-release1.el8.noarch
2023-06-29T00:11:22+0200 DEBUG Upgraded: zabbix-web-mysql-6.0.19-release1.el8.noarch
and wasn't completely shut down
are you running satisfactory on a licensed enterprise server? xD
Do I have a satisfactory set up on an employee server? Yes π based on AlmaLinux
is there any way to programatically send messages in the chat to the players from the server?
not any trivial way. you'd need to reverse engineer the netcode
wonder what's gonna happen to Alma with all the drama around RHEL right now
anyway I don't think the modding community has any intention of supporting dedicated servers until they're out of experimental and what css provides is very minimalistic
Anyone seeing stuff like this?
This seems to be relatively common for us and kicks everyone out, server needs a restart every time
large save?
Nope⦠if the server is running and then it kick people out and is running on old hardware it could be that saving is taking to long as is slow and it kicks everyone out.. seems like
I've seen disconnect issues when shift click transferring a full storage box or when dismantling large blueprints because the network buffer in the server isn't large enough
or the save thing as mentioned
And thatβs just your basic timeout errror all is saying is that your sever didnβt respond in 30 second you can increase the timeout setting maybe that could help but if it doesnβt then is just hardware issues or to old
Its a very overprovisioned virtual instance I've used in the cloud for many projects in the past. Wiped it for this server so its literally the only thing running. Definitely not old or hardware issues
Brand new save too with maybe a few hours of playtime and a few players during that time
i pay extra for the nvme storage too lol
Well if your running on a VM you get a massive performance hit on hardware
Just as an fyi
And just because it works on other project that doesnβt mean is going to work for this app
Idk what your running but I donβt have any issues ruining it on this.. and I donβt use VM as is pretty useless for game hosting better to use something like docker which allows you to limit resources a container is using etc.. vms are only use full for having 20 client machine all needing windows and be wipe every day that is what a VM are use for not for game hosting you get such a massive performance hit..
I just find it funny that people run Linux to run a vm to run windows to host game servers lolβ¦
You misunderstood, but I do appreciate your concern π its a server I rent from Contabo. performance has been stellar with every single thing I've run and haven't had issues with timeouts or anything like that
Contabo is basically a cheaper AWS, more or less.
I have been running in a vm and unless you are using a shitty hypervisor the performance hit is not much.
I would incress your timeout in the engine.ini file. Should help not getting kicked.
i understood what saying... all im saying was if the server is running and you get kick out it seems like your having issues with the server being to slow when saving and your getting timeout.. you can increase the timout time but if it still does it then yeah nothing you can really do run it on different hardware would be my only suggestion...
but you still get a performance hit no matter what... but he is using a provider so make sense they are using VM as people can install other OS beside linux... but if you have a like a home server using a VM to install windows is not a good solution imo..
im using a windows vm on my windows pc :sip:
Using a VM is fine o-o as long as you don't have your vCPUs (or memory) overprovisioned and you have vCPU configured as "Host" or an architecture that is identical to the host's and your host cpu has decent virtualisation extensions you should have practically bare metal performance
VMs only incur a significant performance hit if you either configure them poorly (i.e. pick a bad/overly generic vCPU) or if you're emulating the CPU (i.e. running ARM on x86 or vice versa)
also if your cpu has no visualization instructions
but most half modern ones should have that
it's not a on/off thing
first consumer CPUs with virtualization extensions
were just having it for compatibility sake it was slow
and also limited
last gen cpu supports iommu same level remapping, tsc scaling, imbricated hardware tlbs, automatic virtual stack handling, etc..
and now it's snappy/ virtualization is part of the common processing pipeline
there are always the guest/host (host for guest and guest for host) ressources overhead too
especially when using Windows which have a bigger overhead
does hostility with mobs still randomly cause the server to crash
never happened for the server for us, but the clients did in u7
doesnt seem to happen in u8 anymore
thank you
Rent a 4 cores of 13900K/ 16G ram VPS (Linux, docker) to run the server, but still clunky and sometimes it freezes
not the server but the client of my buddy in u8
We had a crash yesterday with mob related stuff in the logs at the time of the crash.
I have resolved most of our issues with a cronjob that restarts the systemd service every 90 minutes, and puts warning countdowns into a discord channel by leveraging discord webhooks via curl so the players know the restart is coming
Surprisingly I've made changes up to 30 seconds before the restart and we haven't lost any progress at all. I'm not sure how the autosave works but I wonder if it triggers one when you sudo systemctl restart satisfactory
I do think it saves on SIGTERM, yes. why are you restarting every 90 minutes though?
Because we were getting weird buggy crashes or player DC's without it
Mobs and hypertubes seem to be the causes from what I was able to catch in the logs, but with the restarts we haven't had any issues since
it triggers one when stopping
unless it crashed it saves
"Well if your running on a VM you get a massive performance hit on hardware"
Not exactly true nowadays.
Depending on the framework, that "massive" performance hit can be anywhere between 1% and 5%
(Running a 3 node 1TB RAM proxmox HA cluster at home) (yes eletric company loves me)
has anyone figured out how to fix the Leaderboards Interface Requested stuck when trying to shut down the server?
