#dedicated-servers
1 messages · Page 45 of 1
You forwarded UDP proto? Did you keep the external and internal port the same? Is the internal IP correct?
It's only using 5% of the cpu and isnt going over 8gb of ram. So I'm not sure
If you're looking in task manager, right click and set the graph to display per processor core. You're probably maxing out a single core.
checked that its not only using around 25% of each core
thats the reason i thought it might be ram but thanks for helping :)
The workload is mostly single threaded. What kind of cpu are you running the server on?
i5 12500h
it barely uses any resources but still lags loads (its not my internet)
All correct, I can even send you the ports I put in. Not working on my buddies end
Is your buddy using your right external ip address. Many isp’s change it all the time
I’m very positive, is it the IPv4 or 6 I give him?
Because I tried both and it didn’t work
are you running the game and server on the same pc or on separate pcs?
if you can you should try connecting from a separate pc. if it works, then the issue is in your port forwarding. if it doesn't, you forgot to setup firewall rules
also just to make sure because I can't remember... do you have -multihome= configured in your launch parameters?
I’m running all on the same pc
Cus I’m stupid
I might have
What would I need to put in firewall? I need to make sure it matches up correctly
a rule for udp port inbound 7777, a rule for udp port inbound 15000, a rule for udp port inbound 15777. same as the port forwarding
Ok
I’ll send a screenshot of how I did it…
I did everything based off this video
My router is att so
you can download the dedicated server on steam
instead of using steamcmd
its much easier
its under tools
I own the game on epic. Unless it’s free
Oh word
it makes installation much easier
you just download it
and its basically ready to go
all you have to do is connect to it via the server manager in the actual game
I just can’t figure out why my homie can’t join
Unless I didn’t do port forwarding right
Are you on windows or linux?
if you are on windows, then you need to allow the game through windows firewall
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
you can paste that into powershell
to allow the ports for you
Windows
I’ll try that when I get home, I went to my router and put this in
Port: 15777
Range: 15777 - 15777
Protocol: TCP/UDP
Port: 15000
Range: 15000-15000
Protocol: TCP/UDP
Port: 7777
Range: 7777-7777
Protocol: TCP/UDP
Port: 27015
Range: 27031-27036
Protocol: TCP/UDP
This is on my Att modem
I’m not sure if this makes sense ahhahaha
you have port forwarded correctly
they are open
you can check if they are open by using an open port tool
protocol can be udp only... it doesn't bind on tcp so you're exposing those ports unnecessarily
When my buddy puts in the ip through the server manger it’s offline for him but mine is online and I can connect
is the internal ip correct in the port forwarding config?
I believe so
and obviously windows firewall as mentioned
Explain to me like I’m 5
to allow him to connect
its completely free
and doesnt require you to open any ports
Is there no way without using it
well yeah there is
but using radmin is just easier in my opinion
its what me and my friend use
it works perfectly
I suggest against establishing a VPN between you and your friend using a free service because you're essentially punching a hole through all firewalls between you and your friend. use at your own risk ^^
Wont it slow down internet speeds ingame
actually no
its not a "vpn"
it just connects my friends network to my network
because he cant port forward
so he uses my network to port forward
congrats, you just described what a vpn is
I’m gonna try this when I get home
If it don’t work
congrats, i didnt ask
it should work
Do I just slap it into power shell
either
ipv4
Ok
both should work either way
no
yes
literally no
if it's ipv6 he'd need to open the ports in the router firewall, remove the multihome parameter he has setup, and then pray to the stars it works because ipv6 doesn't work half of the time with ue5
it works well if you configure it for ipv6 exclusively, yes
if you're a sysadmin you should know how downright terrible an idea it is to establish a VPN between two home networks on which most likely neither side has any security installed beyond what a normal home user would have
i use pfsense as my firewall that has multiple layers of protection against anything
my friend also uses pfsense
it ensures a encrypted connection between us
your vpn passes through the pfsense firewall on both sides so pfsense firewall rules don't apply
what if I want the person know where I’m at
vpn packets go from the vpn software on one pc to the vpn software on the other pc. pfsense can only tell they're packets from the vpn, not what their end goal is
did you mean to say, if you dont want to know where you are at?
I want the person to know
yup
put it into an ip geolocator
Hey I want free pizzas
lol
ip geolocator will just tell you either HQ of or nearest large distribution node of the ISP that owns that IP block in RIPE
putting my ipv4 into a geolocator brings up my exact address, so your explanation does not apply here and is not valid.
don't buy your own IP addresses from RIPE and you don't have this issue XD
ok then prove it gives an exact address. you can even give me another ipv4 in your address range if you don't trust me with your exact one 😛
I am not giving my ipv4 to someone who has no experience whatsoever
that would be completely retarded
and stupid
I did say you can give any other ipv4 in the range of your isp XD
no
And excuse me for not having any experience whatsoever. I'm not a sysadmin with a decade of experience like you.
ok
I'm just saying I'm not aware enough of any ISP that is dumb enough to publish every single user's address to a public database alongside their IP addresses. In Europe, that would be illegal under GDPR. Not sure where you live tbh
somewhere in the US
idk why
but my specific ISP
links your address to the IP
which imo, is not very smart
looks like the Cox ASN ASN-CXA-ALL-CCI-22773-RDC has their IP blocks addressed to the nearest neighbourhood node and not individual addresses.
considering population density in some areas, it might be unsurprising if the address comes close to or even matches where you live 😛
that is no where close to where i live lmao
I just picked one neighbourhood considering the ASN is across most of the globe XD
i tried
and my buddy still cant join
idk what else i would need to do
UNLESS my game port needs to be different
also the 15777 port is still closed
it should be fine with the default one
what about the other ports?
closed i think
did you run that powershell command?
i sent dm
What probably actually happened was, you had location sharing on, and the geolocator you were using used THAT (I.E. GPS) to pinpoint your location, and not your IP address which is taken from a pool of IP's that are owned (and further, addressed) at your ISP's headquarters.
ty for correcting my mistake
you are correct
i did have my location on
anyone here have experience with AMP?
is that satisfactory or statisfactory dedicated server ?
that depends of state regulations, ips in US are pretty fixed and registered everywhere so they can better be scanned
That doesn't change the fact that the only connection between your address and the DHCP IP you get from your ISP is at the ISP level and not at the IP level. Unless a geolocator is pulling that address info from your ISP, your IP has no connection to your physical address.
no ip address have absolutly no connection to any location until some databse reference it, first are ofcourse legal databse : so ip ranges per states
then local legal database, some regulations do regional addressing of bunch of addresses
anything else is some location registered in some database for specific addresses range or specific address
and dhcp is just a way physically to obtain the address, it doesnt qualify any address pool, and when as I said, your address is fixed to be better tracked, this dhcp just give you always the same unique address that is the one that was given to you
then any other database can also contain other informations gathered from other origin or entreprise interest built database, that may contain exact locations if any other software with gps has referenced it in such databse
all the database almost always are based on multiple informations ressources unless specifically made to reference only one type of information, such as city official network addresses which then contain ISP city endpoints locations
none of that has to do with state/federal regulations, or ISP's registering their customer addresses with their IP
"none of that" I dont know if you are trolling then, but ip addressing is absolutly tied to states/federal regulations
Maybe we are just misunderstanding one another. I will clarify: The person you replied to was saying that there was no way to get someone's physical address from their IP alone unless the ISP registered the customer's physical address with the IP they assigned to the customer, which they do, but they do not publish this data as it is protected by state and federal laws (in the US). The only way to get someone's physical address from their IP through the ISP (in the US) is to be federal or local law enforcement with a legal warrant for that information.
hopefully that clarifies it - if not, I'll let this line of discussion die because it has nothing to do with dedicated servers.
and I said that YES it is perfectly possible to get this kind of informations, OFCOURSE not directly from ISP
I said "in the US there are regulations which makes people having a fixed ip so they are very easy to scan"
the databases can get a lot of informations on individual ips because they are fixed, and they are fixed because of US regulations mostly
because it's even easier for the law enforcement organisations then ofcourse
and as I explained private interest databases are based on a lot of different ressources, which may come for example from application using gps to fill these databases
when the ips switch often enough, that accuracy is irrelevant
when it is fixed, it is matching
Your whole point rests on the fact that you erroneously believe the majority of IP's are fixed because of regulations. They are not. You can force change your IP address any time you want as long as your ISP uses DHCP to assign the IP, unless you specifically ask for a static IP, there is no guarantee that your IP wont change. I am done replying.
