#dedicated-servers
1 messages · Page 46 of 1
right has too less color
how can l setup (create) a server for free on epic games?
left
im sure thats iron ingot 
love it
Yeah, it's just a placeholder letting me know that storage unit is not assigned to anything yet.
It even has that ominous abyss between the containers!
I do have access doors to back there in case I need to do anything Perhaps I should figure out some good lighting for that as well.
Ah, crap. I just noticed I'm in the wrong channel! I meand to put this in #design-and-architecture. Damn.
yeah i was wondeirng what this had to do with dedicated servers lol
Just me apparently forgetting how to read channel names.
Maybe my mental processing could use a dedicated server!
I got the pictures posted in the correct channel this time, though.
This nonsense <sigh>.
Trains and carriages bouncing along as if connected via a rubber band.
In this case the carriage has bounced in front of the train.
Dedicated servers need a lot of work and I hope they get some attention at some point.
Client crash riding a hypertube on dedicated server
https://questions.satisfactorygame.com/post/648c3c2887a1e63b6cee4623
Client crash moving via hoverpack on dedicated server.
Client crash moving via hoverpack on dedicated server.
x 2 today
Aha, so that's why 150GW of nuclear has shut down.
Unfortunately the map is broken on dedicated server so I had no way of knowing.
Not to mention, this junction has been in place for around 3000 hours and for some reason is an accident hotspot despite all the signalling being correct.
Trains just wander through the junction when it is already occupied from time to time it seems.
No amount of path signals has resolved this and presently there is just a path on entrance and block on exit in all directions.
https://questions.satisfactorygame.com/post/648b7a2e87a1e63b6cee4374
Wait until fully unloaded is broken.
This train is empty, the freight platform is empty and the train is still docking, not moving on to the next station.
https://questions.satisfactorygame.com/post/648f392a87a1e63b6cee5806
Visual bug on trains with a custom swatch applied.
I noted the yellow slash on the freight car of trains which have been coloured.
Spotted this one and jumped into photo mode.
A small zoom makes it display correctly.
More on this, that particular platform is (supposed to be) 2 freight platforms.
There is another bug which relates to bi-directional trains not changing the points on sections of track they are sitting on which meant I had to reduce this train to 1 carriage.
In these screenshots I've removed the second freight platform and replaced it with an empty platform.
The screenshots post in reverse order so bear with it.
The train arrived, unloaded and left.
This is by design and the desired behaviour.
So the issue may be that if there are multiple platforms and the train does not have the same number of carriages matching the platforms, wait until fully unloaded bugs out.
https://questions.satisfactorygame.com/post/648f392a87a1e63b6cee5806
This would marry up with the case of bi-directional trains not switching the points if they are sitting on that section of track when they change direction.
e.g. the logic is possibly that a train needs to be wholly within station and platform sections when the change in direction is applied for it to recognise the set of points in the following section of track.
https://questions.satisfactorygame.com/post/648de98087a1e63b6cee5231
This series of screenshots illustrates the bi-directional train not switching points on change of direction problem perfectly.
This was a temporary station I squeezed in to bring in empty canisters for a diluted fuel build.
The signalling is correct and the train should switch the points to the left as it leaves the station.
But it doesn't and consistently drives down the wrong track.
Again, view these screenshots in reverse order to see the sequence of events.
https://questions.satisfactorygame.com/post/648de98087a1e63b6cee5231
Nuclear has only just recovered following that train crash.
Good job I'm not reliant on the power it generates.
Please fix the map.
On a more positive note, I redid the suspension bridge at the Grass Fields water fall as a dual support rather than single central support.
Not sure about the cross members but I feel structurally it needs something, possibly not, the dartford crossing doesn't and this is modelled on that.
And for shits and giggles I built a 1.25km tall diluted fuel power station in crater lakes, inspired by the gherkin (and
PumpkinHead_LIVE), credit where it's due.
132 fuel generators, 33 floors above refinery level, 39 in total to the apex.
Next door to another 132 in a different arrangement.
Now the 0.5km tall vacant nuclear plaza has been superseded in height I removed it, all 17 floors of it.
This building was what used to be there and has stood for over 3700 hours.
Uobject count reclaimed for deployment elsewhere...
When the save was transferred to dedicated server at 300 hours and this structure built it massively lagged the game when you entered this area, update 5.
If you were in a hypertube you died.
This building informed me to build out rather than up on dedicated server.
Also to put all hypertubes over structure.
But one day hopefully that won't be a problem.
Where Nuclear plaza once stood is now a Caterium Ingot Gen2 depot (left) and a vacant Gen1 modular factory (right) and no lag entering this area from Grass Fields... woohoo.
Possibly it might end up being a uranium waste depot.
I'm thinking on that presently.
But I know what will happen, something will glitch, like the train collision above, the depot will fill up and I'll have many 1000s of uranium waste backlog creating a radioactive hotspot covering a huge area.
At least at present it can only back up 2 large containers and 2 drone ports.
For reference...
A Gen1 modular factory is 13 foundations wide with a single inbound/outbound rail line.
A Gen2 modular factory is 15 foundations wide with a dual inbound/outbound rail line.
Otherwise identical.
I can fit 4 banks of manufacturers in a Gen2 but only 2 banks in a Gen1.
So Gen2's are much more efficient for larger machines.
Interestingly, Nuclear plaza was 13 foundations wide on the shortest side.
It's actually a coincidence as Gen1 is an iterative design through at least 3 prototypes.
But interesting that it should turn it to be the same width as that first megafactory.
Every factory in the build is now a Gen1, 2, 3 or 4 design.
(With the exception of Ficsmas 2022, which will be deconstructed this coming Ficsmas).
All vestiges of the early days spaghetti expunged from the planet a long time ago.
To be fair I never really had spaghetti.
This was the nearest I got to spaghetti, 16 January 2022.
I got the game for Christmas.
It was one of the drivers to make factories which make one thing only.
The pain encountered trying to route the various materials to the relevant machines.
Dedicated servers still working fine? Was working fine all week, then the PC crashed inevitably due to the major memory leak issue the servers have, and now it just doesn't work.
All ports forwarded, nothing blocked in firewall (even completely disabled firewall). Acts like it boots fine but friends can't see it when trying to connect to it. Using experimental build. Server is set to use it too.
Mine is, but fine is subjective, a lot, and I mean really a lot of client crashes.
Can't move between areas without crashing multiple times en-route and probably a few times when there just randomly.
Can you access your server crash directory?
The reason for the crash is in the xml file.
I mean the server runs fine and doesn't crash. It didnt even crash before. It literally crashed the entire pc by using up 40gb of ram, so there's no crash log of when it occured.
Usually the server restarts itself after a certain period of runtime which should avoid a memory leak situation.
Mine is currently sitting at 17GB ram use with no-one on it.
Mind you, autosave is not working on mine so again fine is subjective.
It's running and caps out about 22GB of the 32GB allocated to the VM.
Well it still leaked and crashed even with the auto restart. Server boots fine, no errors, everything is port forwarded, firewall isn't an issue, and still friends can't see it when trying to add it to the server manager on the menu. Says "This server appears to be offline".
Unsure why it would work, the game would memory leak and crash the pc, then immediately stop working after rebooting.
it was having an issue with api.epicgames.dev at first but I re-added its port in the firewall and now the server boots fine, but nobody can see it
What you're describing is a port forwarding or firewall issue.
If the server process is up and running it will be listening.
Clients ability to access it will be affected by an open network route to the server process.
One of things I did with mine was start it with the -multihome=0.0.0.0 switch and disable IPv6 on the network card.
firewall is completely disabled and all required ports are forwarded properly. It worked fine last night and now just doesn't.
So this is a windows box sitting in Amazon AWS?
Has your public IP changed?
Is one assigned?
If you're using a DNS name is that pointing at the correct public IP?
Its just a pc and my router. public IP hasn't changed, have double checked. everything is fine on the ip and port side.
It should 100% be working, but its not
Ok so it's internal to your LAN.
You can connect to it?
I can connect with localhost but any outsiders trying to connect with the IP are met with a server is offline message
You're running a dedicated server on your pc and connecting to it with the game client on the same pc.
If you're able to connect to it via localhost that's IP 127.0.0.1.
That means that inside the pc all is well.
What's going through my mind is whether your game client is listening on the same port as the server.
e.g. a conflict.
I've not run the client and server on the same piece of hardware before.
I keep them on separate hardware.
Have you tried not being in the game client when your friend tries to connect to the server?
You can start the server on a different port btw, that might be a quick way of finding out whether it's a port clash, if that's a thing...
theres no issue with the client running at the same time
That's not what I said, I said potentially your client is blocking the port the server is listening on as the game is multiplayer capable and essentially the client and server are the same software.
It's going to boil down to a port clash or firewall.
e.g. you connected to 127.0.0.1:15777
but your externals are connecting via port forwarding to <your IP>:15777
Even if the server is running alone on the pc with nothing else going on to conflict they still cant connect
There isn't any port clash
right so we've established that.
only the dedicated server is using the ports
On my server a netstat -aon shows it's listening on port 15777
What's yours doing?
I see you have IPv6 enabled also.
I've disabled that on my server from a previous conversation.