I looked around and this seems to be an old problem that somehow still hasnt been fixed
Only on providers that allocate 1000 VM's to their VPS's will you have dogshit performance, but if you have a decent host or you have your own servers the performance hit is practically none
Yup - we have zero performance issues pretty much but I may bump up the provisioning with the provider anyway to help absorb the memory leak issues with the dedi server client between our automated restarts
lightweight linux host with latest supported cpu derived from server segment with lightweight linux guest with the right hypervisor support and setup on a at least slightly overprivisionned host => sub 1% performance hit
Ryzen 5900X runs very fine with virtualization
UE5 processing loops is not very dependent on I/O and system ressources management code
so it does not really hit on the slower part of virtualization
as long as the host is giving free time to the guest, the main loops have room
decided to do a random stress test, which load memory (I'm doing high load llvm building which rely a lot on memory on host)
this is what the guest sees
(running kernel version 6.4.0 on both host and guests)
(for reference, a 3200Mhz DDR4 stick to JEDEC timings peaks at ~25000MB/s when absolutely fully loaded, and the stress test I ran is implemented to deceive the cpu memory controller management)
wait let me check probably said bullshit for the jedec bandwidth I didnt 
is there a dedicated server out here that is free to use?
I want to have a server with my dad but it is all expensive, for us situation
a computer that you are not currently using, that could fit the hardware requirements
nope, already checked that
unfortunetely as satisfactory is hard on hardware requirements, it will either be expensive or very slow/unstable
ooh okay, but wich options are not stable or are slow? Maybe we can try
so many people on here with some many VM to spare and nobody want to host one for you lol... i live in south cali i can host a instance for you.. but from what 've seen most people on here are from Europe
Yeah we live in europe
yeah figure lol
but maybe asking some of these nice people to host one for you.... but i can still host if you want the only issue might be latency
Yeah we can try.
It would be awesome if it works
alrught give me a second
Okay
i dm you on how to add the server and give it a try is a new server unlcaim so is all your to manage the save upload a save to it etc..
Thank you
With my friend ,we have a lot of rollback and crash, do u se something <rong i can fix with that info ?
i know this is probably wrong but i am trying to see if i can fit at least 10 people into a server, if any one would like to help out and join the server i would like to have a time set up where everyone gets on about the same time and see if we can truely fit 10 people on at one time. more info, please reach out to me here or via DM
this bug happened when we restarted the server and got an offline copy of myself on the tractor then tried to get rid of it by dropping it in the water but it is even more bugged now. Any tip or guide to fix this?
kill the player - then delete the tractor @cursive sierra
actually the server doesnt need much
how can I do that?
never mid figured it out. thank you ^^
16GB RAM hosting with very good single performance vcpus is expensive even if it doesnt use a lot of the vcpu
ofcourse if you have a lot of money it can be very well affordable, but it is still expensive imo
especially compared to other common game servers
why 16 gb. ours use like 4-5
so 8 is easily enough
that's only the start, my save use 7.5GB already
does 160 hours count as start?
The Dunes test save someone gave me only loads when over 23GB used RAM
I mean I didnt finished all tier, I'm nowhere near some peoples saves
we finished the milestones and are at phase 4
I just started aluminium, I just put a nitro exctractor, and that's it, I just have a big coal powerplant with 4000MW
then started expending my radar and hypertubes infrastructure, and diversifying my power sources
then waited for u8, and u8 stale my hypertube infrastructure, I now have a dilema of trying to setup u8 hypertube cyclotrons or accepting it's not possible
I just have a big coal powerplant with 4000MW
huh
looks like this from below
and I guess that being multiple people you will expand faster
i just mean, that thats not so large
#design-and-architecture message
12 000 mw :umu:
how is your save so much lighter than mine then
the longest / biggest setup I have is my powerplant and my small but long hypertube network (in which I crashed last time I tried u8)
we cant use hypertubes, the server crashes as soon as i go in any.
worked once, never again after that
so I'm cursed for now
it's like the game is processing 2 locations at the same time when you are in hypertubes
I dont know if it's as bad when running locally on client
the wire building in construction
It was my top 1 thing when waiting for u8, hypertube system expansion (I was waiting u8 so I could tune it for UE5 behavior, but now it is just broken)
nice
also this pond area is quite used
no idea how large the save is in comparison for playtime, but i think its not that small
since i loaded with ags to make screenshoots, i can now show our base from a never seen perspective
its so beautiful
i guess when im done with my next project i can tell about the size.
turbofuel will be large
Is it normal when leaving the server the game crashes?
no ? or you mean pausing ?
no if I leave to main menu after playing in dedicated server my game crashes. Update 8 server
you mean you cant enter it anymore, other people are kicked ?
no if I leave, the only thing happens is that MY game crashes
Hmm, I found out how to launch the save with Advanced Game Settings enabled, but do we have a way as the admin of the server to disable certain ones? I only want to give my players Fly ability but I don't want anyone having access to item spawning and stuff like that
there is no way currently
how did you launched it ? everytime i try i am in a local game and not on the server ^^ even i select the save with aadvanced Game Setting on the save when i select the save n server
Hey i was wondering how come i cant join my friend through steam, the only way for me to join him is to use the ID
check
(insert https://)
developer.valvesoftware.com/wiki/SteamCMD
Dedicated servers do not log in to a platform (steam, epic) so they can only be joined through the server manager. If you're asking about regular hosted multiplayer, I don't know much about that
Hey hey :D
So me and my friends tried playing on U8 Experimental, and due to perfomance issues (both of my friends couldn't play the game due to perfomance issues) and other issues we decided to go back to EA, however after downgrading dedicated server to EA, it doesn't boot up anymore >.> I know save files aren't easily convertable so we just yeeted it, however that didn't fix the issue.
Looking at the fact this will require for sure log files and a bit more talk, I've made a post on #1038092680493801533 (https://canary.discord.com/channels/370472939054956546/1124274107480018974), so if someone has any solutions or ideas It would be very much appreciated <3
can you provide the full log file and/or crashreport from the failed start-up?
Here is the log (took a while to find, as it turns out I was looking for logs in a wrong place π )
Crash report is 4 seperate files (one of them is Minidump), should I sent those as well or log is enough?
just the CrashReport xml file. Did you validate game files after downgrading? Are you sure you removed the save files from the save folder in localappdata?