some ISP are also falsely switching ips, allocating only a registered pull of ips, so even when it switch it can be easily deceived by private interested databases that are aware of these artificial limitations
DHCP is a pratical mechanism to give out ip to hardware, it has literally nothing to do with what we are talking about, whatever the mechanism the ISP is the one regulating it
That mechanism IS DHCP
not always
lot of time it's custom tweaked / twisted dhcp btw, but that is not the topic still
I'm pretty sure it's not that easy everywhere, and you may have at least financial limitations or rate limitations (like an ip change per week)
I dont know where are you are coming from, but if you are not in the US be aware it is not the same everywhere at all
and that was the original point
tldr : the isp give you the address they want to give you, no matter the mechanism to give it to you
and we are talking about what the isp give you (not how) here
Hey so, my server non stop has been what I'd called twitching? Both me and another player will have moments when the FPS will drop a tiny bit and just moments where it stutters? This never happens on self hosted games and this is being hosted on a box with a Ryzen 9 5950X, and 128gb of 3200mhz ram
It just seems to be affecting either connection or FPS as when it happens my FPS counter drops each time
Is it happening when the game saves?
No
What kind of storage is the game running from (SSD or HD?)
Apparantly its a code issue looking through the channel history
So there's no fix?
you can search the channel yourself, but not that I can see. I would look over your server logs and see what errors are being thrown. Maybe it is something simple.
Where would I find the logs
wherever you configured the server, should be under your saved files
I've got 2 saved files folders
\FactoryGame\Saved\Logs is the default
some unrealengine object "instance" warn things maybe
Look for errors when you are experiencing the stuttering
I got a bunch of things like mesh's not being supported or something
Would anyone be interested in looking at this log too?
that's what people gets too when interacting with foundations apparently
Haven't got any down
This is a brand new save
Everything successfully validated too
Second report I'm seeing on rubber banding on an AMD CPU with >1 CCD. If you're feeling experimental you can try pinning the server process to all cores on a single CCD
Windows issue ?
also 3200 MHz RAM will reduce the infinity fabric clock (the die interconnect) which will make cross-CCD operations even more expensive
to get top IF speed you need 3600 MHz exactly
clocks on IF match with the memory
seems like you are talking specific Boards
No, specific CPUs
you can look into the multi-die chiplet design of AMD cpus if you like
not these cpu
you have two core complex dies on a 5900x and a 5950x...
what you say only apply on ryzen 1000 2000 and maybe 3000
these two CCDs are connected with infinity fabric which is a branded die interconnect
ryzen 5000 fabric is not tied to ram clock
the die interconnect clocks are dependent on the RAM clocks, also on 5000 series and also still on 7000 series CPUs.... IF 1:1 on 7000 series is at 6000 MHz fyi
it's not tied to ram clock but if your if clock (fclk) does not match your RAM speed you get increased latency
i.e. fclk on ryzen 5000 series is 1800
keep in mind the IO die on chiplet CPUs is also separate and connected to the CCDs through IF
which is why you get a performance penalty of IO die holding data when the clocks don't match
this is pretty well established :P
anyway a process jumping between two CCDs is expensive too because cpu cache is per CCD
which was more my point
And since multiple people are reporting performance issues on 5900x/5950x I'm just curious if it's an issue with process CCD hopping
Can't really test it on my end since I don't have chips lying around :P just a suggestion ^^
Possibly windows or linux can show more symptoms. the windows task scheduler and linux' CFS may differ in deciding on which cores to run a thread
I know the architecture and 3200mhz still is the sweet spot
I admit I mixed 3k->5k with 5k->7k series
apparently it's 7000 that have unmatched fabric
but above 3200mhz would not make a huge difference
unless the scheduler do stupid things which windows 10 is known for depending on version
Sorry, the whole thing on unmatched IF was more of a tangent XD my main point is still cross-ccd hopping meaning cpu cache misses
^ so yes it is, mb, 7000 is not
I run vm Linux on Linux host without any kind of such issues apparently
so it sounds weird to me
so I assume they run windows
I mean linux CFS is tuned for absolute cpu throughput whereas I think the windows task scheduler is much more thread latency tuned
though I don't know enough about task scheduling internals to speak with any level of certainty
if it was very true the effect would be the opposite, as thread minimum latency is exactly tied to same ccd when throughput is spreading on thermal and power ressources
in fact latest linux scheduler is pretty aware of cache latencies and dependencies, and windows in fact just want to priorities it's own things, and then give mostly better I/O at the cost of throughput
and its heuristic is aggressively testing task accross the physical threads, which hits even more throughput, and if they do it accross ccds then it's horrible
windows had to talk tightly with amd for updating their scheduler, which show just about how "expert of the magic" they are : one indexing ordering off and the scheduler just isnt aware of its own shit
windows is very good at marketing shit
I'm not an expert in microshit winblows, sorry XD my daily driver at home is linux too
my windows partition exists solely for videogames that need ring0 or otherwise anti-linux anticheat :P
Well, that's a lot of technical garble I do not understand.
I mean I run it on this 3950x with 64GB 3466mhz ram kit no issues.. I think what he is trying to say that you can get more out of a 5950x etc by running higher mega transfers ram kit but unless your gaming i don’t think running 3600 to 3200 you would see much difference like I said unless your gaming.. in a sever all that would do just give you higher memory bandwidth I think is better to have more ram than speed for a server imo
And I also have a 5950x running with 128gb 3600 cl16 kit but that my main rig for playing games
Is anyone on Satisfactory Experimental also getting constant disconnects? (First Pic)
First I'm running a beefy Ryzen 5600 server 64GB Ram 6km away. So the server hardware can't be at fault. I'm running through pterodactyl. Ping 11-14ms. Server doesn't crash when I or my partner (sitting 30cm away from me) time out.
I tried to increase the timeout time as such in the UI. (Second Pic)
This put the following in the Engine.ini (Third Pic). I assume that's the new way of doing this because the instructions are very different from this website's: <shockbyte link here that I can't apply because of automod>
I don't even see [/Script/Engine.GameSession] header in any of the .ini files.
Even when I followed the website's guidelines I still disconnected. This seems to be the only fix known (to increase timeout), is there something else I might be missing or a way to diagnose what's wrong?
This is the server start-up stream:
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=27002 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
Am I doing something wrong? Dumb?
I have also tried to disable ipv6 on the entire server through sysctl.conf (Nuclear option I know)
4400 to 3200 as been benchmarked as ~1.7% performance shift
so even for gaming, unless you want the MOST out of it, it will be mostly similar performance as long as you have at least 3200
Disconnect, or never connect?
Disconnect
How can i host a dedicated server?
This I've not experienced no. A disconnect is usually a server crash, this would be clear in the log. Are you able to watch the log?
Do you have a spare computer? Are you able to reconfigure the router at that computer's internet connection? Is it for people on the same network / same house or for others outside of it?