But it looks like jeff-bazos is listening on port 15777, presumably that's your hostname.
So next confirm the executable is allowed in your firewall.
I know you said it was disabled but recommend to check it.
it is allowed
and confirm your local IP address and that your router is configured to point to it for port forwarding.
I wouldn't use the hostname.
I have a static IP (actually a DHCP reserved address) on my server.
It's forwarding to the right ip for the pc. The hostname just ensures even if dhcp desides to reassign, it wont break all the port forwarding, it'll switch to whatever ip jeff-bazos has been assigned.
the right local ip is being allowed, so it should be fine
It makes zero sense why it won't show as online for others. Everything is allowed and set up as it was yesterday, yet today it's just dead.
if it was, from what you've described, it would be working...
Suggest to humour me and use an IP address.
I reserve IPs to specific mac addresses so the pc gets given the same IP every time.
It's a lazy man's static addressing system.
I can log into the game and host it and they can connect, but the dedicated server is just completely borked
Then you may want to try uninstall/reinstall.
Grab your save file first ofc.
The entire game?
just the dedicated server
or check files in steam or epic
I still think this is a clash with the client being on the same box as the server
try moving the server to a different port.
Well yes we can see from your screenshot the server is listening on 15000, 15777 and 7777.
And your port forward rules look ok with the exception of using a netbios name
ipconfig dude
get your IP, stick it in there.
Looks like you can redirect all of them.
even changing them all it doesnt work
and you're port forwarding to your IP address, not your netbios name.
yes
firewall has exceptions made for every port and application, and is entirely disabled on top of that
If port forwarding is hard coded you know the traffic is being directed to your IP addresses.
dinner up, back in a bit
friend tried to host it to see if servers work on his end and he cant even see his own server via localhost.
Could it be the entire dedicated server is just busted rn and doesn't work as a whole?
It acts like it's running fine but cant even connect to it locally
Nah, I'm on mine and my friend has been on over the weekend and last night.
I always use a defined IP or DNS name.
if you shut it off and restart it, will it still work?
ours died after being restarted
And a new server wont work at all
It crashed and burned on the 9th.
The process started up fine and my friend was on it last night.
It might be an issue that just popped up last night
But for science I'll shut it down
Cause my server doesn't work and the friends doesn't work either
There hasn't been a patch since 26th June.
I know that
So why wouldn't a fresh server work at all?
but it addresses the point of something changing last night.
Not even locally
oh lol, i misunderstood the context of that
It's like today the entire dedicated server just decided to not work
- Download dedicated server
- Set beta to experimental
- Launch server
- Open Satisfactory on experimental beta
- Go to server manager
- Add localhost
- server is offline
??????????????????????????
Why
I wouldn't use localhost
fine ill do 127.0.0.1
I would use an IP or DNS name
nothing on that either
127.0.0.1 is the loopback address
even using the ip its hosted on locally doesnt work
Weird that my game breaks today and my friend can't even host one himself and connect to it
But if we load into the game and connect to either other through that directly it works fine
Leaving the game open 24/7 isnt optimal
Server up
Wtf could it be
Makes zero sense
Why would it just randomly decide to not work
For both of us
No idea but as earlier I don't run dedicated server on the same box as the client.
Always seperate hardware.
That's fine. Doing it on the same pc wouldn't effect it though, it can run together just fine
But even if we isolate it, it still doesn't work
If you changed the ports the server is running on then you also need to change the corresponding port forwarding configuration.
I did
Some screenshots would help you know, like, prove it.
We're troubleshooting blind otherwise.
swapped 15777 to 15000
swapped 15000 to 15001
swapped 7777 to 15002
I changed them back to default now, but I did change them on the router
I'd have gone with something like 15778, 15001, 7778
just moving them all one port
You changed the port forwarding configuration on the router but did you also restart the server with the new port configuration.
and have the port forwarding pointing at the IP address of the pc, e.g. 192.168... whatever it is.
and the game client shut down
Only when all that is in place do you get your friend to try to connect
Forwarded ports
Told server the new ports
started server
same issues server is offline
If all that is aligned, all you have left is firewall.
There is a windows firewall and if you have 3rd party antivirus installed, e.g. McAfee, that has a firewall too.
And if you can connect, that's private, e.g. lan side, and anyone else is public.
if you changed the ports, your friend also needs to update their server connection to the new port
and check your public ip address, "what's my IP" in google will return that.
What is your startup command?
-ServerQueryPort=15778 -BeaconPort=15001 -Port=7778
has anyone tried proxying server behind cloudflare-zerotrust-tunnel?
I dont have a public IP
How do you not have a public IP? You mean you don't have a static IP?
you sure you used udp and not tcp?
i made the mistake before because most time you need tcp, but not here
I've tried both TCP, UDP, and TCP/UDP
@spare orbit like I said, everything worked fine last night, and then after the computer crashed and restarted nothing functions anymore
oh, and do you use the port in your client?
Nothing changed, it just doesn't work now
I connect using port 15777 as normal
something sure changed, question is what
didnt you say you changed it?
And when I changed it I connected to the other one. Yes.
Naturally.
Still shows as offline
@trim leaf How is your server doing today?
switched me nodes to a different NA one and its working now
Thx, Support has not reacted so far. Hope they do tomorrow.
Anyone know why the console command FG.AutosaveInterval 600 doesnt work anymore?
Hi
I have currently my max player count on 8.
Can i put it back on 4 without issues?
So for those who want to know
We gave up for awhile
Booted it again
and it magically worked now
No idea what the issue was, but upon doing nothing it works again
I've observed that autosaves on dedicated server are not working.
https://questions.satisfactorygame.com/post/648c2fd387a1e63b6cee45ea
It’s weird I’m having the opposite issue, autosaves are happening every minute which is shooting performance in the foot
ouch, I don't know what's worse.
Have to change the auto save interval in the Engine.ini file. Console commands are broken with the expermental update.
[/Script/FactoryGame.FGSaveSession]
FG.AutosaveInterval=xx
can you get mod on u7 dedicated server?
me and my friend @true kindle are playing on a dedi server and sometimes he
.cant open build menu
.cant delete anything
.cant access power grid
.places multiple of the same building in the same spot
.cant connect conveyors
HELP!!!
hey guys, i have the wolvix docker container running on ubuntu. Been having some crashes lately and i see the FactoryGame/saved/logs and crashlogs folders. How do i figure out from the logs what is causing the crash? i have a log open that ends in "LogExit: Executing StaticShutdownAfterError but i'm not sure how to find the actual error in all of this text
Perfect, which .ini file does this go in?
its either navmesh error or SIGSEGV invalid write memory error any ideas
Engine.ini
Unhandled Exception: SIGSEGV: invalid attempt ot write memory at address
I'm behind a ISP NAT. So my router IP is 10.X.X.X.
the isp nat still is your public ip then
10.X.X.X are reserved for private network as far as I know and cannot be accessed publicly
wdym ?
you are not connecting to internet with 10.x.x.x that's why you called it a nat
the thing is you probably can't ask it to forward to you
but you have a shared public ip
So how do i make the server available to public?
I'm thinking of using cloudflare zero trust tunnel. I have a domain name with me.
Port forwarding and let people use your public ip
Are there more steps needed for the steam dedicated server app if I want external people to be able to join? Like options I need to enter
I followed the wiki but no one can find the server externally. Its not a port issue. They are forwarded properly
I tried the multihome option with my public IP and it just crashes the server
Unless the server has the public IP on it which is rare for multihome you use the internal IP of the server.
Vehicles aren't to be trusted on dedicated server and some of the new terrain in Rocky Desert is quicksand.
https://questions.satisfactorygame.com/post/64af06d387a1e63b6cee83f6
Does someone what could cause such a bad performance?
Slow hardware like ruining on old Xeons with as Theo game is really focus on single core performance and IPC
I have Ryzen 7 5800X
But are you playing on the same machine
Or this a separate machine just use for gaming.. because I’m using a 3950x and I can get 120 tick rate even on big saves so is something with your set up.. or if your running on a vm that could be an issue if not set up proper etc
and currently with 2 players it has 30?
i thought 30 is mach for a server?
No you can unlock it
But i have to say i crashed there
so the server thought i am still in
but i werent
maybe this does a diffrence?
I’m running on Linux using docker but I believe you can unlock it by changing the engine.ini file
Heck no used it once heated it personally.. found it way easier to just use docker don’t have to mess with “eggs”
ok, because i use ptero
isnt in there
You have to add the lines etc google it
NetServerMaxTickRate=60
looks right
thanks
I have one more question
Maybe you know this also
i have currently my may player count on 8, can i change it back to 4 without issues?
Yeah should be fine
thanks alot
So I should set multihome to the local ip or not use that option at all?
anyone have any recommendations for a good dedicated server provider
the one im using is so laggy
feel free to DM me if against rules
Alguien para jugar? soy nuevo
Use the local IP if you don't use that option it will default to IPv6.
Whether I do or don't use multihome, no one can connect from the internet. The ports are forwarded correctly, so I'm guessing its some sort of server issue. I'm not sure what else to try.
The ports are forwarded are UDP correct?
both UDP and TCP
I should mentioned this is update 7. I don't know if 8 works better or worse
Are the ports forwarded in your router? You have to forward all 3 ports. Also, if you are on windows the firewall might block it so forward the ports there also
They are forwarded correctly in the router and windows firewall is turned off.