Yes and Yes, Save file that was used on the server is gone, and Verfication of the files via Steam Client was succesful
could you try entirely deleting the satisfactory dedicated server install and installing it again?
π
Here is the crash report xml before I do uninstall
Also, except save file in localappdata, and server files in installation path, are there any other files that Dedicated server uses that should be deleted?
Done, and its still crashing >.>
did you remove blueprints as well?
No π Where are they located? (Didn't create single blueprint on the server yet)
Still crashes >.>
Also to be clear, should I remove everything from LocalAppdata/FactoryGame or just the save files used by the server?
to be safe, maybe just everything
(No blueprints found in the save files directory, only saved games from my client)
Hm.. alrighty gonna try that
I honestly don't understand why it's crashing on startup for you. were you able to run U7 dedicated server before with no issues?
Didn't try dedicated server on U7 before, only U8.
But well, removing everything from LocalAppdata/FactoryGame fixed it it seems, it booted \o/
Oh, there is ServerSettings.[port] file in the saved games... might be that got corrupted while downgrading?
Well anyways, it works now, thanks a lot β€οΈ
oh wow I didn't realise that was there. it might have been crashing while reading that, the header contains the server version too
Might be the case π
it's like a save file but for the server instance settings so it is likely to be version dependent
yeah it contains the session name, password and all such, but it contains the project platform version in the header
and some other stuff that I'm not really sure about atm XD
This is not the channel to advertise your youtube channel π
I wonder if we are allowed to report, I didnt know so I reported
maybe a bit overkill, but I thought it couldnt be hurting anyone
you can ping mods if you're so inclined. reports go to discord... I think?
I meant report as in pinging mods
oh π
so : that's what I've done already
@clear lagoon #off-topic-media message there are literally no other messages
I saw that, I just didn't want to bother the mods over something so silly myself XD
r u sure its safe
what ??? is the offical valve site
when starting the server, its working on my pc right?
ahm yes. I would recommend you watch a YT video for setting up a satisfactory server.
i saw but im dumb, im confused
my pc isnt that good
its mid
end
sooo
then i wouldnt recommend running a server on it while you also play on your machine. Why do you want a server exactly?
i want to play with my friends but inviting them to a singleplayer world would be dumb, cuz they have to wait till im online to complete their projects
are you letting your pc run 24/7 ?
so a when you host a serve ron your machine you have the same problem
huh
dumb question but, if i host the server on a low end laptop, will it affect the server performance
yes !!
dam
you can think about renting a server
how much
what how much?
between 1 and 1000$
but if i rent a server
it would last 1 month or 2
cuz im not paying for a whole year or some shi
so whats the problem?
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
did u ever run a dedicated server?
Is there actually a way to see if a server is online through a website or some sort?
no. it currently doesn't register to steamworks
if you want to provide anything like that to your server's users you'll need to set up something custom
whatβs the most people youβve seen play on one and it was still stable long term
not more then 4
yes u7 stable but not u8 , but on u8 i never had an server crash , only client crash
u7 has a dismantle server crash sometimes and sometimes client crashes when encountering hostile creatures. u8 haven't seen any server crashes but the stability of the client is a toss-up. lots of vehicle/hypertube glitches
u7 also has some blueprint specific crashes that u8 doesn't
hello, everyone i made myself a satis server via ptero
but when I want to co me to the server I have this error can you help me?
thanks in advance
I see you're using non-standard config. are you running the server on a windows or a linux machine?
linux pterodactyl egg
are you getting this error joining the game or is it on initial connection to the server manager?
do you have any firewall installed?
I get this error when I want to login
no firewall installed
can you restart the server, try to connect once and then provide the resulting log?
yes
What is your startup command?
it's this in pterodactyl
.\/Engine\/Binaries\/Linux\/*-Linux-Shipping FactoryGame ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -multihome=0.0.0.0 $(if {{DISABLE_SEASONAL}}; then echo \"-DisableSeasonalEvents\"; fi)
once we receive his log we will have the actual params he has configured
I know nothing about pterodactyl 
it's just a docker gui aimed at gameservers
I just always assume that first time setup timeout issues is the ipv6 issue.
it is multihome'd to ipv4 so unless he broke launch params somehow with the config it shouldn't be that
we'll see once we have logs π
hey guys, is there a way to restore a player ?
I got a crash and game decided to make a new player after joining, but the old player just sitting there unkillable, is there a way to delete the new one and join as the old one? ^^
they're usually killable, but sometimes the server renders them in the wrong spot till a restart, which makes them seem immortal
Manual save and load sometimes fixes players for me. If not you have to just kill them.
ah okay, so restart the server ?
restart and then kill the player, yes
okay, thanks a lot, i will try! π
and in the future if you crash/disconnect, wait for configured timeout time (default 30 seconds) to elapse before rejoining (or check player count in server manager). you only get a new pawn if you log in too fast
yeah i know that .. forgot that .... π¦
no problem π just trying to advise π good luck
where can i find the log file? please
it's normally under <install location>/FactoryGame/Saved/Logs/FactoryGame.log
your Port and ServerQueryPort need to be different in the config
where can i change them?
it's probably in the settings tab? I'm not familiar with pterodactyl
normally it's the good ones they are well allocated
as you can see your Port and ServerQueryPort are both set to 15777 which is strange
if you look at startup command
serveur port is 15777 and ServerQueryPort 15000 is not good ?
also in your client I see you're connecting on port 15778 but your (server query) port is set to 15777, so try fixing that first
I did add the server with port 15777 but in the error message it changes it for me, it's weird
in the network tab in pterodactyl, can you check what the port is set to there? it should be 7777 by default and not 15777
my game crashed when i drove the truck and i respawned but cannot dismantle the truck so i edit the save using the interactive map, but the offline player keeps sitting there. how can i delete it?