[2023.07.03-22.05.52:318][361]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:61547
[2023.07.03-22.05.52:318][361]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:55290
[2023.07.03-22.05.52:318][361]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:55290
[2023.07.03-22.05.52:351][362]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:61547
[2023.07.03-22.05.52:552][368]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:61547
[2023.07.03-22.05.52:618][370]LogNet: NotifyAcceptingConnection accepted from: 107.159.17.174:61547
[2023.07.03-22.05.56:826][496]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2023.07.03-22.05.56:826][496]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 107.159.17.174:50956, Name: IpConnection_2147479338, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479323, UniqueId: Steam:(Steam)76561198026837263
[2023.07.03-22.05.56:826][496]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 107.159.17.174:50956, Name: IpConnection_2147479338, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479323, UniqueId: Steam:(Steam)76561198026837263, Channels: 5, Time: 2023.07.03-22.05.56
[2023.07.03-22.05.56:826][496]LogNet: UNetConnection::SendCloseReason:
[2023.07.03-22.05.56:826][496]LogNet: - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2023.07.03-22.05.56:826][496]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 107.159.17.174:50956, Name: IpConnection_2147479338, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479323, UniqueId: Steam:(Steam)76561198026837263
[2023.07.03-22.05.57:627][520]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2023.07.03-22.05.57:627][520]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 107.159.17.174:58631, Name: IpConnection_2147479332, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479318, UniqueId: Steam:(Steam)76561198165852958
[2023.07.03-22.05.57:627][520]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 107.159.17.174:58631, Name: IpConnection_2147479332, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479318, UniqueId: Steam:(Steam)76561198165852958, Channels: 5, Time: 2023.07.03-22.05.57
[2023.07.03-22.05.57:627][520]LogNet: UNetConnection::SendCloseReason:
[2023.07.03-22.05.57:627][520]LogNet: - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2023.07.03-22.05.57:627][520]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 107.159.17.174:58631, Name: IpConnection_2147479332, Driver: IpNetDriver_2147479353 IpNetDriver_2147479353, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147479318, UniqueId: Steam:(Steam)76561198165852958
[2023.07.03-22.06.08:446][844]LogNet: NotifyAcceptingConnection accepted aggregation: 107.159.17.174:55290 (218), 107.159.17.174:61547 (43)
Just reproduced it.
That looks like connects, then immediately disconnects.
As opposed to plays for a while, then bails
Common reasons for that would be a server/client mismatch, or your client is running mods while the server is not
🤔 We are often able to play 1 to 12 minutes together before it disconnects us both.
Wait, are there issues with dedicated servers if 2 people come from the same "IP"? Both me and my partner are using the dedicated server. She's sitting across from me.
I'll go on a VPN.
It's possible, particularly if you have made either of your machines special on your home network.
eg, if you have one of them set as a "dmz" or whatnot according to the router.
is it stable if one, or the other, but not both, joins?
No it's also unstable if one joins but I've never looked at the logs when only she could play as I was working.
One sec let me check
Woah the console essentially went ballistic and eventually kicked me out
in the ordinary course of events, your machine arranges for UDP forwarding by using UPNP on the router. if that is off on the router, or disabled on the machine, this would be the expected result
Wouldn't I have way more issues than this if this was the case?
(It's on, I didn't know it mattered when I joined a remote dedicated server though)
DMZ is off
you'd probably see nothing happening if UPNP was off. it's how UDP packets are supposed to find their way to your computer when they arrive at the router.
i don't get any insight from that massive log, unfortunately.
my last ditch effort to bulldoze firewall problems is zerotier. It's a free edge VPN. It installs with a 'curl' on linux and has a gooey for windows. Devices join the same virtual network, and are assigned private IP's, and can talk to each other over the private IP's. Zerotier provides 'moons' everyone can see, and uses things like upnp and whatnot when possible to directly communicate when possible. I call it friend-area networking
is it jut me or game u8 keeps crashing a lot after hitting past the 100 hour in a dedi server, crash when joining, mid game sometime, and even upon exit to desktop
are there any confirmed fixes for dedicated servers crashing upon enemy aggro? saw something with maybe a tickrate solution? I don't want to enable passive as a work around if possible.. ty in advance
never happened to me in the past 100+ hours
both servers one in 30 tick rate another on 120
running the experimental u8 i assume?
yep
i suppose ill bump up to that and see if it helps, i posted in the #satisfactory channel and they were like go here...
if it is a known bug then I have yet to encounter it tho I crash a lot on many occasions I mentioned above
too many unhandled stuff getting the game to crash which I hope they fix soon
Having said all that I have noticed one very funny crash similar to yours which happens when I hit creatures at 50KM/H with the small truck which sends me flying then game crashes lol
I am having an issue
Server is showing up as offline in game when attempting to connect
Console is spammed with "NotifyAcceptingConnection accepted from: "IP"
im having the same issue
upon restarting a working server. it has never shown as online again. ive tried recreating it and everything. it never comes online
did you actually stop the old one?
often ours doesnt fully ends all processes and i need to kill it manually in task manager
are you both using the same steam account?
does creature setting cause crashes on servers if its not default?
as soon as i hit a creature on retailiaten, i get a dc
I'm going insane
So I've been having constant issues with my server and one of the main culprit is almost most likely the Autosaves.
HOWEVER I cant change the settings at all. The autosave command on the server console doesnt work and I already changed the game.ini (the only .ini file the server shows) and it's not taking it up. It still autosaves all 5 minutes which causes all kinds of frustrating issues like random disconnects while driving then spawning under the map, causing the cars to never be reachable
the only ini file the server shows ?
how do you only see one file, there are at least 10 files in there
is it possible to run multiple SF Servers on one virtual Machine? 😄
i dont see why not.
yes but you have to set it up differently in the starting commandline arguments, the 3 ports have to be different
yes 👍
you are under %userProfile%\AppData\Local\FactoryGame on windows or ~/.config/FactoryGame on Linux, but it is in the Satisfactory\Dedicated\Server\Directory\FactoryGame
also you can post images directly here, and it's prefered (does not push people to connect to thirdparty servers, when not required)
just use following in your start parameter
-ServerQueryPort=YOURPORT -BeaconPort=YOURPORT -Port=YOURPORT -multihome=YOUR.IP.ADRESS -nosteam -log -unattended
why the end - though ?
editing mistake
Doesnt have a "Dedicated" folder. Its a Nitrado hosted server btw.
I just named it so you know where to look, there is is "satisfactoryexperimental/FactoryGame"
yeah and the only .ini file that I can work with is the game.ini one. But it's not taking any settings from the scripts. Ingame commands also don't work meaning I can't change the autosaveinterval no matter what i try
you looked in this FactoryGame directory ?
even downloaded the whole server structure to see. Not even hidden files
From what I'm reading here it seems it's a Nitrado issue huh
kinda mkes it sound like they're hosting the servers wrong
there is no other folders ?
Nitrado showed me every .ini from the beginning - weird
had there a server to test performance like 3 days ago and all .ini where there , maybe install again
yes
Manifest.ini is in Engine directory not in FactoryGame directory
wth is your install
urgh still only the game.ini one
did you launch the server at least once
Gotta love how clicking on the Nitropedia leads to an error. And the "forum" to a discord server.
yea
goes suspiciously fast. Can even connect
make sure that's the one you are launching then
it is
works fine
well "works" the autosave script is still not being picked up by the server sadly
sent a ticket to Nitrado demanding a refund, since I doubt they're going to fix it. After some research it really seems like they only gave me half a server. I really need to stop going there
if I get a fix I will post it on the forums in case someone has the same issues
i need help with my server finding the save files for SCIM save editing, i used Steam CMD to set up
anyone knows how i can fix crashes when aggroing mobs?
turn them to peaceful in ags
How can I fix that?:
"Your connection to the host has been lost."
If someone wants to join to the server then he'll disconnect with that message, but others can join
I think I have to reduce the delay of dc, but how can I fix that/do that?
you mean increase the timeout delay ?
go to youreserverdirectory/FactoryGame/Saved/Config/LinuxServer/
then you have .ini files there
Yes
I've searched there, but didn't find anything
Wait, I'll send you the .ini files of the directory
you can edit Engine.ini
...
InitialConnectTimeout=timeinseconds.0
ConnectionTimeout=timeinseconds.0
```adding this lines
... stands for : whatever already there
each [/settings.names] are seperated settings group, you need to be under the one I wrote
Should I add like this?
Okay, let me try it
3 and 2 minutes
mine looks like this [/Script/OnlineSubsystemUtils.IpNetDriver] MaxClientRate=805306368 MaxInternetClientRate=536870912 NetServerMaxTickRate=96 LanServerMaxTickRate=96 InitialConnectTimeout=180.0 ConnectionTimeout=120.0
It seems to be working, but wait a little bit more please
Because my friend has a very bad pc
Now he's getting "Invalid authentication token" disconnect error, but others still can join
Hey everyone! I'm trying to get a dedicated server launched through the epic games tool, but I've not been able to connect. When I put my ipv4 address in and the default port, it says the server appears to be offline. Not sure what I'm doing wrong?
if you are on the same network, you connect to the internal IP address of the host machine (192.168.X.X). If the host machine is the same as the computer you have the server on, the IP is 127.0.0.1 (this is for you only, everyone not on your internal network will connect via your external IP)
I plan on making a satisfactory server through a hosting service but when I open the game there is a red triangle alert next to server manager. Should I worry about this or is this normal?