About the windows firewall; are the ports all added as one entry? If so add them seperatly, this was my problem with my DED windows server.
So each port as one entry.
double check the local ip you forwarded the ports for match the local IP of the server
assuming you can connect, double check with your external clients that they are using the external IP/port backed by the router.
im having problems setting up my dedicated server can some one help me plezzz my friend and i cant play the same dedicated bec its giving use nat type TDB and we port every thing but no luck what do i do
how to not skip tutorial on a server? (nitrado)
when you first initilize the server world, you should be able to click the checkbox on the in game ui to skip tye tutorial just like in the normal game. or at least, that is my memory
Yes, that's correct. However, I think @odd echo is trying to "force" the tutorial to all players, based on the posted question.
Am I right on that Jac?
Actually, I think about it, if the first player to join does NOT skip the tutorial, then all the tutorial goals will be set (build HUB, upgrade 1, upgrade 2, etc.)... Right?
That should force the tutorial on all players.
yo anyone can help me set up a server for v0.8.0.0 – Build 238433
it keeps giving me the wrong server version
? what do you mean ? you are supposed to choose your branch and but up to date on it
Hey, I'm having trouble running the FG.* console commands on an experimental branch server. Did the commands change or something since update 7?
Thought so too but the only checkbox i see when creating a game is for joining the world when its finished creating.
I tried loading a local save which hasn't finished the tutorial on to the server but when i loaded in it was skipped and i could already build a skyelevator
I keep crashing 5 minutes after loading the game
Using shockbyte 12 gb
Was fine.this afternoon
Version: 240610, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
I sent some 10 reports today. now one more
going to need more of the log
Commands do not currently work. You need to add them to the Engine.ini file instead.
Alright, thanks. That's what I resorted to doing
hi, is there a way to activate "Keep Inventory on death" for a dedicated server ? Can't find the variable.
So i set up a server on my other PC and want to have other people join, but it looks like i would have to give them my IP address. Is there another way to get them on my server with out giving out my IP?
they nee to connect to the ip, so thy will always need to know
thats how servers work
or internet in general
On the flipside of that, can I join a server I am hosting on the same pc? My friend was able to join my server, but I wasn't with my local loopback address. Just stuck loading and then times out
Ok so it is really only for people you trust. I just know it is not a good idea to give out your IP to random people.
I was trying to avoid having to pay for a service since i don't know other people who play.
people cant do much with your ip actually
I have heard that it is a good idea to have the device hosting the server separate from the computer you are playing on.
Yea, I am seeing that after the fact 😅
**Hello 👋 **
So im having a little problem, currently trying to setup at satisfactory server up on my dedicated server running ubuntu(22.04.2 LTS) (Requirements are no problem as it have 8 core (16 threads) CPU and 64GB RAM nothing else running on it currently)
Interface for internet is directly public Ip so only 1 ip and UFW as firewall and default ports are forwarded.
I've got it so far that i could easy start it etc. but cannot join it even tho it binds on the ports etc. following the guides on the wiki, including the error with steamclient.so that is fixed and should be no problem.
My start script is as follows runs as non root user of course.
# start.sh file
---
#!/bin/sh
cd "$(dirname "$0")"
exec ./FactoryServer.sh -log -unattended -multihome=x.x.x.x
And as you can see it runs on the ports
> ss -plnu | grep UE
UNCONN 0 0 X.X.X.X:7777 0.0.0.0:* users:(("UE4Server-Linux",pid=3595,fd=38))
UNCONN 0 0 X.X.X.X:15000 0.0.0.0:* users:(("UE4Server-Linux",pid=3595,fd=39))
UNCONN 0 0 X.X.X.X:15777 0.0.0.0:* users:(("UE4Server-Linux",pid=3595,fd=45))
> sudo ufw status
...
15777 ALLOW Anywhere
15000 ALLOW Anywhere
7777 ALLOW Anywhere
...
But when trying to join with no luck and checked port as and it is just not running
I uploaded the start log but thanks in advance ! for those who can help !
You would have to set up a dns with a service like Cloudflare so your computer/server would then have a url.
I do have express VPN. Wouldn't that slow down the speed and make people lag?
Dont know if the VPN port forwards your server, but generally everything like proxy etc. of course slows down connection
Generally its hard to hide an ip if you want people to join because even with a domain it just masks the ip so peope can just ping til or check the DNS. Cloudflare can mask it for some point i know of but i dont know whats the best. option in that regard
prolly to just pay $15/month to a server hosting service lol
Yeah struggles with having an ip you wont want to share too much.
But in fact is some ISP's use dynamic ip even for your public and that changes idk how often it is depends on them. unless you pay for a static ip.
anyone know why my server keeps shutting down the server
also do we still need to use the exparamental dedicated server ?
this is the standerd windows one not the bata one.
Hi, is there a way to activate this option for a dedicated server : Keep Inventory => 'Keep everything on death'
maybe this works: make a save in your local game and then load that save in server options
Why is everyone trying so hard to hide their IP's these days? There is no security benefit nor is an IP privacy sensitive. It's like trying to block your home address for the post company.
Pretty sure you can gain access to their network and mess with their shit. At least I know you could when I was a kid.
You can’t gain access to their network unless they have a port open and they don’t have some type of security and now you also have windows firewall and your routers that prevent those things but nothing happens if you share you ip like mine is 75.85.199.1 but you can also pay for like a domain name and set it up so people can use that instead my ip so they use server.korneya.com and port number to access the same public ip so that’s something you can do if you want to hide you ip but it don’t matter if you give your public ip lol is all just old myths that maybe applied a long time ago when the internet was very young lol
Hi!
I cant seem to get the game and the server on the same version - steamcmd has verified the server files multiple times
server is on ubuntu (22.04)
Anyone know i could resolve this 😦 ?
app_update 1690800 -beta experimental validate +quit
I was not on the experimental branch 🙈
Hi!
What measures should I take to avoid following error?
0]LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (112464) to: (8192) for RecastNavMesh /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.RecastNavMesh-Elite
Hi, I'm setting up a dedicated server in Debian and it works great after upgrading to a beefier server today (old one had 8GB RAM, not enough). One little issue I'm trying to figure out: How do I get my domain to work with it so players don't need to type the IP? Nothing wrong with DNS configuration, it works for everything else, just not Satisfactory.
lmao you giving away your ip gave this kind of vibe https://www.youtube.com/watch?v=gYs9nS8LlZ8
hey, are there any server manager program for satisfactory?
i believe you can manage it in game.
in game -> server manager -> select server -> manage saves
below the manage saves tab you'll see upload saves tab
how to add mods to server?
mods dont work on dedicated servers AFAIK
ahh ok
my server is set to private, trying to set it to friends only but it wont change the setting, suggestions?
I dont think that matters for dedicated servers. All server connections are IP Based and access control is done using a password for the server
So if someone knows the IP:Port and password, they can connect.
but i cant get session id which is required to join, nowhere to type ip
or do they type that in the session id?
Main Menu -> Server Manager -> (At the bottom) + Add Server -> IP Address goes in Address box, Port goes in the Port box
ahh i see. ok gotcha, i just gotten it abit wrong, i was thinking join as in all games
but yeah i gotcha now
Once they add the server, they should be able to click on the server name from the server manager and enter password to join the server
the default port is 15777 for the game itself right?
and the ip is my regular public ip?
yes
stay signed in to steam/epic
yeah im allways that, i was out in main menu, join the server again and now its new char
kk,m thx for helping out, working now
Hey whats the best UK host for a server?
Anyone know what the blueprint issue is, every time I go to save a blueprint the server crashes with this ```0x00000000002156f9 UE4Server-Linux-Shipping!FEngineLoop::Tick() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4890]
0x000000000021637a UE4Server-Linux-Shipping!GuardedMain(char16_t const*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Launch/Private/Launch.cpp:171]
0x00007f8ef8f5ae05 libUE4Server-UnixCommonStartup-Linux-Shipping.so!CommonUnixMain(int, char**, int ()(char16_t const), void (*)()) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
0x00007f8ef8d53d90 libc.so.6!UnknownFunction(0x29d8f)
0x00007f8ef8d53e40 libc.so.6!__libc_start_main(+0x7f)
0x0000000000214759 UE4Server-Linux-Shipping!_start()
[2023.07.16-18.23.47:800][480]LogExit: Executing StaticShutdownAfterError
Running update 7 not experimental
i have this exact issue, theres a thread about it on the questions site and said to be patched in u8
what is a good server provider to host a 2-4 player world on (reasonably cheap maybe like £8/m max)
When you own a domain you simply forward it to that ip with a DNS with an A rule, if you need anyhelp let me know 🙂
If you get disconnected your old charecter still exists as its an UDP connection. if you wait a couple of minutes or keep refreshing the player count till its 1 minus than it was before you load in with that charecter again.
The best one i used for quick was Indifferent Broccoli and never had any problems.
They also have a 2 day trial to check connection or stress test etc.