That happened to me on my home second pc server several times till I decided to move the save to single player but it started happening again even in single player, I had to load the save in SCIM then save it back load and voila, but big but it carried on happening intermittently till I killed my colleague (that decided not to play U8 till fixed) who was in the hub it hasnβt happened since, donno just troubleshooting letβs see what happens next lol
you can try killing the offline pawn. if that doesn't work, try a restart and try again. if it still doesn't work you can try deleting the truck in SCIM
Killing after restart worked β₯
if you get new pawns in single player it is because your game session ID changed, i.e. you're in steam offline mode, switching steam/epic accounts, or similar
thx! it works
Where would I find the session ID?
I'm not sure. Just don't do any of the things I mentioned and you should keep logging into the same pawn in single player
you can see it in the game client logs somewhere I believe
Ah ok thanks
If it happens again Iβll look in the logs
So currently i can only record the track by downloading the save and playing it offline π
driving online 100% crashes my game 
are you playing U8?
yes
vehicle netcode is beyond unstable in U8 XD
lol
ok, but just saw, i lost 3 harddrives while dying π¦
is there a problem when you use the u7 maps on u8 ?
whenever this warning/error comes the game has an massive lag spike for 1-2 Seconds
[2023.06.30-17.21.05:679][560]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147472507.InstancedStaticMeshComponent_2147471076 NOT Supported.
Sounds like a Problem with the Game Level
anyone got any ideas, it was working and now it isn't
on windows and the start command is .\FactoryServer.exe -multihome ip -log -unattended
I've noticed this too. sometimes it happens when placing things, they tend to end up glitched. I.e. improperly connected conveyers, lifts not connected to holes, or placed walls in a blueprint not actually connected to the blueprint designer
you can connect to server manager and get this after clicking join game?
yes
have you tried restarting the server?
yh
running on windows or Linux?
windows
add inbound udp firewall rules for ports 7777, 15000 and 15777 if you use default ports
firewall isn't an issue
is the server behind NAT?
you on U7 or U8?
update 7 or update 8/experimental?
if you didn't change it you'll be on u7
i legit connected and played last night, now im getting that error
so what update to u8
can you try disabling pause simulation when nobody is logged in?
then give it a minute and try to join
sure
once the game timer starts moving again in the server manager
how do i make it so players join my dedi and have their own hub
you can only have one HUB per game
fr??
yes
we had a quit good improvment of this after we deleted the space elevator we placed in u7 - we didnt replaced it for now but its slightly better
thats dumb
yh wtf thats fixed it
ty
no problem. sometimes the server takes too long to resume the session, so you timeout, which triggers a save on player leave and pauses again xD
Yeah, I'm quite new to the game tbh, set up a dedi for me and my mate, is the game running when we're not on fine then or should i turn off the dedi when were not on
depends on your wishes for your playstyle. if you disable pausing all your machines will keep running, using power, producing etc
in early game you'll probably exhaust your biofuel plants
You can make feature suggestions and give feedback on the QA site https://questions.satisfactorygame.com/
has the autosave frequency console command FG.AutosaveInterval been changed? is says command not recognized now? (experimental ded server)
No commands work currently. You have to make the changes in the ini files.
ahh cool, thanks
it could be because of hardware i been hosting for someone on here who wanted to play and so far on my rig been getting 119 tickrate even when players connected there is currently wo player on this server playing..
even on large save i dont see the tick rate drop much but all depends on the system is being run
mine is getting 13 atm, it's a piece of junk though, i'm currently deleting a bunch of useless rubbish to improve it a bit, i do not expect much on my potato π
yeah mine was just left over parts from upgrading my main rig lol
i'm semi tempted to upgrade to a more modern server, seems a bit expessive just for this game, buuuuuutt... π
my savegame is up to 10 meg atm, ya it's struggling, behaviour change from stable, it's better but also worst changing from stable
Wait till you get beyond last phase π
#dedicated-servers message just in case you didnβt find how yet
I've updated to dedi to the experimental build, i'm now getting infinite loading from the game itself trying to connect
anyone have any ideas?
its on the old save
from the prev game version
if thats the issue
you mesan when you connect with your client, it just loads endlessly or something ?
ya i get afair amount of this in the last few days, difficulty connecting, just stuck with it shrug
is it anything to do with me using an old save from the previous game version?
my char was a bit broke/dead though, my loot box is at -365 meters π
nah, it's just how my game runs atm, i have a larger game running on a potato atm, i don't expect it to run great
i did up[grade when update 10 came out though, not just now, the expermental server is so much better than update 7 (it's stable here)
i mean, the game still puts me face down in the dirt half the time partly due to client crash's, the server part is so much better
Should work fine theoretically
Didnβt have issues on our save when updating to experimental at least
Hope you backed up your saves π
yeah i've got it all backed up
I just can't join after I've restored them onto the server
You loaded the save in the server manager?