No
Nitrado have outright admitted to nerfing/incorrectly running Satisfactory servers. They'll close the server during idle hours, causing it have to be re-started etc when you go to load in.
Ask for a refund, they know, they won't even push back at all they'll just refund it immediately.
huh, why do they close thm, the server literally self pauses when nobody is online
It is still running processes (your server is still manufacturing anything you had building even when nobody is online) - which costs the server company money. Shut down those processes = save money.
no it doesnt
its running nothing
Even if it's not set to continue running; it still holds the map into memory.
After 4 odd hours of no activity they'd just suspend it. I would have to re-load the map if I wanted to play, which voids the point of a dedicated server for my/my friends. Have since moved over to Shokbyte with no issues whatsoever.
It depends on your server setup - single player pauses production, most dedicated servers (unless you force it off) do not.
the default option for dedicated was behavior like single player
i never changed it and it pauses everything
also uses almost no memory when paused. i doubt it keeps the map in it. way too small
but about the actual topic. yeah, nitrado always was kinda scammy
But the option is there, even if YOU personally don't do it, many do. Hence the policy. It is one of the perks of playing on a dedicated server. Especially later in the game where you are waiting literal hours for 5000 of something.
feels like literal cheating
For fucks sake I fucking knew it
Never hosting on that shit site again
Already sent a ticket for a refund
just always self host :aismug:
🙄 if I had an extra pc
I'm not here to argue. It does keep the map in it, this is why you don't need to manually re-load the map each time you play (on correct hosting).
the server reloads it. it doesnt need to keep it in memory to be able to relead it after pausing
Just go to the library and be sneaky haha.
It does keep it in memory.
just get a server in a datacenter for good internet
but why it only uses a tenth of memory when paused?
You don't need an extra PC, especially if you have a newer computer.
Mine doesn't.
You can run the server and the game on the same PC - especially if you run it as a service.
Shut down it idles at around 0.5GB used.
There is a big difference between a save-state sitting in memory and an active state sitting in memory 😛
buut when server is paused there is nothing active
I want to keep it running
And dont wanna keep my own pc running overnight.
Mostly cuz Its in the same room :'(
as said, just get an actual server in a datacenter
You have another computer in the house? Maybe someone elses? Put it on theirs - set it up as a service 😛
Going to set up a secret server at work 🤭
That's just a bad idea. Good way to get fired.
Nah dude I work in IT. I will.just say its a test server for a new calculation service
Plus I quit anyway last month 😎
Can anyone recommend a server which offers a per hour payment plan?
I play with one other friend so just need a server that allows either or both of us to log in and play at any time.
He's a father of two and I occasionally lead a busy life, so we aren't going to be running it constantly. A per hour basis would make much more sense for our use case. Any thoughts?
I, personally, use cloudzy.
And it offers exactly that. You add your 'funds' and the server get's billed by a hourly price, if it runs.
Sounds perfect, I'll check it out, thanks! Do you know if they've got the ability to move an existing local save to the server?
Well since you got access to the the remote access, yes.
Ah just glanced at it and I see it's not a gaming specific server setup, so I'm guessing you're just running a VM and manually install the game from there. Which version of their service do you run?
Is the Basic Windows one powerful enough to run Satisfactory with a couple of participants?
Also, as you're making a custom install of the game there, I'm guessing I can't use my existing ownership of the game on Steam (as it'd then flag that I'm using the same user account in multiple locations at the same time), so presumably I'd need to buy it in Epic store to install server side?
Yup. Should be pretty fine with 2 players, as mentioned.
you do that through steamcmd and downloading the dedicated server
The Initial Setup is a bit complicated, use the wiki's guide for that, however, after that, it's set and forget.
Thanks, definitely going to look into this.
Cloudzy seem to offer quite the range of packages. I'm guessing it's their 'Cloud Server' service, running Windows, that you're using?
Yup. I've started out with the smallest Windows Server plan (2gb of RAM) which was still doing fine in U8, but as my playerbase expanded we collectively decided to upgrade the plan.
Nice, sounds a good one. Looks like I have to set up an account to fully see the price plan but I see the Cloud Servers are listed as having a Pay-as-you-go option which is just what I was after. Thanks again!
holy shit @graceful flicker you were right
they already answered to my mail yesterday and straight up said "yeah okay we will send you a full refund"
no "but why" or anything. No fight at all. Thats so perplexing. But damn this just confirms Nitrado tried screwing me over hard.
So I got mad at the game and it wasnt even the games fault :(
S-Sorry
nitrado is sometimes really cheeky
Its just weird because I hosted Ark and Space Engineers there and they were really fine. Especially Ark.
SE i had an issue with mods but thats on me.
But that shit with SF... was baffling. Like straight up scammed me. Yeah never using their services again. Then again maybe they did it due to the experiment state but still.
is it normal that on a dedicated server with just 40ms from time to time you get teleported?
also trees, that i have previewsly cut down, when loading chunks show as they are there? u cant cut em off again and you can walk pass em but they render in as if they were never cut down
same with slugs - slugs that were picked up still render
I can't get my dedicated server version to match my client, either in experimental or public
can i confirm that 238433 is what the experimental beta will download for servers?
I can't see anyone else having this issue so I must be doing something wrong
steamcmd look good. Are you sure your Client is experimental ?
But what do you mean with 238433 ?? 1690800 - beta experimental is right
ah you mean the version or ?
when it tells me version mismatch
client is 24... server is 238433
you sure you dont have a second instance maybe running ?
yeah something like that must be happening
restart mashine or check htop and clear your instance
just installed a server on my local pc and its fine
or just perform a fresh install
yeah guess if pulled an oopsie
nothing should be running
idk whats running it though, no tmux sessions at least on this user. well thanks for the help
How do I resolve this issue on a server? Starting to get real annoying 😅
restart server and client 😛 Otherwise , welcome to experimental dedicated servers 😄
Restart dose not fix it. If I rejoin - the area I was standing is synced perfectly. If I go somewhere else and come back - ghost trees are back.
Googled it and it seems this issue existed 3 years ago
we had it too but it was gone after a restart and never came back .
3 years ago or not , it can be that its back in the experimental version.
🤔 yeah guess so it could be
Still getting that weird stutter, can't imagine why atm
If I used SteamCMD to set up a dedicated server on a VM where would I find the save files for SCIM save editing
LocalAppData/FactoryGame
K
its the experimental + ded server thing...
I have the same issue - we need to live with it for now
So since Nitrado scammed me whats a good hosting size for experiment satisfactory
Cant do it on my pc cuz I cant let it run 24/7
if im setting up a dedicated server for 4-8 people would R710 has 16 CPU cores and 46 gigs of ram be good enough?
oop
didnt mean to ping, sorry
it will also be running a minecraft server and possibly TF2
How do i fix buffer overflow
I am playing on a Server. I died and respawned instant. But now is my old character still sitting in the vehicle and I am not able to kill my old character or remove the vehicle. Does anyone have a idea how I can get my items back. Thanks for help
Hi, in my multiplayer server the train just does not dock! We rebuilt it all, reset all time tables everything. Is this a known bug?