Else its all about just checking out the competition.. there is a lot of server hosts out there that works great with no issues. so its just what would fit location wise best. (also just because the server is in sweden, germany or france doesnt mean bad connection issues. so its all about trying.)
ahh ok i gotcha, thx for clearing it up 🙂
i have hooked off the option to pause the game when no on is logged in but it seemed that it was still pausing, is that true or just me that imagined it?
The ingame menu can be a bit buggy when setting things like settings etc.
But you can easy correct this as there is a setting for it in the files.
as stated in the documentation
File location : FactoryGame/Saved/Config/Server folder (Linux its LinuxServer)/ServerSettings.ini
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=True
^^ Defaults
Restart the server after updateing settings of course.
ok, im familiar with config files and setting up servers like that but havent played around with these in satsifactory yet but your telling me i can adjust alot more there and thats where i tune things? gotcha 😉 im on it, thanks for answer
Much of the processing is actually done over on the server instead of the your own pc.
As for the ram, its for the factory even when you are not even close to is basically out of bounce etc. Basically to store all the ongoing factory power etc.
Storage might not seem much to start in but to factor once you build a big factory to end game things well then the world data etc might need that 25 to help read write. (To take example for Real world, if your ssd is full windows might not even start because it doesnt have place to store all the temp data that is needs.)
Again, its also experimental which means its subject to optimizations etc.
The experimental U8 server appears to use much less RAM than U7 for me
Again storage is actually set for a game like this to 25 actually okay decent, if you don't have space to work with you cant work. Better to go a little overboard. (i have 4 cs servers running, they take up around 100-140GB total if i where to move them with logs etc.)
Minecraft and gta are also totally different game in terms of what processing they need. But again mods are also made by not the developers and are not subject to well going. as well as the server forks can handle more than Minecraft normal recommended as its been optimized.
But as the game gets more stable and there is a mainline backend to structure with the dedicated server then its current state.
And their recommended are properly also the FULL worst case scenario with full load etc. like crazy that wont happen to normal local servers.
But i agree the ram is excessive rn, but i can also understand why they need this much
would need but not neccesary.
Can someone help me with this issue?
I try to drive with a truck full inventory to the top right of the map.
Everytime i try to drive i disconnect with following reason, "The Host connection disconnected".
This is in my server console:
Seems like it cannot verify you so its tosses you off. which wehicle are you using etc . ?
truck
with full inventory
bla bla
idk why
only happens with truck
last time my vehicle got teleported to 0 0
now i am scared
i drive like 20 meters then disconnect
Also experimental 8 or 7 ?
uhm might be a kink bug with that version. id recommend going to the feedback portal and reporting which full log and eventually a video to they can maybe try it in their end to see whats goin on
kk
ok then not
weird bot
I figured it out. I have both A and AAAA records on the domain and for some reason IPv6 isn't working with Satisfactory. I created a subdomain with only an A record and that's a suitable workaround for now.
Yeah ipv6 isnt supported rn by the dedicated server if the interface is directly the public ip and not and interal ip like your home pc
I have all the ports forwarded for IPv4 and allowed in traffic rules for IPv6. I do see that the Satisfactory log has sort of a weird hybrid of both formats, like for example Route from [::ffff:123.456.78.90]:26882 to [::1]:7778 hasn't been used in more than 300.000000 seconds.
hi for some reason when i try join my friend dedicated server it says offline while its online for my friend how do i fix it?
That's the mapped format for supporting both protocols on a single socket. Incidentally, the packet router never worked in my setup and I run with -DisablePacketRouting. not sure what I did wrong, if anything
Slight problem, that's me in there.
https://questions.satisfactorygame.com/post/64b5907a87a1e63b6cee89c8
If anyone has a better option than "load a recent save" for getting stuck in vehicles, I'd be interested to know. I now always wait until the server timed out the old connection before rejoining.
Other than waiting on that I'm actually looking into a modding a TCP connection, that as soon as no response disconnects you.
As I feel a secure connection to say your are connected if more reliable than just udp that takes forever. Depends on the host.
Has he port forwarded the server and or have you tried even after pressing refresh a couple of times it will then connect or show as possible to connect to
(This is what I need todo sometimes)
Exactly what I did, load the previous save from an hour and a half prior.
Autosaves don't work on my server either.
I loaded my save game in https://satisfactory-calculator.com/en/interactive-map and deleted the vehicle I was in. Save the world, load the world back on the server and I spawn back in. But even better, used that saved world and loaded in a single player game and deleted the Dedicated server. That solved a lot of problems.
Having an issue with my server, it goes through to the point that says that the steam api has failed to initialize. then it just shuts down. Anyone have any idea how to fix this? It only does it on my server PC. My main one is able to start a server no worries.
has anyone tried hosting a server using Linux GSM?
Here's a bit more info.
Is this for U7 or U8?
U8
Reason I ask is that is drawing from UE4 assets - I would try and reinstall the server (backup your save file).
also, you might want to give the -NOSTEAM launch option a chance as recommended in the logfile.
This is a fresh install of the server. It works of my main PC but my server PC has this issue.
Where do you put in the nosteam in the code?
works and you can connect to it?
Yeah my main one lets me connect no problem. My server PC just shuts down the server with those errors coming up
Checked through firewall and they are all the same. It's just installed from Epic too so everything is the same on both PC's but my server one just won't do it
It's running a 2600x and 1050ti. Just got a 512GB SSD to install this on to
Do you have your server open to the internet?
Yeah, I've had it running an Ark server until now with no issues
Well, ark uses different ports, do you have the right ports open for Satisfactory?
2 more things to check
- Your log says "This could be due to a steam client and server running on the same machine" - do you have both the client and server running on your server? If so, kill the client process.
- Check to see if the process
UE4Server-Win64-shipping.exeis not still running on the server, if it is, kill it and try restarting the server.
Thanks, I'll give it a try tomorrow. I'll let you know if that solves it
smht wrong w servers atm?
all servers i'm following are offline somehow.
Anyone else here has a similar experience?
is the Steam API actually required? as the message says, you'd need to set the SteamAppId env variable and then it works for the first server that starts
didn't seem to make any difference, though. works without Steam server API, too
Should be required yes. AFAIK thats what allows people who bought the game on epic to play with people who bought the game on steam (and vise versa)
Nope, that's a fully ignorance error and not the root of the problem
Does that even work? I tried it and still got the warnings.
The api basically lists the server on steams serverlist for the game so it can ping it from steam etc. so it will need it if people where to play crosss stores.
Its warnings atleast, not errors. Imma look into it and post a solution if u can replicate it 🙂
Yeah, not too concerned but I like to have my server running efficiently without errors and warnings if I can help it.
Getting this new error when setting up a server on google cloud, I cant even connect to the server it just loads.
Server log says: [549]LogServer: Opening a new route from '[::ffff:173.95.1.35]:55714' to '[::1]:15000'
So most cloud services doesnt give you an DCHP address for your server but a directly public ip, with 1 interface in your system, and because of that the machine / device doesnt know how to react other than to throw it localhost which doesn't forward the port into the IP but stays local.
What you want todo it use the multihome launch parameter like follows.
# Bind the server process to a specific IP address rather than all available interfaces
-multihome=<ip address>
Example: -multihome=192.168.1.4
If you have tried this then let me know i have more options to try and help
I have bound it to the public ip 35.229.55.163 and it just crashes
Machine or process (factoryServer)
I use this command to start it ./FactoryServer.sh -multihome=35.229.55.163 -unattended
Dont need to add -unattended on linux its auto added by default
If it crashed directly like doesnt go back to you able to write a command then it cannot bind to that ip and something is wrong.
which linux u running ?
gotcha, removed unattended. Still hitting a hard crash on start up. This is not the issue when I do not have multihome as a launch parameter. Linux version ubuntu-2004-focal-v20230616
would this be an error that could cause problems, tried -NOSTEAM and it didnt help
that is an easy fix ill help with that in a second
So first of start by typing ip address and info should pop up.
Look for the info in = should be called enp1s0f0 or its interface nr 2 (nr 1 is localhost)
Then on the first line with inet get that ip there the first one showing with /number in the end of that ip (Example: 12.43.23.14/24)... thats the ip you should use in multihome. with out the /24 ín the end.
The 1 or LO interface is the local one, the 2nd is the one that the network gives to the machine
As for the other fix let me write it up for you as its litterely a simple fix
For this fix type these commands
mkdir /home/zibranvastani/.steam
mkdir /home/zibranvastani/.steam/sdk32
mkdir /home/zibranvastani/.steam/sdk64
ln -s /home/zibranvastani/.local/share/Steam/steamcmd/linux32/steamclient.so /home/zibranvastani/.steam/sdk32/
ln -s /home/zibranvastani/.local/share/Steam/steamcmd/linux64/steamclient.so /home/zibranvastani/.steam/sdk64/
You can copy this full line to execute them all at once after each other 🙂 (If any issues check username or change the && operator to ; )
mkdir /home/zibranvastani/.steam && mkdir /home/zibranvastani/.steam/sdk32 && mkdir /home/zibranvastani/.steam/sdk64 && ln -s /home/zibranvastani/.local/share/Steam/steamcmd/linux32/steamclient.so /home/zibranvastani/.steam/sdk32/ && ln -s /home/zibranvastani/.local/share/Steam/steamcmd/linux64/steamclient.so /home/zibranvastani/.steam/sdk64/
oh perfect!