Have you tried seeing if you can start a new session and join it?
yh ffs it works fine on a new save
any idea how i can upgrade the network quality on my server ? Editing the engine.ini , game.ini and scalability.ini does crash my server when another player connects ^^ Client is set on Ultra Quality - we all have over 200mbits/down and 100mbits/up so - server is 1gbit
ultra = 3mbit, it seems to run ok enough, last time i looked at that though, you could edit the .ini file, then make it read only as the server saves to it
i havn't actually bothered to do that though, does it work ?
i did edit the .ini but then i got segementation fault
nah not really, or maybe my mistake
i did it like here to test it
(insert https://) //xgamingserver.com/blog/how-to-fix-lag-in-satisfactory-server/
both client and server have to have a good limit set, aka set both to ultra
i'm sure someone else here has set it to more, i wouldn't mind a few more better options than 3mbit as well tbh π
3mbit really kinda slow ^^
insert modem noises here π
give me a save to test and i'll give it a try
i member, i member.... π
π¦
I can send you my crappy save in a bit XD not at a pc right now
Thatβs weird. Maybe report a bug on the QA site
Gimme a sec. Iβll send you my settings
Why would you want that?
Same for you @signal jasper
Why would you want to increase the game's usage beyond that?
At that point you're already incurring a noticeable performance penalty
yeah DM it to me all start another instace up load up the save and you can log in and try it out
because there is enought i can use
But the game can't use more than that
Think of it like a youtube video
It'll stream on a 50 or 1000mbps connection exactly the same and there's no point in trying to force it to use extra
Because then you are just incurring the performance penalty for the massive increase in packet handling and updates that must happen on both ends
yes, i have noticed the client fps slower when it's transfering objects as i travel, i don't mind the hit, i'd rather it transfer and get on with it, but ya...
Transferring what objects?
All assets are client-side
The server is only responsible for factory calculations and world/player simulation
but the config is server side
yea im hosting at nitrado since i dont have a home server
as i walk towards a large factory, it's transfers it
Config of what?
Machine states?
In Engine.ini for network I have this:
[/Script/Engine.Player]
ConfiguredInternetSpeed=104857600
ConfiguredLanSpeed=104857600
[/Script/OnlineSubsystemUtils.IpNetDriver]
MinInternetClientRate=104857600
MinClientRate=104857600
LanServerMaxTickRate=30
MaxClientRate=104857600
MaxInternetClientRate=104857600
ConnectionTimeout=60.0
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=104857600
MaxInternetClientRate=104857600
InitialConnectTimeout=90.0
ConnectionTimeout=90.0
will try this
The client only recieves the data about effeciency, overclocking, and recipie selection when you open the machine ui
And in Game.ini this:
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
no i mean, when i travel to a different part of the map, i can actually see the factory parts appearing, i mean that data
Plus a whole host of other stuff that isnβt network related
You canβt change load distance for objects at the time I do think
my honest opinion i say stay away from nitrado they are trash imo they might be cheap but you get what you pay for.. there are better option out there but they are mosre expensive
That'd likely happen if you loaded the same save in singleplayer lol
what would you recommand?
anything else beside nitrado lol
i just edited my inis ... will wait for a restart , we just did one so i wont make my buddy mad for another restart π ill wait an hour ^^
Otherwise basically the only info sent to client is the position of buildables and other world states alongside animation states - etc this segment of conveyor is using x animation state with x object - remember that animations on conveyors are not actual representations(a belt that has 20 items on it might not have 20 items), they're just an approximation so that you can get an idea of what's going on
Check that the restart doesnβt overwrite the config files. It tends to flush some config to disk on exit
Usually I edit configs while server is halted
That works too I guess XD
i say like ovhcloud for example
π π
Although that way you donβt find out if you have invalid configs
no risk no fun till the restart π
It deletes invalid settings from the files on flush
but not without write permissions π 
I see you like to live dangerously π
yes !!!! π
yeah i think i can make a home server it would be easier well thanks for the help anyway
so, does it make it any different having network set to unlimited ?
yeah if you can go that route is the best one as long as is a modern cpu and a good amount of ram you will be fine
Hey y'all, any thoughts on this? Server was running fine on U7 but have been getting this when trying to ping on Server Manager since switching to U8.
On your start up script you have to make sure to have -multihome=<ip address> as something it will try using IPv6
Or I guess form what I read in here update 8 wants to use IPv6 by default
That fixed it, thank you so much!
hey yall - my friend is trying to get his dedicated server up and it doesn't seem to be working with the experiemental update. this is the error message I'm getting, not sure if this is helpful but just wondering if anyone has had a similar issue/error and knows any possible solutions π
On your start up script you have to make sure to have -multihome=<ip address> as something it will try using IPv6
Or I guess form what I read in here update 8 wants to use IPv6 by default
if the server is behind NAT, don't forget to forward port 7777 UDP.
if that doesn't work, try disabling game pausing when nobody is connected
ty!! I sent him this but I wasn't sure if it was the same issue haha
ty will send him this too!!
this lost connection to server happens too many times since update 8...
hey guys would you mind checking out my questions and help thread? just wondering if anyone has found a workaround for the hypertubes
Not that I know of
someone said replace them, but it didn't work for me... I just hold forward when I go in and it turns around
it's off-sync and does some time-warp stuff in the end, but it partially works
so do multi people on dedi servers just have dif bases and all go to the central hub?