It did dock and everything worked for some time, until it didnt
My Ded server runs as smoothly as possible, but how do i get the autosave countdown to show? If it is even possible.
that happened to me a lot due to autosaves
go to
1 https://satisfactory-calculator.com
2 upload your map
3 find the car
4 delet the car and then add the inventory and crafting material of the car somewhere do you dont lose it
5 upload the save in the server manager and dont forget to load it. Now go where the car was and the "offline player" should now be killable. Now get all your stuff back
build the train station FIRST and then add the freighter. Then drive the train manually throught the line. If the train stops anywhere randomly drive back, remove the rail and reconnect them.
adding the freight station before the train station always causes issues since it doesnt "connect" correctly
So I see a lot of people saying F* * * Nitrado, (which agreed, tried using them for ark before and have had issues),
I see others talking about steamCMD,
But has anyone had any experience with shockbyte, I've had pleasant experience with ark and minecraft hosting through them, but I'm still really new to Satisfactory (like 15 hours at this point) but I have a few other friends that play it and we are considering getting a dedicated server to negate the need for the host to constantly be online. I just do t know what to expect from any server hosting site for this game. So any input is appreciated
shock byte sometimes seems to have performance issues apparently
but as most paid game services apparently
there are far more nitrado troubleshooting here
i need help finding save files on a VM, i used steamCMD and the normal file paths wont work
windows
i just got it moved to a higher resource machine as well but the server has the saves when playing
this is every file when i type in %appdata% into the run box
it's supposed to be in linux ~/.config/Epic/FactoryGame/Saved/SaveGames/server
windows %userprofile%\AppData\Local\FactoryGame\Saved\SaveGames\server (I guess, maybe a bit different at the end)
short it then
%userprofile%\AppData\Local\FactoryGame\Saved\SaveGames\
you are trying it on your Windows vm right ?
Trying to create game with shockbyte server, it connects then when trying to create the game it just stops with no error and turns the server off. Tried loadsing a pre loaded save which doesnt work either. Starting a game is just turning the server off.
could u make it so there is more than one hub like one per player
that would go in #open-a-ticket or something like that
only one hub is able to be possible, even using glitches you cant spawn in the second hub, it will just be decor
I moved my server over to a new rig and now it wont launch, all files were copied over so this shouldnt be an issue, HELP!
ok it might be fixed actually
YIPPEE
generally wouldnt copy the entire server folder
just the .ini and save
then use the server manager to load the save
but glad it worked
Thank you
no folders ??why did you crop like that
do NOT use #open-a-ticket for that kind of stuff
open a ticket is for moderating this discord server (rules, spam, scam, etc..) it has nothing to do with features requests
for features requests go directly to the official qa site : http://questions.satisfactorygame.com/
so has anyone found a server hosting service that works well for Experimental? Since Nitrado scammed me
you really want to mention that nitrado scammed you everytime or ?
I had a nitrado server for some test porpuse and it worked like a charm. Did you sorted it out with a support request maybe ?
There are alot of hosters out there , search one on google who fits in your location for ping etc
Yeah Im traumatized
need to warn the good folks
yeah I did "sort" it out. Told them they only gave me half a server and they refunded me instantly. Was weird
was just wondering what everyone else uses. Since experimental is... experimental
I could imagine smaller ones having issues with that version
there is no reason to warn them. Nitrado is a big host and over 10 years old i believe - had a couple of servers there before i got my root server.
Absolut no need to shame a company for that when they even pay put your money back
You are really the kind of costumer no business wants to have ^^
Shame and blame. Big corpos need to learn
Why? Because they only gave me half a server? lol
For what ???? How is it a scam when they pay your money back because you wasnt happy
What half a server ? Because some .ini's are missing ? Then ask the support what is the problem and they move you to another instance or install it new for your
absolut no reason to rant about them
I'm not really gonna spam this channel with arguments since it's distracting from my original question-
I guess there is a lot of missing information from your side beside some knowledge how to use gameserver etc.
maybe some here will provide you a good hoster but what i from you that you shame a company who even pays you the full amout back i will not be providing any good server hoster to you.
Try google, its free
Alright?
so back to the actual topic since I have no idea what this was about.
get a vm/root server and be your own hoster 😄
then get a vps
Myself, I am using cloudzy, someone else uses another hosting service.
They're dirt cheap and offer more flexibility than pre-configured servers that nitrado might be offering.
Holy shir only 5 bucks
Yup they're dirt cheap and run 24/7. In most cases you don't have any shady stuff going on and if there's a problem with the Satisfactory Server, you can usually fix it yourself.
Yay no scam
Also that's not a scam
That is just nitrado locking down the server
Which is very much a thing I get they do
I just upgraded my home server
I5 13600t
64gb ram
Nvme ssd
Dedicated serv is running well
~45w consumtion 24/7/365
0.2062€/kWh
~80 85€/year
Running à debian with proxmox
Docker vm with SF server
Imo its good alternative
Thats sweet 👍
80€ a year is absolutly nothing.
Nice job
And ive got à lot of other services running here.
Intel T series helps but you can do the same with other cpu by limiting power in bios 🙂
that's idle though, expect more when loading server on it 24/7
OFC its more when i run it on 100%.
Its still a nice watt usage on idle or whatever
You cant tell his load shark nor the services he is running.
Im telling wherever is idle or not - 45w is nice - you dont know what he is doing exactly.
We can still appreciate some setups here . even more when they set them up power friendly.
I thought they was stating idle specifically, so you'ill have to add the task load on top of it (which can be much higher)
but I miss read apparently
i'm trying to run a dedicated server from my spare pc using steamcmd. im able to connect but what ip do i need to give my friends? i open ports on both router and firewall as well. This is new ball field for me, so any help, greatly appraiated
also my nat went to TBD after firewall ports, whatever that meansd
How can I get my friends to join my server?
In order for your friends to join your server, you will need to give them your Public IP Address (WAN IP) and the port if it differs from 15777. You can obtain this by searching for "what is my ip" in most search engines.
pretty sure i did all of that, we both read the wiki a few times, what is wan ip and i gave him my ip from whats my ip, didnt work
there were no folders, just that file, i fixed it
If you can connect still then it's likely firewall or the ports still. Your friend has the right ip.
In your router did you forward the udp ports to the right computer (your spare) using it's local ip?
I'm not too familiar with hosting on windows but there's also a powershell command on the wiki that opens up the firewall in windows. This might need to be run on your spare pc New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
he still getting server name pending. everything i done, i open ports on my router using the spare pc ipv4 adress, i added to inbound and outbound because i didnt know which to the firewall, 3, 7777, 15000,15777 all 3 set to UDP. I even do that on my main pc. Went to whats my ip on spare pc, gave him that ip and the port i used to set up
is this an issue with experimential or just user error on my part since im new to this? but main is it giving me a headache lol
did you give the public ip ?
i gave whatever i was told to from whats my ip site
and you are in the same local network as your server machine right ?
yah, it's right beside me
some reason, he cannot join whatso ever
do you join it with your public ip as well ?
no, local to that machine
you could try to use public ip too to see if it fails like with your friend
we tried them all
spent hour and a couple ysterday looking at videos, and the wiki before i caame here. It's a pain lol
so you tried with the public ip and had same result ?
i log in np problem with my ipv4 ip from that machine
I can't help if you dont answer my question
i can't help answer your question if idk what that means, im new to this stuff
said i was new above
I asked you if you used the public ip address, you said you used whats my ip and used that address to give to your friend
that is your public ip
so I asked if you tried to connect with this as well yourself
and had the same issues as your friend doing it like that
oh ok no i use whatever ipv4 is to login, thats what every video was i think telling me to do
will try that here in a few, so i guess i need to add that to a new server than?
yes, or maybe you can edit the current server but I dont remember if you can
the local ipv4 is prefered when you can, but here I'm asking with the public ipv4 address to better understand what's the problem
it's testing for troubleshooting
well, i thought ipv4 was public, shows u how little i know with this stuff, i just build the pcs, not understand them lol
oh ok, good to know
i will try the public when hes done here soon then come back if it's still notworking
it will not change anything for your friend
it's just so we can see if it work or not for you
i meant ,hes currently doing something in game on my save, im letting him finish lol
if it doesnt work, then I have a tip that will probably work, but if it works that's something else
you mean not on the dedicated server ?
just a moment, i think he said it's working, lmao
so it seems, to me, it took a while for it to work
wierd, i didn't do anything and he just went to server and it's there
sorry about all of that, and thank you guys for helping
Glad it's working. I seem to remember something like that happening if you idled on the server manager screen for too long it would just stop updating, maybe that's what happened to your friend 🤷♂️
yah, im not sure, i would log in first, give h9m the info and he would just keep getting server name pending or something and nothing happened from there, but i'm glad to, because i didnt enjoy leaving the game minimized when i was wanting to do other things lol
now to get the save over, should be easy
Here's my services :
Jeedom
Plex
Samba
Seafile
SatisfactoryServer (not paused)
Pyload
MariaDb
Memcache
I had to change CPU governor to get those results (conservative) because default add spikes to 80 90w
ok i hate a player join my game to help me with something... and now i have an offline character just sitting in my base how can i get rid of them
had not hate*
kill em
cant touch em 😦
is he seated drinking coffee offline?
use a rebal gun or such, pokey stick takes forever
should also drop a crate if he had any inventory
nice i knew this was the correct channel
Do blueprints work on servers?