To explain what i do:
By default steamcmd does not store its stuff in .steam in your homefolder anymore. but in local share instead.
So we are making the folders and then creating a symlink to that specific files for that folder its looking for so when steamcmd updates you dont have to retype everytime etc.
oh gotcha, that makes sense! just ran that cmd and it worked perfectly
The wiki mentioned symlinking the steam .so. After that, I also had to export the SteamAppId=xxxx (in the shell or service unit). That made the server initialize the Steam API and bound another port. So that only worked for the first instance, the other couldn't use the same port and gave up on the API. That port number seems to accept a range but I don't know the parameter. -NOSTEAM didn't do anything for me either.
So i havent touched the windows API, but yeah on linux its fairly easy to fix the file issue, and i know why it comes up. since its properly different for devs than publics api. or something else.
As for the Export well yeah unless you write it in, the system user as a permanent export then it will dissapear after some time reboot or what ever.
As for port, steam api example uses 27015 just as for listening ports for games, and the range is just after connection to talk to many, so yeah.
ah, ok. thanks for the explanations
This is what I meant with "seems to accept a range":
LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.```
but if the Steam API is only required for cross-store then I don't need to care about it 🙂
Yeah thats what i mostly figured / tested.
But you can check if the port is being used by another service. and figure out why etc.
Hey everyone, Im trying to get a server set up to play with some friends since we havent done so since update 6. I have the server running and after tweaking the timeout settings im able to log into it and play on my local network. I noticed that the game is kinda laggy and I was noticing warnings about too much time between ticks. Not sure if its the underlying hardware or if theres a setting I can change. Im hardwired to my network via cat6 so it shouldnt be the connection holding me back. server is being run in a VM on server with 2 intel E5-2690 v4s and 256gigs of RAM, of which I dedicated 4 cores and 32 gigs to the game. Any recommendations are welcome!
Have you anything else running on the server? What have you set your tick timings to be ?
Besides that connection of port forwarding what ports have you done?
And steam or epic?
is it normal that the server randomly changed to listening to port 15778 despite it being configured to use 15777?
Do you still connect to it via the 778 or still 777.
It depends, if another program is using that port might go up to the next unused port.
the client logs say 15778
i opened 15778 and now it works, but still not normal
i will check if any other process started listening to game ports
Yeah check launch parameters and check if another service is using that port
ok fixed it, somehow i mixed up 7777 and 15777 ports
Still no luck with it. Honestly have no clue why its not working. Tried both of those things but neither has worked.
Its like there is a shutdown message at the end that just terminates it. My main pc doesnt get it when its starting up and just runs through no worries. Would any more error logs be helpful?
yeah, I really dont know. The last thing I can think of is to use steamcmd and install the server that way.
Yeah i did try that was aswell but it came up with the same problem. Thinking I might just fresh install windows and hopefully its just something in the background messing it up
Thanks for trying tho mate
np
have you checked that you have the required redistributable c++. ?
It have some basic libraries it might use and it doesnt install them from steamcmd og when downloading
im down to help u if it is as i have no problem trying starting one up here.
Yeah i made sure to go into the file and install the extra things that it needed including the C++. Im going to give a fresh windows install a go in case its just something in my windows thats causing the issue. Only thing that i can think it might be. Going to put it on windows 11 and its a bit overdue too lol
well, mine is on win 11 when tested to no issues there. GL let me know if i can help
There is another two or three VMs running but overall resource utilization for the server as a whole is less than 20% of the ram and around 5% of cpu. I don’t believe bandwidth is being eaten up either but I can check.
The only ports I’m using to my knowledge are 15777, 1500, and 7777, at least those are the only ones I’ve made fw rules to allow. And I’m using steam
I recommend port forwarding the steam ones to like so. it might help connection wise with that.
TCP: 27015, 27036
UDP: 7777, 15000, 15777, 27015, 27031-27036
Regarding the ticks, reset them all to 120000 aka default.. this is what i found working best in Engine.ini and add in the bottom.
[/Script/Engine.Engine]
NetClientTicksPerSecond=120000
OBS this doesnt set the tick rate to 120 you need to change something else for that, this just expands it to better connection
is what i have tested shows...
Also to people who dont think they need a 16gb ram for 120 tick server...
you do
the ticks arent measured in thousands. 120000 means 120k ticks, not 120
120 would be 120
so im quite sure setting it to 120000 just breaks it and it runs at 30
i know that, this is just a network command not a set tick command, like its to refrain with the MaxInternetClientRate, i found adding the overstanding to help keep the minimise choke.
If i where to set 120 fully i would use
NetServerMaxTickRate=120
LanServerMaxTickRate=120
On Epic Ipnet and Engine[] so it will force it on every client.
[/Script/Engine.Engine]
NetClientTicksPerSecond=120000
thats a set tick command
not the network rate
you need all 3 sections to be the same or it can lead to unexpected problems
so setting one of them to 120000 does either nothing or something bad
¯_(ツ)_/¯
tried implementing what you recommended and didnt notice much of a differnce. From what I can see its not the bandwith/network usage and neither the PC or server are in any way under strain. Still rubberbanding here and there and the game looks jittery
found a couple errors, idk if these could be the cause
Hello, can someone help me. I am desperate. I have my own dedicated server and have installed via ssh and steamcmd satisfactory. The game I could play 225 hours without any problems. Since yesterday the server is down and no matter what I do, it no longer starts. I have restarted the server several times and checked for updates. I was able to download the world and test it offline. That was no problem. There is so much information in the log or crash file that I can't figure out the error.
The crash logs would definitely be helpfull in diagnosing
Have you tried verifying?
What do you mean by check?
Can I show the crash log file here without passing any private data.
restarted the server or the software?
i know it often has problems shutting down, so the process could still be running, so needs to get killed in for example htop manually before you can start it again
or restarting the ehole os would also ensure that
how can i see if a satisfactory server is still running
open taskmanager and check if its still there
when I restart my server then all applications should be closed. I am talking about my server and not the satisfactory server. Under htop I do not find any entries about Satisfactory
ok, just wanted to remove one common error possibility
try "ps -aux | grep -i ue4" check if it find any processes
potentially ue5 if you are on the new branch
if it's renamed
youre not screening it or anything?
the user has all rights for the files?
yes
also common error is doing a sudo screen. it wont accept that xD
but yeah, without log we probably wont get any further
when it crashes its probably not that long
it's just funny because it had always worked. The factory server automatically restarted at a certain time. That was all great.
The info in trhe multiplayer-troubleshooting for PFSense....that is referencing playing the game right? Not creating the dedi?
my PFSense is giving me a prick of a time to show as being online.
well, problem is clear with that line
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
easiest start is checking if you are running out of memory
I have uninstalled everything and now use Pterodactylus panel. Everything works again.
OK. I think the problem is with my world. I can open a new world and play. As soon as I put the old world in. It initiates the map too long and knocks me out and in the console I can observe, then the Satisfactory server restarts. Can I still save my world?
as we talked about yesterday; maybe try and load it into singleplayer and save it, and then load it in the dedi server again, make sure its the save from singleplayer you are using... Potentially you can try to load it in SCIM and look if you find anything strange
Hey guys, can anyone help me with launching a dedicated server using Epic Games addon ?
I've really tried everythnig, and i still cant launch it
what step are you struggling with?
and what is this epic games addon you are talking about
Starting the server
it shows me that its offline
i dont know about this epic game addon
1 second i'll show you
just follow the guide instead
i've tried, but it doesnt work
what part
Can i show you in voice chat ?
if you wish
Im just at work rn, may we go to voice chat in 30-40 minutes.. ? but only if its okay for you..
not on then
well, when you will be able then ?
Getting a MallocBinned crash with a server whenever I try joining as client, initially it was a Conveyor Subsystem crash but it's at the rate that I can't play on the server whatsoever, my first thought was a bugged conveyor connection but now I'm not so sure.
I've tried verifying files but it didn't help
And it's a U8 server as well
Do I need to be in experimental
and im also trying to host and play on the same device
In u7 if you don't restart the game after starting the server it doesn't retry to connect and just assume it is offline
I'm looking to host a ded server on my computer. I have the satisfacotry dedicated server tool installed on steam, I'm not sure how to set it all up. Do I still need to follow the SteamCMD stuff?
There should be no problem playing and hosting on the same device, just make sure it binds to the right ip you are using.
Its basically the same thing as the SteamCMD only change is that u can launch it from steam library and its places the files in a different folder.
If you want to put launch options in you just right click and then properties, and then that's that.
But the server also says not authenticated, I'm trying to authenticate it and set it up
that is as far as I got
and what's the server hosting tool called, I might try that way. I'm using the Steam CMD way
when u first start it will either provide a password in the console (only on the first try) or when u are the first one to try it.
Dont know how to reset it of my tung as im sick and cant rly think straight rn. But i know its possible reset it if it is.
Yeah, the first time I tried it nothing popped up
Or mabye it did and I just clicked off
Is there any way to import blueprints from singleplayer to a server if you do not have admin rights?