Any idea if this would cause problems for external connections? I can connect just fine now within the network but people outside the network can't connect
My previous port-forwarding worked before U8
Fixed it! Needed to add port 15000 to the forwarding
Usually when I play multi we just end up delegating factories to different people
IE someone works on hmfs while another works on getting ai limiter prod set up, another improves power and the fourth hunts collectibles
i see
where can you download the satisfactory server thingys?
what do you mean ? the dedicated server can be downloaded from : steam, epic games store, or directly through steam api with steamcmd
can you run it on a pc without epic or steam installed?
yes, but you need to use some of the launcher to install it first
if you dont want to install a whole launcher using steamcmd is recommended
ty
I mean, steamcmd is like a bare minimum commandline launcher in a way
that's why I worded it like that
(i.e steamcmd does NOT require steam)
oh and : using steamcmd you dont need any account, dedicated server is publicly freely available, completely
dope then i can just run it on my home server without having to download launchers and shit
I only know steamcmd on linux though, I can't help you for windows steamcmd
ill get it to work somehow π
the game installation command is the same likely though
it's steamcmd itself that I dont know
it's the same
what is the app id forsatisfactory experimental for downloading in steamcmd
just the normal?
the game client or the dedicated server?
dedi
appid is 1690800
the wiki page give you the whole command
kk then i have the correct one
-beta public for stable/U7, -beta experimental for U8
steamcmd +force_install_dir /your/srv/directory/Satisfactory +login anonymous +app_update 1690800 +quit for update
this correct?
that looks correct yes
@deep turret I was bored so I configured ipv6 on my satisfactory vm and removed the -multihome parameter. looks like it's just binding to ipv4 0.0.0.0 for me now and no ipv6 whatsoever. joining and everything works fine too and still happens over ipv4 so I'm genuinely confused XD
obviously can't connect on ipv6 since it doesn't even bind
setting multiple -multihome= args only picks up the first one
if you have the -DisablePacketRouting, I think it triggers the same thing as -multihome=0.0.0.0 now (which is not what's it's supposed to do, and is a bug)
I don't have that set either
you didnt disabled ipv6 ?
how do you get your server to a higher tick rate?
it's to set up in .ini files
no, I was purposefully trying to setup both ipv4 and ipv6
not at all
ok
ipv6 networking is working fine on the vm
YourServerDirectory/FactoryGame/Saved/Config/WindowsServer/Engine.ini
..
NetClientTicksPerSecond=ABitAboveWhatYouWant
[/Script/OnlineSubsystemUtils.IpNetDriver]
..
NetServerMaxTickRate=WhatYouWant
LanServerMaxTickRate=WhatYouWant
[/Script/SocketSubsystemEpic.EpicNetDriver]
..
NetServerMaxTickRate=WhatYouWant
LanServerMaxTickRate=WhatYouWant
```.. stands for [what's already here]
default is 30
i have on my, router port 15777 and 15000 open but i cant seem to connect to my server with outside ip and one of those 2 ports
aaahhh
and connect with 15777 default port
also depending on your network setup on your server and the starting script arguments you may have connections timeouts (but you mostly should still see the server up in your game servermanager tab)
connection timed out
when i join my satisfactory expermental server we all are timing out. how can i fix it?
the server is hosted on ms azure
do you use -multihome=x.x.x.x in the starting script arguments ?
use
-multihome=108.142.137.40
in your start parameter
well, it works. thank u all. :)
is the password resetted after i switched to exp?
after i signed in i'm not able to connect to the server
invalid authentication token is an issue with your steam or epic games login. are you in online mode and properly signed in?
are you in online mode
where can i see that?
and properly signed in?
yeah as an administrator
no I think CallMeDino is right, I had similar things when updating to u8, I just deleted the serverSetting savefile, and reclaimed the server
(Localted at [satisfactory server user] ~/.config/Epic/FactoryGame/Saved/SaveGames/ on linux)
i'm going to try that
it's a ServerSettings.portnumber file
i see
if you delete it and restart the server, you'll have a "clean" server instance
and you just have to reclaim, reset basic settings and password, name, and go to load save to load the last save you had
hmm... I have the same issues
you get this error before you can claim the server instance?
no after i claimed the instance and changed the safegame
so you managed to claim the instance and then the server status in the manager failed to load? msg was edited
oh it's normal to disconnect when loading a save
the server kicks everyone out when you change savegame
you can rejoin now
once it says the game is done loading
it's done loading but i have the same issues
you get "invalid authentication token" after joining?
i loaded a normal save not a exp save
no a network error
specifically which one? the one you linked earlier was on the ServerQueryPort but you posted a screenshot successfully showing server query results
this one
aha. can you try disabling pause game when nobody is connected?
then wait for the game duration to start ticking up again
then join
where can i disable it?
server manager
please give me a second, i restarted the server. π€£
specifically this one
i unchecked it but it's not working
are you running on windows or on linux? is your server in your local home network or hosted remotely? is your server behind NAT? With which command line arguments are you launching your server?
oh, that's my second try
I'm currently hosting it on Microsoft Azure
And i'm routing the private IP address to the public IP address
i only have this start argument: -multihome=10.0.0.6
but it's working now
or maybe not?...
Thank you so much. It's finally working.
no problem. glad it's working now
Can I check the box now?
hello, I have a little question, I got the Game on Steam but want to create a dedicated server, I found an addon on Epic wich would allow me to create such a server without any cost (it seems like) now the question, is there something similar for Steam, if no, how can I use that Addon without buying Satisfactory a second time to have it on Epic also?
you can try but if you see the issue recur you'll know what is causing it
you have to use steamcmd: https://satisfactory.fandom.com/wiki/Dedicated_servers
ah, ok, thx
satisfactory dedicated server is included with your purchase on both steam and epic platforms
additionally, dedicated server can be downloaded from steam with an anonymous session
thank you^^
well ok, I installed dedicated server now on steam, how does it work now to create a Server me and my friends can play on? xDD
(its kinda the first time I'm creating a Server on my own xD)
for normal gui steam, i found it won't let you play and run the server at the same time, i just use steamcmd anon login to install my ded server
you can check the wiki for a guide on dedicated servers https://satisfactory.wiki.gg/wiki/Dedicated_servers
hmmm, I don't know what I did wrong, I started the dedicated server programm on steam and it opened that cmd console thing, than I started the game and added the Server with my WAN IP as told in the Wiki, but for some reason it doesn't work, it says the server is offline
It allows you to play and run the server at the same time Oo
I do that all the time!