Hello I'm new here, just started playing and was wondering if there are suggestions for hosting services? Can I upload my current game?
Yes you should be able to do that from the main menu of the game (load a save file to the server from your hard drive)
As far as suggestions for hosting services, im not touching that. Dedicated servers are really experimental, and buggy, and just not something I personally would pay someone to host for me in the state that they are in.
You can play Co-OP with your friends though through steam or epic (without a dedicated server)
Would you be able to host one on a Dell r210?
Assume a boatload of RAM,no gfx
Wait wrong model
we have a dedicated server, works like a charm when remembering a few restrictions
dell r410
model doesnt help. I have an i7 7700k with 16gb ram and the server works just fine (I run the server as a service with nssm).
Is that a server blade? what are the specs?
Thats a yes then,though its at my place im not there atm,i might have to mess with that when i get home
remote desktop FTW.
the r410 has quad or hexa core xeon and two sockets, should be more than enough
Powers off ,utility issues
yeah it has hexa and....its been a while since ive been back there but i filled every RAM slot and every drive bay with 300gb SAS
was gonna use it for a website which went to shit selling chemistry equipment as my business partner was a scumbag,next was an LLM
If it has an old Xeon it will probably struggle late game as IPC are not good on those Xeons and I’m guessing is using ddr3 etc.. I mean it will run it how well idk lol
the sound of 300 gb 10k sas drives is just perfect 😄
ddr3 is fine
the clock could be too low
idk the specs of it
Yeah this game is so CPU intensive im surprised
only the server
Im having issues with the game as well but this PC has been in storage sicne 2016 should be grateful it runs at all,my main box is at my house
3.2ghz quad
Oh the server?,i cant recal
ah oh
really?,im talking about just the game itself now
as it definately is not enough my cpu sits at 95%
the desktop client?
yeah
my cpu is at 1.5 %
i thought it was odd
Ive put everything down to minimum and it still chokes up,gpu util is not maxed but CPU consistently is
Even with a 12% overclock
thats for me
cpu doesnt care for the game
one core at 36.6 %, everything else idles
1.8 % of full cpu
im at 40% on the main menu alone?
yeah its quite different for different people and noboy knows why
interesting,thanks
its a xeon E, right? (only E an X have multi socket support iirc)
hexa means 56xx xeon
so either 2.67 ghz or 2.93 ghz
when its X it has something between 3.06 ghz to 3.73 ghz
the 2.67 one could be a bit weak for the game, all x versions seem fine i would say
Oh sorry no thats my server,this PC is an AMD Phenom X4 black edition 3.2ghz
yeah i mean the server for the server software
oh yeah sorry that one im afraid i cant recall its been months
other end of the country,all my stuff is
would say 7 of 8 possible cpus should be fine for it
thanks,i guess ill find out when im back there
server for how many player?
we play with two people on our server. its quad core 3.2 ghz and in a vm, actually hexa core.
also has 40 gb of ram but only uses like 4-6 for the game
so would say everything above 3 ghz should work nice
Not many,more of an experiment(a thought experiment atm) and since i dont have many friends i may end up running an LLM instead
hm?
ah
frequency doesn't tell much that's why Ace was talking about IPC
or else some Pentium and old amd cpu would hold performance top records with 5.xGhz performances
in fact it was very slow compared to current CPUs
that's also why an efficient fast light cpu of mobile 3Ghz device can't compete with a 2.1Ghz full format on main
I'm trying to increase the tickrate but the server manager never shows anything above 30.
what config file did you change ?
/
home
/
container
/
FactoryGame
/
Saved
/
Config
/
LinuxServer
/
Engine.ini
oops don't know why it formated like that lol
Oh wait a second. some of these reverted
#dedicated-servers message check this
you may have to make the file readonly
Also edit it when dedicated server is down
I will try that
I'm tired friend. I edited the client rate variables
Thank you it's working now
Is it possible to install mods on a dedicated server?
Hey Guys, where would I find my server login info to authenticate the server? For some reason its gone tits up
it will be in your servers config file
wait, actually?
if it's plaintext it's lame
that's the very first question I had here lmao : the dedicated password security
actually I have no idea - it was for another game I played. I looked in my server ini and I didnt see it.
Anybody else have issues with servers crashing when saving blueprints?
Running a dedi server, this has been happening for the past 10-12 hours
blade runner not connected
and no animations ever play
Happens to me as well just unequip and equip that's the workaround
would increasing the bandwidth limits for a dedicated server help reduce lag/crashes?
Well it helps with logging in that I know and possibly also with that, on the wiki are settings given that should help with that
Server randomly crashed when placing walls? i dont know what happened but it didnt like that and crashed
Happens I guess though does it happen repeatedly?
no, just randmoly happened once
though the server doesnt have redundant power so there might have been an outage or surge
Hmm 🤔
its privately owned but i cant go to the physical server to start it, i cant even remote desktop into the VM its running
Well thats too bad I guess
Also I have my server on always power on
Fyi you could run satisfactory server in a docker container
I'm playing a playthrough with a friend on a dedicated server on experimental. We sometimes run into a weird issue where we crash and then when we rejoin we are "disembodied". Simply said we spawn in as a totally new player, most of the time leaving our previous player behind on the place where we crashed as an offline player
it's super annoying as we have to track down where this offline player is and kill them to get the items back. Has anyone else encountered this and knows if there's anything to prevent it?
Is there any way to get your stuff back easier or do you just have to kill the offline player?
yup, kill
Hmm still find it a super weird bug that you can randomly get a new user ID after a crash
It happens if you relog before the server has recognised you as offline
Waiting a little extra time before rejoining the server can help
Since when you crash there is no disconnect message sent to the server, but just a comms dropout, which could just as easily come from a momentary net dropout
Anyone else having problems getting a dedicated server setup with Linux?
Nope i run it on Linux using docker just fine
What distribution? I'm on Ubuntu:
DISTRIB_ID=Ubuntu
DISTRIB_RELEASE=22.04
DISTRIB_CODENAME=jammy
DISTRIB_DESCRIPTION="Ubuntu 22.04.2 LTS"
Can you share me the Docker build?
Found 1
Github.com/wolveix/satisfactory-server this is the image that I use works perfectly
Oh damn, I'm going to need a bigger VPS
anyone run a dedicated server on an unraid server??
Windows VM
Player sent me this, looks like the server has some kind of built-in restart utility? I had also set up a cronjob to restart the service at intervals but I'd prefer the built-in one
Yeah ive seen that too. Planned shutdowns. Maybe internally triggered, for garbage collecction? (random guess)
What is the host?
I thought for updates lol
do x570 aorus have headless mode ?
I just had a random guy join our dedi server, how do I remove them?