Putting them in the approximate directory doesn't work
Hello, me and my friend have been running a private server on 0.8.0.2 and we just got a shockbyte server but its on version 0.8.0.5, is there anyway to downgrade the server to our version? (we dont like updating mid playthrough)
Yeah keep and old version of the sever in a separate place so it does it get overwritten when it auto updates that’s the only way
updated my ubuntu server to update 8, it's running and can see when a player tries to connect, but then it times out
is it possible to save (system) resources when no one is online?
do you have all 3 ports open and/or forwarded ?
do you run the server with -multihome= argument ?
I had been ripping my hair out for the last 2 hours trying to figure out why I couldn't connect to my local server... multihome wasn't set... LOL Good luck to everyone having problems. ^^
Yeah if the machine is having only a public ip it wont bind to it automatically,
Generally its always a good option to set -multihome to make sure it binds to your PC's ip 😛
the server pauses when no one is connected
i got the same problem here lol
same
@past cobalt @frosty gale
What is your version, os and what ports have you forwarded ?
Also have u used -multihome
Well, im trying rn to connect again via local ip adress of the machine that im launching server from
in the launch command ?
By default the server doesnt always bind to the ip you get from your router etc.
so by using multihome it will force it to that ip.
If you are starting it on the same machine and running the game as well on there then the ip would not likely be your machines but the localhost aka 127.0.0.1 typcally or type localhost will sometimes work as well.
I have 2 pc's, one is mine personal for game and the second one with windows 10 is for launching the server
i did rent a Nitrado server, i did a Ticket, they said to change to another port, and still not working lol
im not sure i did ports forwarding, is it okay for you to help me in voice chat ? i'll show you all what you need
it would be pretty good if you would like to help me
If you running it local only then port forwarding is not a guarantee need to forward
but using the multihost would be best option to make sure
multi host ? wdym ?
press the windows button on your keyboard
multihome*
open cmd
type ipconfig
look for ipv4 it should look something like this 192.168.1.x
yeap, its there
.\FactoryServer.exe -multihome=192.168.1.x -?ServerQueryPort=15000 -?BeaconPort=15001 -Port=15002 -log -unattended
this is the command i used
im guessing you are having a number at the end. of the ip
but why the -? on the ports
sure, idk why i sent it here with an "x", but anyway the "-?" before ports is included in the command on official Satisfactory wiki website
https://satisfactory.wiki.gg/wiki/Dedicated_servers
its not there so
but it's not the problem i have while launching the server, i've tried 20 different variations of launching commands
nope
for you it should be
.\FactoryServer.exe -multihome=192.168.1.x -log -unattended
nevermind, im was a bit stupid, im too tired after work
im downloading the server files rn, i'll try it in a few minutes
this launches the server on the default ports etc.
I'm not familiar with their services.
they don't give you an port automatically or, bcz most of them are just mapping the ports to a firewall and the your port is different.
well, it seems to be launched and i had the message about giving a name to the server, but..
dont look at the russian text
it's just showing me the connecting text and nothing else
if u can see the ping then its up
then u just need to refresh it a couple a times and it will promt you to set an admin password
how do i refresh it ? there is no a button there
maybe the terminal logs would explain something ?
im talking the game now 😛
in the bottom right its typical shows a refresh button if it fails to connect
Then you should be all gucci
but im not sure if someone else can connect to the server
cuz im playing with my friend
and he is not able to play rn
he wont be able to unless you forward your router
and depending on your isp (ones that provide you with internet) might not allowing before you have a static public ip that cost a little extra. but thats different from every country.
This is probably going to be too arrogant of me, but could you help me with this too ?
Im from Israel, i have a fiber connection, it means something ?
doesnt rly mean any thing he 😛 its more buisness backend if they would allow you to manage your router .
haha im eating rn. will properly be able to help as soon as im done.
but i can get you to pre testing to see if u can login to the router.
That sound great, bon appetit!
go for it
Ty
so like before with cmd
type ipconfig again, then there should be an line called gateway
which is typically same as your pcs ip but ends with an 1 or 0
you can do this on your main pc
then head to a browser and paste that ip there.
then you should see a page or a window pop up asking for username and password which is by default admin and password
im at my router settings page , already logged in as admin
okay, thanks!
One message removed from a suspended account.
steam cmd ?
One message removed from a suspended account.
I dont really know about it with arm. BUT i know you can select which type of platform you want to download with steamcmd
im a little blocked on that point
but ill look into it
One message removed from a suspended account.
damn, this thing makes me mad two days in a row..
off that sucks
libgcc-s1-arm64-cross seems to be a package but idk if it works
feel free to call me when it is im home now after i have eaten and shopped groceries 😛
Or send screenshots if thats better my dms are always open
lib32 doesn't make any sense on anything other than amd64
it's like if you bought a boat to go on a road and then asked for something to convert from the propellers to some wheel
I need to do ports forwarding, right ?
can you just tell me which ports i have to forward ?
and also i got another litlle problem with the server, althought its turned on and i can connect to set ADMIn pass. and Players pass it doesnt work for no reason, and im erally stuck
really*
15777 7777 15000 all udp, it's in the Wiki
I did forwarding via firewall.. Or its not enought?
opening firewall is not forwarding, you need forwarding if you are on a local network behind a router, like in a casual home setup (on ipv4)
(you also need firewall opening but you already done that apparently)
just remove the server, and put it again and try the player pass again, it will act funny but it will work
yeah dont open up your full firewall just the ports is best.
i'll try soon and tell you how it is
Yeah. Mine is locally hosted through a hypervisor. It was creating listening ports on 0.0.0.0 in the log.
This is the other crash
alteritavely, i've just wiped the save. what fun
yes
how
It's stored the same way as normal saves?
In the regular game
Not in the same place
but the file is the same
I decided to put the server in a docker enviorment, and i had no clue how to access the files.
Which i forgot 😦
ay?
It states you need to bind it so you can access the files
(Basicly it makes it store to a directory)
I know how docker works
ok
Luckly it wasn't a lot of progress as i set this up ~2 days ago
Is it possible to save resources when nobody is online in my dedicated server?
you mean, like, automatically turning off the server?
pretty sure your server would not work if you did not properly set up a volume for your docker to use
as this would also be the volume used for configuration files
if you did not remove your docker container you may be able to inspect it and figure out where the volume is set to
recording paths with trucks is pretty much impossible now you crash every time all our players have the same issue
you sure this is not the good old aggressive creature crash?
i mean its only doing it on path recording
there is more crashes but these realy stand out we got 4 players non of us can record
update8?
yea obviously
ah never tried it there
im kinda thinking of moving back to non experimental cause the UE 5 stuff only seems to be giving issues
i guess the biggest ones will be the priority power switch and the power tower
not sure what else is added
Config files of the server are kinda vague and hard to find wondering if there is a way to temporarily reduce strain .. idk how do you oporate a proper game like this
Half the crashes are clrealy load issues , when ever approaching a factory in a truck or vehicle you'll just crash
It can't be hardware cause I'm running a flipping Ryzen 9 with 128 gb of ram and a 3090
reducing strain on server would probably be to turn down network quality.. not sure if i can recommend that however as that will increase desync
if you have not tried this already i would rather turn up the network quality
and tweak the config files.. i know there was a guide someplace
changing those .ini files reduced desync issues to me atleast, note that it wont change this drastically unless all clients change it as well
and it need to be changed permission to read only on the .ini files
else it will be overwritten
should be noted i have not tested this much on u8
No prob here recording. We have 4 routes on U8 multiplayer. Trucks pathing is Still often borked though if youre near
What error do you get while recording the path?
Try recording in another area, maybe its region related?
Both trucks and tractors.
U8 keep items is a gamechanger for me, as i hate running back to base for building supplies. So i just respawn, get my supplies and fly off again (hypercannons FTW 😅
well, i've already did that
I might just be stupid, but how do I migrate the server to exp8?
I have run the update of the client (<path>\steamcmd.exe +login anonymous +app_update 1690800 -beta experimental validate +quit).
after a successful validation, the server crashes long before it is up, and the version number in the log is still 0.7, both with and without <-beta experimental> in the launch script
forwarding is not opening port in firewall, it's 2 different things
are you starting it manually ?
bat file with unattended, log and query port
before I tried to update, the server launched fine, just got version mismatch since my client runs experimental
what file your bat is launching (the first thing in your command line)
FactoryServer.exe -log -unattended -ServerQueryPort=17777
you can try delete your server setting (in the save file
ServerSettings.the-port-you-used )
and reclaim your server
first log line when starting is still
LogInit: Build: ++FactoryGame+rel-main-0.7.0-CL-211839
and it still crashes
For anyone getting the crashes while in vechiles on dedi, I suspect its related to autosaves. By turning autosave interval way down I barely get them anymore.
this looks slightly promising, I found another install of the server, which runs the correct build, but it still crashes
Oh, good /s, I see I'm not the only one with these problems. If anything, I'm glad to see I'm not alone ;-).
idk, i installed it and it worked first try xD
check your installation folder, we all use +force_install_dir /your/srv/path to make sure we update the right thing
He was talking about the routers firewall properly that's what I thought. And that should not be opened fully!
Its of course different from a stand point when it's a machine than a router.