Curious it doesn't for you
If its on the same machine, use "LocalHost" as the ip for the server
if you just want to play with friends without permanently running a server on your own computer, there is standard multiplayer support in satisfactory
fyi
I know that, we usually play that way, but rn we want to try it with a server, so it can kinda run in the background and either of us can go on playing without having to wait for the one with the save game
yes, just keep in mind that if you run the server on your local pc you'll have to permanently leave it turned on
Does anyone perhaps know why blueprints copied to a dedicated server aren't detected by the server?
Or just turn it on when your friends ask you to, like I do :D
did you put them in the right folder?
I've put them in the same folder where the server stores its blueprints
Also tried restarting the server
I know, rn it is a test to learn how it works overall, later we maybe rent a server or something, we'll see
π
Anyway for your friends to be able to join, I found that all 3 ports used by the game are required to be forwarded.
you put them in the correct session folder? can you give the full path to where you're putting the blueprints?
are you on windows or linux?
.config/Epic/FactoryGame/Saved/SaveGames/blueprints/{save}/
did you include the blueprint config file as well?
Linux. Somehow, the server now restarted due to a SteamAPI error and magically they appeared in the blueprint menu
Yep, I did. I guess I don't fully understand when the server client refreshes its blueprint list
shrug I never tried adding downloaded blueprints while the server was running
Could be it, thanks for the help!
well, I fount out what I missed, my server is running now thanks for the help^^
since update 8 everytime I join a dedicatd server I either get kicked to menu with a message "lost connection to host" right when it is about to load the game world or the game just crashes. any fix for this?
try disabling "pause the game when no players are connected", then wait in the server manager for the game duration to start ticking again, then try to join
if that's not it, tell us if you're running the server on windows or on linux, what your launch parameters are, and if your server is in your local home network, behind NAT, or hosted remotely
im stupid and having this same problem figuring out on my att modem
do i need to create 3 instances of this?
Hey people quick question: friend of mine is hosting a U8 ded server, had no problems running U7 (well not really, but we figured it out - no clue what it was again). For some reason he can get the server to run, but it's not visibile. Yes all 3 UDP ports have been correctly configured and fowarded and yes we are using a WAN IP, not his local. Any ideas? HALP.
Please define "not visible"
"Not showing up to clients"
You need to port forward all of those ports from my experience, so if you mean 3 instances of port forwarding, then yes >.>
ok
We are currently quad-checking the forwarding again. And the server is hosting in a center, not at home.
As in, you add it to the server manager, and then it is showing as offline?
could i run a vpn to test it to see if itll work? or do i gotta wait til my buddy comes back from work
Showing as "Offline, can't retrieve information".
Can you give us the launch arguments you're using to start the server? Is it running windows or linux?
My friend is currently working on it, I'm on callcenter duty lol.
Windows Server 2022, -log -unattended
U7 worked on the same machine, no problems
can you try starting the server with -multihome=<nic ipv4> -log -unattended or -multihome=0.0.0.0 -log -unattended ? -log -unattended should always be the last command line arguments
I think you will have to wait. I normally use tool called canyouseeme.org, however it appers it doesn't work for Satisfactory servers for some reason
@clear lagoon Interesting. Friend is currently explaining what the multihome part is lol
There's no reliable way to port test UDP sockets.
Unfortunetaly ;-;
rip
Tho most of the time canyouseeme.org worked fine for me so :P
well at least i know how to port forward cus im bad
TCP = Receiver tells sender "Got it"
UDP = Just send, hope it arrives. UPS Style.
would u say that doing ur own dedicated server is better than paying some service to do it?
Depends on use case
literally just for some friends to hop on and play
I'd say it depends if you have money to burn on an extra machine, good internet and power bill
And for how long you plan to host
It really depends on how much skill and knowledge you already have on the subject matter, combined with the amount of effort you want to put in. Weigh that against the premium pricing of having a service do the hard lifting for you.
fr
i mean its no brainer
to port forward and set it up no?
it didnt take me long to set it up literally an hour
For me, if its for friends only I prefer to host it myself all the time :P, Unless the server is meant to be public I would never pay for dedicated server in any game >.>
But it is just me
For most people in here that would be true, but there's plenty of people who really don't know all that much about how computers work π
gotcha
i have another pc, but im prolyl just gonna boot up the server bat file and let it run all day
It was an hour for you, but when a friend asked me to teach him how to host a server, it took me good few hours and then at least hour each day for another week to teach him basic stuff he needs to know π
And there are THREE options:
1: Host at home (need know-how both tech and software),
2: Host at a center, either virtualized or an entire machine for yourself (need to know about the software)
3: Host server hosting company, they handle the server and game installation
All have their benefits.
lmao
bro tbf i just know my technology but i would have a hard time to explain to a guy who knows nothing
about computers
I know enough to try explain it to someone, but its still not easy
fr
a friend of mine is at the "slow mouse movement and hard time finding stuff on the screen" stage
Often the problem is not "not knowing anything" it's more often "unwilling to learn and remember by putting it into practice".
its like watching my grandparents use the pc
real
Reallllyyy true
Good example are my dad and grandma, my granny complains that she doesn't know how to do anything except call on her phone and complains about it, my father just doesn't care and admits it.