Can anyone help?
no idea how, our server runs for weeks now and we never saw that, even when playing over ten hours non stop
i kinda think its a mod thing from third party servers
Somebody had to share the ip/password with them
You'll just have to change it and not tell them
if you mean by headless by not having a GPU yeah i can run the pc with no GPU installed and it will still run.. as im using debian with no graphical interfaces im just using ssh...
are their any free hosting platforms for like 3 players
Google cloud platform gives new users a $300 credit
That's what my server is running on
I've got one of their compute focused instances up with good specs for about 120/mo which I figure roughly matches the timeline on which my buddies get bored of each update because we achieve what we set out to do
Next update someone else can set up their account and we go again
took me barely 30 minutes to get my instance up, put the satisfactory server on it and have it established as an auto-restarting system service
so no iGPU nor discret one, neat (I know some manufacturers do, but asus for instance fuck that up)
It’s not a mod. I set up and deployed the entire thing myself
The only way it makes sense that we got that in game is if there’s some kind of auto restart mechanic built into the dedi server client
I almost had the theory at one point that the server detected the cronjob that restarts the systemd service but the times don’t match up
but as said, our edicated server client doesnt do that at all
Whatever it is must detect some kind of condition it needs for it to want to restart and maybe your server hasn’t hit that yet or maybe the players didn’t notice
How far are you and your players? Lots of big builds?
yeah.. the only thing would be if i need to access the bios then yeah i just put in any GPu to get a display thus the cheap quadro card then do what i need to do and if i want to remove the gpu i can and just use the command line interface to do what i need to do etc.. the computer still boots up into OS fine no issues..
is not i believe if you leave your game running like even when no players are connected the server does an automatic restart every 24 hours and that just the countdown... from what i read i do believe you dont leave your server running even when no players are connected
wdym? its a privately owned server. if you mean how i set it up i used SteamCMD
If it is a Linux Host that hosts the windows VM you will save on recourse usage as you don't need to fiddle with a windows system and steamcmd docker has a nice and easy setup FYI
windows server, windows VM, everything windows since "its industry standard" even though linux would work better
Industry standard is Linux though not wincrap
Even then probably on windows docker also will save a significant part
nah, the facility where our servers are only allows us to use windows
That's ass
Like why even bother to work for that view that's so old that I'd just take my leave there
Windows Is great with active directory, but also so bad for all other things
Anyway
yup - sysadmin IRL here. Windows is great, but its not without its issues. Linux is probably better for use cases like this channel lol
Yep
Sysadmin here too
Speaking out of experience
Microsoft development is so ass these days that I can't be delighted by any update
I more hate what Shitcrosoft does with O365 than anything else they touch. They change that platform randomly all the time and its sooooo annoying
Linux is a total opposite
the issue is, we have to store the data for about 1000 people here and the networking is set up horribly, but we cant change it since our servers are also supporting the facilites in 2 other cities
Virtualize the shit into a VMware setup and piece by piece pull the mess apart
I actually caused a change in my company in how to host and setup the virtualize layer and vm layer
We are using hyper-v but it's not as bad as it used to be
i have no permissions to do that, im technically just an intern
VMWare gang rise up
We had a mismatch like AD host hyper-V with some virtuals on it. I looked and was like euh this is a problem
I work at an MSP as a sysadmin so we manage hundreds of client environments and a total of over 30k endpoints across the clientbase. Hyper-V is exceedingly rare these days, VMWare is king
We aren't that big on it "bosses choice" I'd rather go VMware
do it yourself gang looking at you
I do wonder what backend these game server host companies use
Well possibly one of the other free big names
I don't like using them, our server runs on a typical headless Ubuntu LTS from an AWS-like service, so I set up the entire deployment myself with the provided instructions from coffestain
But it is interesting to think about how they handle their backend and rent out gameservers automatically
satisfactory setup is very trivial
Well docker container is quite easy to do
they can just use docker all the way on big ass host machines
Yep
with python scripting
connected to some http and client db endpoints
it can go very cheap to run once you have the right recipe
We didn't do the docker setup for ours
just the systemd service method provided on the wiki
I didn't see a need for the docker setup, I wiped this instance and reinstalled the OS fresh just for this, its literally the only thing running on it
I just feel the wiki is lacking some proper systemd.service templates, or did they add it lately ?
Recourse saving is quite significant
Though you'd be able to have multiple sessions without it on a host but I'd rather not management wise
for cheaper services they can even go bare multi-instances
I'm not super up to date with Docker stuff but I get the basics I guess. are you suggesting it'd potentially run better under Docker, even though the satisfactory server is literally the only thing the OS is functionally doing on the entire server?
Oh no just manegatorially
it will not run better on the same OS, but it will run better than if you want to virtualize every other server under the same OS, another way
aaaah okay thought that's what you meant
Lemme say docker compose is quite nice
when you want to run lets say a hundred of servers, with some kind of client isolation and custom instance server engine settings
you have to use some kind of containers at least, docker is the built-in easy way to do that
and its more efficient that running multiple vms (even though they can be all child of a single storage ressource, I look at you the folks saying it cant be storage efficient)
Couple portainer with that and you've got a nice management interface
And with that you could assign local IP addresses per instance on one of the NICs as if it's a real device
So routing if needed via routers is also possible
What? Lol the thing is most images are reused within docker so in effect it's quite space saving
Then if you change stuff within the image it will make a difference file for that container
At least last time I've read about it it did that
yes, why do you tell me that, I was just saying vms can do the same
Well yes though it's quite IO constrained
not that much
Comparative there's a difference but I agree
holding a change file is holding a change file
block level changes are more reliable
but not less performant if using a native mapping driver
it's just less efficient in the block driver path (vm <-> host)
Hmmmmm
Hmm well I'm used to bad hyper-v stuff
Probably need to bump our instance up a notch with the provider
wdym
Look at the CPU
it looks usual
the server is hitting, what the top command thinks, is 140% of CPU util lol
that's expected
you will always hit something like that mostly
what will change is game stability and tick rate support
I bumped up the tickrate to 60 in the ini files from 30
Also that is when the game is running since a long time ? or is it when someone just logged in
I had been in for a few minutes
I don't really get why you are surprised about 140%
that's basically constrained main loop (usual) + 40% offloaded work
is there a way like if my pc is shutdown other member can host on their pc
what do you mean, they can get your server save if you give it to them and play on it
other than that your question is a bit too unspecific
obviously they can play on your computer if your computer is down
dedicated servers usually shine when on a third machine that is not shutdown @plush moss
is it normal for blueprints and save files to not save in the steamcmd folder? i see bps and save file is in appdata. Any way to make it save in server folder so infuture i dont forget to back them up?
the saves can be loaded indifferently on local game, multiplayer local game, or on a dedicated server
now the very first interest in dedicated servers is : anyone can connect or disconnect any time without closing the game, as the dedicated server is still running
on linux it's easier to manage than on windows, but currently : no there is no arguments to set the user file or setting files locations
though, know that you likely only need to backup your saves when reinstalling a machine or anything, and optionally you server setting files
I mean : you have only one location to look at to save things, and it's in the AppData/Local/FactoryGame/.. location
yah, i'll just try and not forget. Was hoping there were a way to make it save there but it is what it is
You cant get cheap and best… cheap and best is host it on your own hardware but with provider you get what you pay for type of deal
hmm i just want my friends to be able to play while i am offline
Yeah I run it on 120 and it does put to work the 8 threads that I’m running it on out of 32 lol
(i.e probably around 500% cpu load)
Nice. Seems a bit more stable on 60 for now, may bump up to 120 if we find it possible/necessary, thanks for the tip
I play on 90~95 without major problems, though I didnt tested much since I'm waiting for hypertube fixes
Hi there fellow Factory builders, quick question:
for some reason, my server will not accept the FG.AutosaveInterval xxx command.
I keep getting the error in the screenshot, can anyone help?
i also don't get any autosave notifications
Also what unit is this???
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
Is there a fix for the foliage respawning on client side? I have a U8 server
bits
or bytes I don't remember
I should check
Bits iirc
would much make sense in bits
?
because it's networking
Does the game allow a URL for connecting to a dedicated server? I set up a reverse proxy and I'm trying to use the URL as the address. Is there another way to do this??
That was strangely worded, just wasn't sure about meaning
Best way would just be to use dns
Hello, I'm trying to run trains in a dedicated servers (new save, a week old). And I'm noticing weird behavior, I can't seem to join my stations since I get the message "The train can't reach the station". The GPS location of the station is messed up also. The only train I managed to get working was a bidirectional train with 50 m between station in a straight line.
Does anyone get the same behavior ? It seems as though most of the transportation on the server is quite buggy
url as you are talking about is for web server, it is already a service and its protocol handling
the game server is the game and its a server, it as nothing to do with the web server, so it can't just use the web server connection, because it's just completly another unrelated service
if you want a handy name that points to a physical address, that's literally what dns as been made for and you are actually using one in your url (the address part 'youtube.com' for instance is one dns address)
you can buy a dns domain and the services going with it on several dns providers, usually datacenter's machine providers also are dns providers, and for vps they usually give you a dns address out of the box (a very not nice looking one, but still)
also if your url points to the same machine, with a dns address in the url ..
then it means you already have one, and just can put it there
I cant find a solution to this anywhere. I keep crashing either on naming dedicated server or when setting admin password. anyone know what to do about this?
hi, so can anyone help me here???