@spare orbit it always works when you start a fresh world... but once you get to the higher tiers and you've placed a lot of factories, things can become real unstable, real quick. I've stopped using an Explorer to get around because the risk of falling out of bound and losing -everything- is just too great. And so much desyncing, constant rubber-banding... it becomes unplayable for more than 1 player on a ded server after tier 7 in my experience.
But I won't discuss it but generally its still about rules in a firewall...
you are still answering off
openings ports I never talked about disabling firewall
is not the same as forwarding
you need both to forward and open port
forward is in router, opening is on your machine or both your machine and router
confusing the terminology is just going to put more confusion on the stove
these 2 different things have to be differentiated
we are two persons on our dedicated server.
211 hours, 5.5 mb save, all milestones.
works like a charm
Before this goes into a discussion I think you should look into the conversation before just typing something. Or just joining in... Generally lets just end it here. Bcz before it ends up with mods joining etc.
just some rubberbanding when one does heavy building abd the other going large distances fast. that has some lags
seems my initial suspicion of stupidity might have been right. I had not properly exited the server, so the crash seems to have been a busy server port
classic
not entirely solved yet, though. But it is several steps closer. gives one of those pesky timeout errors on connecting to his server.
I would be thankful if a mod actually analyzed this very conversation apparently I didn't look at, when I literally got pinged into it
having a hard time finding this... anyone know how to change the autosave interval? all the online tutorials and such refer to a command change in teh game console which does not appear to exist.
FG.AutosaveInterval 3600
Command not recognized: FG.AutosaveInterval 3600
build is semi unstable just normally.... incredibly unstable when using trains (especially approaching a factory) so trying that fix... already running ultra bandwidth and the tweaked upload rates
windows and unbutu same issues
Hey guys, can i ask anybody to help me with testing connection to my server? Im not sure that i did everything correct..
FG.AutoSaveInterval - capital S
No luck.
FG.AutoSaveInterval 3600
Command not recognized: FG.AutoSaveInterval 3600
hm. U7 or U8?
U8
hmyeah, looks like something changed there
i used the same one in the wiki for u7 and later u8, so doesnt seem changed
are you doing that inside of the client from the server console screen?
whenever i save blueprints it crashes
While we can't say 100% for certain that this is your issue, we strongly suspect an item outside the blueprint builder is inside the blueprint builder's construction area. We had the same problem in the past ourselves.
so manually dismantle everything in there, possibly also the blueprint machine and rebuild.
Also, if you're trying to build using blueprints in the blueprint maker? don't.
It is a known cause of crashes.
Both of those appeared to be the issue, there was a merger that didn't clear, and i had loaded a blueprint. Thanks!
u8 commandline is broken, but effect still is there when registered, you can bypass it by giving it in the server settings directly
ServerFolder/FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini :3: mFloatValues=(("FG.AutosaveInterval", 900.000000))
that's what I have for example
sorry for the late response , nah its not just me its litarlly just a disconnect so not realy a game error , ive tried pretty much everything , "lost connection to the host" while i am the host , internet is stable at 100mb up and down , set creatures to passive , set graphics to lowest which is BS but non the less tried it ... no clue what else to try at this point we cannot record paths this error is also widely reported online. yes both happends to trucks and tractors
no problem.
hello, i have a question, im new on dedicate servers of satisfactory, can someone explain me where are the saves in the server?
I am using debian for de server
.config/Epic/FactoryGame/Saved/SaveGames/server/
At least last I checked.
someone had the same problem?
just do a search for them
find / -name "$savename.sav" or something
can obviously narrow it down way further to decrease search time
my friend and I have both tried hosting it, and we get no errors and whoever hosts can join, but no one else can, it just shows the server as offline
can anyone help?
Its an dedicated server you hosting yourself ?
Have you forwarded the ports in your router ?
What bugs and instabilities does a dedicated server have?
we cant use any hypertube, but that seems rare overall.
and it doesnt like when one person does heavy building and the second one moves large distances fast. that can rubberband a bit or kick all players and they need to rejoin.
thats everything we noticed
Wait hypertubes do not work at all?
our server crashes instantly when entering any.
nobody else ever confirmed that, so seems we are alone with that
Maybe I should test it. I could just move my single player world right?
just upload, yeah
I feel like moving the world to a server can lighten the CPU load on my 7 year old PC :D
I will just set it up on my laptop. It is quite new and runs Arch Linux
well, arch isnt the typical gameserver distro
hey so im planing to make dedicated server from my old pc and it doesnt have ram how much should i buy for 4-5people max
and does it need good cpu
16 gigs for end game will do you well. My server is running on an older i7 and seems to do well
@spare orbit My hypertube cannon works fine on the server
What is the recommended tickrate?
I think 30 is default but I set it to 60
well, 30 is default and works.
more usually isnt needed for games like that, its nothing near competitive
But is it more unstable with 60?
I don't mind that it uses a bit more CPU if it doesn't make it unstable
you need to test that youself. hard to sa, in general
early acess or not its fucking annoying that i cant even enjoy to play a game anymore, there should be a few bugs here and there but there shouldnt be crashes all the time. Im starting to regret buying this game.
doesnt crash for me, you maybe do something wrong, especially when early access and not experimental crashes
What crashes do you get? Most can be worked around.
Describing your issues will go a long way toward people being able to assist with them
we have TONS of client crashes on experimental... most annoying are disconnects in any sort of transportation (trains, hypertube, etc)
i woudl say in a group of 3, someone will crash at least once every 15-30m
[2023.07.25-01.02.13:548][113]LogGame: Warning: GasPillar Destroyed but failed resolve of NearByGasCloud /Game/FactoryGame/Map/GameLevel01/Persistent_Level/Generated/MainGrid_L1_X1_Y-10_DL0.Persistent_Level:PersistentLevel.BP_VolumeGas_01_UAID_40B076DF2F790C6301_1685745843
[2023.07.25-01.02.31:591][448]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level/Generated/FoliageGrid_L0_X14_Y-2_DL0.Persistent_Level:PersistentLevel.InstancedFoliageActor_6400_28_-4_1.FoliageInstancedStaticMeshComponent_3, from: Remove from navoctree)
[2023.07.25-01.04.29:203][420]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 227.397064, CurrentTimeStamp: 229.492081, Character: Char_Player_C_2147381953
Those are three very common errors on the server around what I'd call "micro lag"
Confirmed via testing that if you're in a train or hypertube when saving, it's nearly 100% chance of client crash / disconnect. That's with the network settings on ultimate, bandwidth increased, 60 second timeouts, 60 second tick rate max, etc.
interesting - tried the same , also the same settings and no problem on a train while saving
after switching to 8exp I can't connect to my server, get timeouts and lost connections. very rarely I see the inside of the HUB for a few seconds before dropping.
the server is on my LAN, but I see a number of lost acks, could it be a hardware problem?
without reading all the messages for the last month, has anyone managed to get a playable update 8 dedi server running?
runs quite good for us
still runs, get a lot of crashes though, more so than at any other time over the past 18 month. Get a wierd thing with some tree's appearing / disappearing with every game launch many of which are not destructible.
Hey, did you manage to solve this issue ?
I have the same thing, both locally and WAN. No one can connect to my server, but I can see them trying to connect. Port forwarding is ok, there must be something I am missing, but I do not know what
did you use -multihome=
Yes
guys
I am seeing this issue as well. sigh
no mods for dedicated servers
maybe devs will provide a fix at somepoint(hopefully)
i thought it was working lol
i remember playing with some guy some time ago
on mods
anyone here have advice on changing autosave interval. The example console command "FG.AutosaveInterval 900" does not work for me.
interesting, were you on a dedicated server or multiplayer?
as far as I remember the dedi server has never had access to mods
Have to put it in the engine.ini file
I need some help, I started up my dedicated server. Everything is working just fine for me. But for my friends it says that the server is just off?
Hello im new and want to start a dedicated server on epic games i already installed the tool but idk how to see the ip or port i hope anyone can help me
https://satisfactory.wiki.gg/wiki/Dedicated_servers
The IP is the same as the machine you have installed the tool on and the default ports are listed in the link above.
TY!
I assume your server is on the same LAN as you and your friend is remote? I would bet you don't have the ports forwarded correctly.
has to be put in GameUserSettings.ini and set to read only under [/Script/FactoryGame.FGGameUserSettings]
mFloatValues=(("FG.AutosaveInterval", 900.000000))
!wikisearch dedicated+server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
Great guide on the wiki ^
does my pc have to be on all the time for the server?
Yes
Yes
It's so that it can be run on a machine dedicated to hosting without the overhead of rendering, and allow anyone you like to join at any time without you having to do anything
You can either host it yourself on a pc you have or pay a service to do it for you
shouldn't game developers give us free servers? why do we have to pay third party?