Its like "JUST TELL ME WHAT TO DO AND I WILL TAKE FEW MINUTES TO CLICK WHERE YOU POINT ME" instead of "Tell me how I can learn about this and what do I need to know to host the server" :P
YOU'RE GOING TOO FAST SLOW DOWN
I have the same thing with my aunt lol
when i have a kid in the near future im gonna teach him how to setup a satisfactory dedicated server before he knows how to talk

bros gonna know how to port forward
They will know how to do their own kernel + OS for a PC that will run that dedicated server π
Kernels + Linux and me = Chernobyl digital style. :p
nah by then it'll just be prefix NAT, no need for 1-to-many addressing. if ipv6 ever decides to break through at least π one can dream π
bare metal programming lets go
C64 programming π
Ah yes, I need to get hands on a real C64 one day! Tho that will have to wait still unfortunetaly :P
I still have my Amiga somewhere
Got one here, need to fix it though, probaly some soldering needed.
Looks like we found where the old people are at π
@clear lagoon Thansk for the suggestions but it still ain't working. Hrphm.
Got it still in original box. (Bit damaged but still.)
o.o
you added -multihome parameter with an equals sign and not a space right? the command line parser is funky for UE5.
if you have windows firewall enabled, can you manually add inbound accept rules for UDP ports 7777, 15000 and 15777?
At this point I'm not really sure. Can you restart the server process, try to connect once, and then provide the FactoryGame.log file to me? redact any authentication tickets that are present in the log file prior to upload
We're so far into the woods by now I forgot what a field looks like. So we think it must be something really basic.
The current problem is that the server is running like a charm
It's just not approachable from outside
You said "firewall is yes" did you add the firewall rules on Update 7 or older? In U8 the name of the server executable changed
See screenshot π π
Yes it set to the new name, or see screenshot
I'm not super familiar with windows but looking at the name of the functions used there, it looks like it prints the socket listen addresses and not the windows firewall rules
Acccording to the logs server is waiting "WaitingToStart".
Ports are setup in the windows Firewall, without it i did not get the output as shown.
ah okay, apologies.
The hoster of my server had also some firewall setings, so i opned those ports too/ disabled that firewall with same result. I also opened a ticket to see if they know something. Feel line the basic "Did you click on that little box which is one pixel wide.
The last entry is LogGameState: Match State Changed from EnteringMap to WaitingToStart ? You see nothing about the connection attempts whatsoever?
Does the server have a direct external IP or is it approached through NAT?
Makes sense about the log.
Direct external, a minecraft server is runnign without any issues.
uses different ports and TCP
minecraft's on 25565 tcp by default, yes
if you don't see anything in the logs about the connection attempts then the initial packets to the serverqueryport (15777) are not arriving at the server process
This image is set to self destruct in 5 minutes
go go gadget bomb? π
uhuh
Go go Gadget OH F-
could you add the -DisablePacketRouting argument to your server launch args?
I think you two pretty much confirmed it to be a forwarding issue
So somethign is screwing up the portforwarding for satisfactory, and i am pretty sure i am not the porblem at this moment. π
Famous last words.
so you are behind NAT? make sure -multihome= is set to the local/internal ip address
what does this ?
just curious
if multihome is working properly it shouldn't make a difference, but I've seen SharklienX suggest it to people before. Without -multihome= set it will disable the unreal internal packet router, which is a shitty thing that binds all network adapters on the system, and retransmits the packets to localhost on dynamically selected ports... if I understood correctly
allows you to bind the game server to more than one NIC
okay but shouldnt affect performance
you can have NAT on a datacenter level, but that aside you can also have port based firewalls in datacenter routers regardless of NAT being present π
my logic is as it's a new engine, the behavior is not as well defined as before, and as already we have seen some unpexected behaviors, I prefer making it explicit if possible so there is less random things happening behind
the "it defaults to" or "in this case it does like" does not apply very well with a new engine with an experimental build that is not yet fully upgraded to it
I give up for now, maybe it's a U8 thing, maybe we'll think of something later.
I'm sorry I wasn't able to help. Good luck!
it may even be ordering dependent
@clear lagoon Fixed π
IT IS ALIVE!
3 separate entries needed for each port in the MS Firewall
Instead of one rule to ring them all.
Yay! Glad I could help π Good luck on Massage-2(A-B)b, pioneers!
He had one entry that contained port 15k, 15777 and 7777
Windows sometimes be like π
Made it three different entries and bam, works
Have the same with Linux so. :p @clear lagoon
Which means making one entry with 3 ips is an AND statement, not an OR
Weird.
Thanks for the help @clear lagoon
Feels like it was programmed by Coffee Stain, no logic but logic at the same time.
@clear lagoon Do you perhaps have some good starting settings for the player movement parameters in engine.ini for a 2-3 player server? I'm struggling a bit with a 5900X and 30 tick. Should I perhaps also reduce tick rate?
I have a 5900X running at 90 tick/s u8 dedicated server in a linux vm and I'm not struggling
maybe network settings ?
Subjectively, server tick rates lower than 30 feel choppy. It should be running recently well on a 5900X. Are you running a very large save?
Server running on same machine as client?
(very optimized linux vm on very optimized linux host though)
Are you actually noticing any issues you wish to resolve or are we just trying to prematurely optimise here?
If you're encountering any specific performance issues, could you describe them to us?
Mostly sometimes a decrease in tickrate below 30, which is accompanied by player warping
are you getting that consistently or just when the server is saving the game?
It isn't very constant, but doesn't necessarily happen just when saving either. It seems to be rare though, so I'll think I'll leave it for now
i tried
it wouldnt let him
im not sure if i did it righttt but i think i did
i gave my buddy the public ip
and it saying its offline
is there a way to increase the amount of ram the dedicated server can use? It seems to be capping at 8gb and its stuttering in game. The server im running it on has 32gb of ram and its just for the dedicated server.....
RAM is Random Access Memory. although having not enough RAM can cause slowdowns or app crashes, having too much excess will not magically make programs run faster. It'll use as much as it needs and no more.
The sim speed primarily depends on the CPU