I've noticed myself that sometimes train tracks don't actually snap together
so just manually drive the train along the tracks and see at what connection between tracks it randomly comes to a standstill and replace that part of the track
like instead of snapping together it snapped to the ground meaning the tracks are disconnected
Yeah I got it working eventually by replacing segments of the track one by one
Thanks for the response
when i lay down new tracks i always manually do a test drive around to find any misalignments like that
I did test drive it. But the problem was... It's also my first time trying trains
So I didn't know if it was because of my lack of train knowledge or server issue (like belts not connecting properly eventhough they look fine and worked fine before...)
I made a creative world (fly/no cost/no need for electricity) and tried my solution over there to compare the two.
I noticed I also had issues with bidirectional since I was trying to reach station in the middle which were only one-way. But I was going back and forth.
After looking at videos and articles, I fixed all the train knowledge issues and it only left me with that possibility: bad rail connexion between stations. Some were really obvious, but some other really looked like it was good.
The thing I didn't understand is that it seemed to conduct electricity anyway, eventhough there wasn't a good connexion between the rails for the train to go through
Alright, so I'm wondering if anyone can provide insight into this issue.
I'm experiencing a lot of issues when it comes to trucks and dedicated servers. At random, people will crash whilst in a vehicle and driving. Upon re-logging; the vehicle is gone, teleported to (0,0), and the character appears to be falling through the map indefinitely on the client side. After a second re-log the character is respawned and the inventory is completely gone. (This seems to be a separate issue in and of itself... When we do not crash inside a vehicle there's a good chance that upon logging back in the character is duplicated)
On average we're having to restore from backup twice a day during an 8-hour play session. If we do not restore from the backup this issue appears to get worse and the player duplication keeps on happening. I understand that this has been an issue for a while in the game, but is there any workarounds to at least make this issue more manageable?
I will follow up with crash logs once I reproduce this issue later today.
can i use a epic games dedicated server on steam?
What i've noticed for player duplication, it happens when you connect to the server but the server still has an active connection with you. Happens after you crash and relog before the server disconnects you
not sure if that also applies for you but it has for me
You connect to a dedicated server through IP. It works regardless of whatever platform is used
albeit most would do it through steamCMD as that has been a standard way of setting up servers for years. A lot of control panels (for instance pterodactyl) are known to work well with steamCMD
Would it be smart to make an entire skyscraper of power storages just incase people on my server are not smart with their factories?
The only problem you're gonna solve with so much power storage is prolonged high power draw
or spikes in the power draw
it won't last forever
obviously, but it will last long enough for me to go and slap a power switch on their factory before they draw everything
NO WASTING POWER
VIOLATORS WILL BE DISCONNECTED FROM THE POWER GRID
exactly
Had the same problem with friends too on our dedicated server
My friend started a dedicated server, and every time i go outside of our base to explore, my game will randomly crash and when i load back in, ill spawn in with no character data, all of my hotbars will be reset and all of my items will dissapear with no crate. I've already validated my game files, idk what to do, anyone know a fix?
It's been an issue for years now... The best fix is to set your connection timeout to 15-30 secs and wait for that time to pass before logging back in. Also: tractors seem to make this issue worse so if you crash while driving it will put you under the map
Hello 👋
I can't log to my server because the date time is not the same :/
Someone know how to change the time of the satisfactoy server ?
thanks a lots
Are you on update 8?
dose anyone know a command to for putting coal spots where ever u want
dose anyone know if mods work on dedicated servers?
this is in Europe ?
because if yes that's just the server using utc
if so then you may share what error it gives you exactly because that's very unlikely date related
I switch to the docker version, more easy to use ^^ 🙂 and it's working great
Hello people!
I died and my death crate is in the center of the map 0,0 coordinate... but I can't find it in amber forest
00 = amber forest
anyone else faced the issue, an dknows how to get the crate at 0,0
Check the vertical coordinate. It might be under the map
If it’s at the center of the map, it’s probably actually bugged and went to the center of the world (0,0,0). In that case use the satisfactory calculator to move it to your position.
Hello, I have a dedicated server (Debian 12) on experimental update 8.
I can join in without issues.
But my friend can't. (1 with Epic, other one with steam)
Wher they add the server into the server manager, they got "Server name pending" "This server appears to be offline"
Any ideas ?
Thanks 🙂
Did you give them your external ip address?
Did you forward the port for the server through your firewall/router?
I'm not hosting the server in my house. I bought a dedicated server on AWS / OVH datacenter
You need to change it on the PC its hosted on
oh its private?
contact your hoster
its their job to make sure their system clock is correct
It's not...
you wont be the only person with issues
if the system clcok is off anyone on that server blade will have a lot of problems
The clock issue is fixed 🙂 I just changed the timezone of the server
The real problem is why people can't see my server up and running 😦
I'm the only one, the chosen one
😂
Is your server whitelisted in any way?
I don't think so. I start renting it since yesterday. Just install docker, launch the server and hop, it works.
But this morning my mate want to join me, and for them it appears offline :/
so weird
perculiar,especially since its not hosted locally....your friend is on update 8 right?
Have them delete then readd the server.
tried multiple times 😢
If they were on 7 the server would say version mismatch, not server offline
ty,i havent even got any friends who own a PC much less play this game so i wouldnt know lmao i just know dedicated server hosting
All good. Only reason I know is because I had a server I hosted for U7 and it was still running when U8 launched and it said mismatch.
Hello! Good morning! I attempted to load satisfactory onto a server I had hosted in gportal and tried numerous attempts and kept getting version mismatch. I gave up and hosted another game. But I did research and it seems like it needs various adjustments .. will there be an easier approach to people hosting it?
Sounds like you might have been joining the server with the Early Access branch of the game (update 7) while the server is on the Experimental branch (update 8 pre-release) or vice versa.
You can check in your hosts settings if there's an option to change branches.
Hi all, I have a rented server at Shockbyte. Played fine for days but now it keeps restarting. Anyone got a tip what to do (before logging a ticket)
Do you mean It keeps restaring in the Multicraft View Server?
Hi there fellow Factory builders, quick question:
for some reason, my server will not accept the FG.AutosaveInterval xxx command.
I keep getting the error in the screenshot, can anyone help?
Commands do not work with experimental.
and how do i change the autosave intervall then?
In the engine.ini file on the server.
it doesn't seem like there is any info on where to put it in the file itself...
I would assume the same place as above with auto save slots.
hmm, but i don't understand how tbh, could be anything... i mean how do i need to write it in there, and where exactly
I don't have it changed on mine but I would assume under
[/Script/FactoryGame.FGSaveSession]
FG.AutosaveInterval=xx
Anyone have issues with dedicated servers crashing when a player tries to join? I get a timeout error and then the server crashes. Assuming its the server provider (shockbyte) but wanted to check here as well.
that worked, thank you 🙂
@delicate lion Mine is doing the same thing. Shockbyte stated it was the Node so they moved mine to EU from NA and its still doing it also
Hmm ok, I dont mind moving to EU to test.
It hasnt fixed it as of yet but ill let you know what the fix is.. That is if they respond to my ticket again
Thx. I give up trying for today. Sucks as I looked forward to play again with my friends
addicting game
Hey guys I'm running the wolvix docker container in podman on Ubuntu. Been running this server for a friend and I for a few weeks, without much issue. Twice in the last week I've had to restart the docker container because the server just appears offline. Not sure how to get logs or how to troubleshoot. The container looks like it's running fine, but restarting it allows the clients to see it again. Any ideas
When I look at the log in podman it's just a constant scrolling of stuff like it normally looks like nothing error glaring at me
So here's a fun one. I installed and set up a dedicated server running public branch. Was workign fine. I got in locally, had a friend test remotely, all good. I decided to try out the experimental branch and it also worked, but I get a stutter every 30 seconds or so on experimental so I'd rather just stick to public. But when I revert back, even after deleting the entire folder the server was installed in, the public branch will no longer start the server. I redid everythign from scratch, but no go. I can go back to experimental and it's perfectly fine (ignoring the stutter) but I can no longer run public. Sp experimental has installed something extra somwhere that is now killing public. Any ideas?