That would be a massive expense for them. They provide the software for free
especially when Satisfactory customers/buyers are mostly kids who don't know how to code or use different servers from third party
You can still play regular multiplayer without using a dedicated server
thats true but the game competing with other big games and it should provide something beneficial for the users even if its paid
I'm not quite sure I see your point... are you saying that the devs should just host infinite servers for free?
no
there should be a limit
at first
maybe an extra 10 to 25 $ service for package like hosting, cosmetics and other stuff
I think that's fair for both parties
And that might come in the future. Remember that dedis are still extremely experimental and really aren't in a good enough condition for an official hosting service. It'd look very bad for the brand.
hopefully one of the devs see these comments and explore the idea to the rest of the team
there are plenty of online services like linode, etc, that let you host game servers online for a monthly fee
or if you don't like the subscription model you can always buy a second computer without a gpu or anything to use as a server
I set up my own server using some parts I had from an old PC build and got more RAM for it to meet the requirements. Its not to hard to set up, and once you have a home server, you can do a lot more with it too.
when putting a train station down it appears in the middle of the map on the map but its not, anyone else have this bug?
yes. sometimes the train station map markers are all over the place
if anyone is running a linux dedicated server and wants to make a bot to manage it from your own private server I wrote this today so my other buddies can start, stop and reboot the server; figured I'd share it since it's been so buggy lately and I'm not always around. https://github.com/grstat/SatisfactoryLinManageDiscord
feel free to pm me if you have any questions or need help setting something up
I also had this issue where train stations got located to coordinates 0,0 on the map. The only fix I found was to load the world in single player then upload the save again to the server
hey im dumb... how do I get my own server adress for a server running in the epic games dedicated server thing
I used my public ip and every one of the port numbers on the wiki
It uses the same IP as the machine it is running on.
yeah i tried that
What is your startup command?
double click the .exe file
You should create a startup command because currently there is a bug where it will bind to IPv6 instead of IPv4 unless you use -multihome=<ip address> in your startup command.
Should look something like this:
.\FactoryServer.exe -multihome=192.168.1.1 -log -unattended
swap 192.168.1.1 for the local ip of your machine.
Anyone know the correct location for steam dedicated headless server config files? as none within: .\steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config
I'm not sure for windows but I do know they aren't generated until you start the server for the first time
its been running a long while just unsure the correct path
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
nope
thanks we'll try that one. initially had been trying documentation on https://satisfactory.fandom.com/wiki/Dedicated_servers
my effing google ip finder gave me the wrong adress
I just used cmd and got my actual ipv4
i think it might be since im using my phone as an ethernet adapter so anything relying on the internet is just going through that and getting my phones ip
That wiki is no longer current BTW
The wiki was migrated from fandom to wiki.gg
Thanks that was helpful back up and running 😀
Is everyone getting these a lot currently when connected to an experimental server?
Hey all, when trying to start the dedicated server everything seems fine but when I try to load/create a savegame it crashes...
In the logs there is something going on with the ram...
you ran out of memory according to the logs [2023.07.26-14.50.32:631][692]LogMemory: Warning: MemoryStats:
AvailablePhysical 375631872
AvailableVirtual 0
UsedPhysical 8228327424
PeakUsedPhysical 8228327424
UsedVirtual 11268014080
PeakUsedVirtual 11268079616
[2023.07.26-14.50.32:631][692]Allocator Stats for binned2 are not in this build set BINNED2_ALLOCATOR_STATS 1 in MallocBinned2.cpp
[2023.07.26-14.50.32:661][692]LogCore: Error: appError called: Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformMemory.cpp] [Line: 1031]
Ran out of memory allocating 465899520 bytes with alignment 4096
<< callstack too long >>
[2023.07.26-14.50.32:675][692]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.07.26-14.50.32:675][692]LogCore: Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformMemory.cpp] [Line: 1031]
Ran out of memory allocating 465899520 bytes with alignment 4096
<< callstack too long >>
Yeah, experimental dedis are in pretty bad shape until the devs are back in office
Damn. Well thanks for clarification.
Version: 211839, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001e31a0e88
FactoryGame_FactoryGame_Win64_Shipping!<lambda_ca67515999c2f313172565c8688a503d>::operator()() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:561]
FactoryGame_FactoryGame_Win64_Shipping!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:177]
FactoryGame_FactoryGame_Win64_Shipping!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
FactoryGame_Core_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:887]
FactoryGame_Core_Win64_Shipping!FTaskThreadBase::Run() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:541]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
"Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001e31a0e88"
happens all the time
Can you only have one world in a server?
its one world just the starting location changes
I meant game
Can you have multiple sessions in a server for different friends and stuff
Dedicated server
you mean that your friends all have their own server seperated from each other on one server?
No
one world with all your friends?
dunno if the game supports that
you can upload different saves but one save wont run 24/7
You would just have to run multiple server instances
And have them on seperate ips or ports
I am not playing simultaneously tho xD
Just... load a different save?
Was unsure if that was possible. That's all
Any reason my server wouldnt have an engine.ini file? Is that normal? The only thing listed in the place it should be is Game.ini and ServerSettings.ini
/FactoryGame/Saved/Config/LinuxServer
is there a known issue with dedicated servers that have desync'd item placement?
like you see the hologram but it takes a little while to place?
I'm currently having an issue where when I go to join my friends dedicated server I cant join and it says the server is offline, Server name pending, and its "NotAuthenticated". We are on the same game version and I've tried reinstalling the game, verifying the game files through steam, double checking the server address everyone else is using as well as the port number, and disabling my firewall. When he checks the server log it shows a response from me connecting to the server but I cannot connect. Any ideas?
Are you on u8?
im on stable
Then no, not normal
have him pass -multihome=0.0.0.0 to the launch options and make sure ports 15000 upd, 15777 udp and 7777 udp are all open
check that on the server firewall/home router where the server is
okay
he did that and then he couldnt connect anymore so he had to take that out and it worked again
if he's running it on the same machine as the client that's an issue
@fast ocean hes not its on a dedicated pc in another house
windows or Linux?
seem like memory issues like RAM from that error.. it just mean it tried to write something to memory and it couldn't do it giving you that error.. could be Ram instability or Ram going bad etc..
which os, that looks like memory core isolation exceptions.
Yo, I am the friend, it is running on windows server 2019
Bro just use Linux xD
👆🏻
This is a Docker image for Satisfactory dedicated servers
I use it and it works well
🍪🍪🍪
Can you explain your whole issue?
It's helpful to hear it firsthand
I shall try, uh basically @shut sonnet is the only one of 3 firends who can not connect to the server. I am not local to the server and neither is another friend and we are able to connect. For some reason though, Goose can not. This is my start.bat files settings
and this is the only configuration I have that makes it connectable. When I include the -multihome it makes it so I am unable to connect. I know the ports are different and that is intentional. The port forwarding on the router accounts for this and the firewall has a rule to allow it as well.
Is goose trying to connect through the correct port?
Yes 50407
Uhh
That's not the port you need to put in the server manager in-game
You need to use the query port
Yes, I know this complicates it, but I configured the Query port to be that. My portforwarding makes the external port 50407 and the internal port opened is 15777
I do not have one set. I tried setting -multihome=0.0.0.0 earlier, but then I could not connect to the server
That's because 0.0.0.0 is non-routable lol
Ok, I will give it a shot and update you
0.0.0.0 means bind on all network interfaces
It depends heavily on the context in which it's used
But why Windows Server 2019? Is it still updated?
It can also mean block all addresses
Or thay router/nic doesnt
yeah all windows stuff up to date
It's just a matter of preference... they function equally well
Also it is a shared server between me and a friend. I use it for all kinds of different game servers too. (not at the same time)
Eh idk. I think Windows for servers is a meme
Windows server actually has a lot of uses
If what you're hosting can run on Linux then don't use Windows, in my opinion
I work with it semi-regularly
But what use does it have that you cannot just use Linux for?
Linux is more stable after all
That's one of the big advantages of server... more performant and stable than base windows
But again, why not just use Linux at that point. Why pay for Windows server when Linux is better at the job
It's commonly used for hmi/system monitoring as it provides a better gui experience
I think it's just easier to use Linux and spin up a Docker container
And use UFW for firewall
Typical Linux shill 
Yeah but when it's better then it's okay :)
LOL so we got to the bottom of it. Server was working, it is that @shut sonnet actually turned ipv6 off at his place...he mentions it was for an issue he used to have will halo infinite. Thank you for mentioning this
My ISP doesn't even provide IPv6 lmao
is there anything to fix the huge amount of lag when going into forest and stuff ?
the server gets super laggy
and its running 128gb of ram,m.2 storage and a i9-13900k
Increase network quality setting on all clients to high or ultra
They should be the same though
ultra is selected on the server
You need to set it on the client's as well
now the server just crashes driving a train through the area
Server is a Windows server, not sure which version as not my server. Client is Windows 11.
Server crashes on player death
is there a console command or any way to see what clients are connected to a server?
I can't find any on the wiki
im trying to write a shell script to check for any connected clients and if there is not check for updates and restart the server
you can frob the log for connects and disconnects
Any reason my server wouldnt have an engine.ini file? Is that normal? The only thing listed in the place it should be is Game.ini and ServerSettings.ini
/FactoryGame/Saved/Config/LinuxServer
im running a more or less vanilla dedicated linux server, and i have an engine.ini
i want to run host a local server, just on my own network
basicly i need it so i can play on my steam deck, and it continues running when i am not playing
i just picked the game on Epic Games as it was on sale
the computer i plan on running it on is a windows 10, ryzen 3200g, 16gb ram
how could i easily achieve this
need to run the dedicated server
keep in mind you need to be logged in with the client for time to advance
Time can advance without a client logged in. It just a setting you can check.
That should run the server pretty well
That's configurable
