#dedicated-servers
1 messages · Page 47 of 1
U8 dedis are pretty unstable atm
I'd go for u7 if you want to have a less crashy experience
hmm yeah I'm testing hypertubes on U8 dedicated server, and I'm getting jerked around like crazy
Anyone running a SF server using linuxgsm lately? I've failed to deploy the server on Debian 11 and Ubuntu 23.04. Server runs and everything looks fine until initial session creation. As soon as the world finishes generating for the first time, the server crashes and the player is DC'd
And yes, I've set multihome to bind to all ipv4 addresses
I'm able to configure the server from the in-game GUI and create a session and all that. But when I finish loading, I catch a quick glimpse of the world before the server crashes and i'm disconnected
Post the logs that the only way to actually see what happen and yes you can post the whole thing here
Will do in a moment, thanks. I deleted those VPS, spinning up a server on a new one at the moment and I suspect I'll have the same issue. I'll post the logs then.
Or maybe it'll work 😉
The log file
I installed steamcmd and configured/ran the server according to the linuxgsm scripts/instructions (can't post the link here due to whitelist)
I have tried running the server on debian 11, ubuntu 20.04, and CentOS. In all instances I encounter the same problem where the server runs until I create an instance using the in-game GUI, at which point the world will generate and the server will promptly crash.
I have tried binding multihome to all ipv4 addresses (0.0.0.0) as well as my server's public IP
My command line options associated with the error log posted above: ./UE4Server-Linux-Shipping FactoryGame -multihome=0.0.0.0 -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
I mean from the logs it doesn’t really say why It crash it just cuts off like it was running fine.. so it seems like your having either to low of ram to load that save or as I can see it start to load the assets in and I can see people trying to connect but it says no game loaded to be able to join..
But from the logs it never finishes loading all the assets into memory
It's an 8gb server. Does that sound like enough for the initial loading of assets?
I also tried an entirely different server host provider -- was using Linode first, then digital ocean. Different regions as well. I noticed the warnings about steamlib.so / the steam API, so I managed to fix those manually (on a different server), but no dice.
I'm truly at a loss
Does the initial asset load consume more memory than when the server is restarted in the future? Maybe I could try migrating a world I've started on my local machine or something.
Currently trying to get a server going on a 16gb instance
But agree it looks like a memory issue -- I had that thought when I was first having these problems
Died again on 16gb, so seriously doubting memory is the issue.
Yeah is hard to know I host on my own machine using Debian and docker no issues at all
Here are my system specs so I’m pretty sure is something with your set up
Hm... I'm currently trying to host from Ubuntu using docker on my VPS and I'm running into issues
If it's something to do with my setup, it would probably be network related. I've tried 3 data centers from completely different companies, AND I've run a satisfactory server in this fashion before with no issues whatsoever
What kind of issues?
If your using some type of provider your going to have to do the leg work because I don’t use any provider as I think they are all pretty garbage for the money you pay and what you get imo
I believe my issue is also network related
Server starts with no notable errors, but I get an error upon trying to poll/join it
If is a provider most of the time it is
This is the same problem I'm having. Are you running locally or on a remote server?
That just the normal timeout screen just mean your server didn’t respond to your request and timeout
Who are you renting yoru server from?
Vultr
What's the memory specs on the VPS?
To echo Ace, that message just means you're unable to communicate with your server. In my case, it's because my servers are crashing, which may or may not be network related (I'm suspecting it has something to do with ipv6 addressing but I really have no idea)
In case you're unfamiliar with the linux command line, just type "free" in your terminal
VPS has 64gb
I see there's a linuxgsm docker image available. If that's what you're using, another commonality between us is that we're attempting to host using linuxgsm... Might have to try good 'ol fashioned, unadulterated steamcmd...
Yeah so definitely not a memory issue.
I’m using docker image by wolvix I believe works great
@viral tapir Can you post your server logs
Since Ace is running their server with no problem, and you and I are hosting over VPS, I feel this is more than likely an ipv6 addressing issue. I figured it would have been resolved by setting multihome to an ipv4 address, but that did not fix the issue for me.
I'm about to give up for the day. Been trying to get this working for 3.5 hours on multiple servers, data centers, and operating systems.
me etiher 😦
90 percent of time is network issues and mainly relating from ipv6 from what I’ve seen people post on here… I have disable IPv6 and using the launch command to force it to use IPv4
@loud minnow Could you make it easy for me and give me a command to disable the ipv6 interface
Thanks @loud minnow , I fixed it by disabling ipv6 addressing. Run at your own risk, also this should only work until the server is rebooted
sysctl -w net.ipv6.conf.all.disable_ipv6=1
sysctl -w net.ipv6.conf.default.disable_ipv6=1
If you set the multihome to the exact you might not need to disable ipv6. I have seen times where using 0.0.0.0 will still bind to the ipv6.
Hi There, I am running my Server on Peterodactyl (docker) on a Linux Root Server and I experience an extreme state of "unplayable". when playing on the server we have extreme delays and freezing every 1-2 min and the game will crash at least once every 20 min. (op to crashing while connecting)
Since I host other games as well from time to time without any issue, I do not think that the issue is due to a lack of server resources.
When Hosting the same save directly on my PC neither me or the other player have any issues.
Does anyone have an idea, what might be the cause for this problem?
How i join a dedicated server
What are the hardware specs of the server and what is allocated?
The server is running on an AMD EPYC™ 7702 (6 Dedicated cores), 32 gb ram anf 800 gb SSD
The Gameserver has 10gb ram and 14gb storage assigned.
However, when playing on the server, it is only using around 5-6 gb ram
Is anyope knows how to add mods on DedicatedServer
I did try setting multihome to the exact IP address and still had the same problem. Sad to say that despite having disabled ipv6, the problem seems to have returned. The server crashes immediately on startup now.
How you even join one
Anyway I'm really at a loss for how to overcome this issue with my dedicated server crashing immediately on any linux configuration. My logs are posted a bit above this message. I've taken these steps
- Bind
multihometo all ipv4 addresses (0.0.0.0) as well as the IP address sepcific to my server - Disable the packet router with the
-DisablePacketRoutingoption - Fully disable ipv6 using the
sysctlcommand - Run the satisfactory server on different OS variants: Ubuntu 23.04, Ubuntu 22.04, Debian 11, CentOS Stream 9
- Different cloud host providers (Digital Ocean, Vultr, Linode) in different regions (San Fransisco, New York, New Jersey)
I've been researching / troubleshooting this issue for 4 hours now. The very best result I've gotten is a single instance in which I was able to connect for 5 seconds before the server crashed. In all of my other tens of attempts, the server crashes immediately after a player joins, and the player is met with a timeout message on the game's main menu.
If anyone has any suggestions at all pertinent to running a dedicated Satisfactory server on Linux, I'd love to hear them.
I am not the only user with this issue. @viral tapir seems to be having similar problems.
What're the specs of the server?
Current server specs
I've also encountered the same issue with a 16GB server instance
See above
8 gigs isn't enough ram
What's the crash?
I'll fetch the logs I posted above, one moment
I agree, it looks very much like a memory issue -- but like I said, I'm having this exact problem on a 16GB instance. Is that also not enough memory?
I'm also monitoring the memory leading up to the crash, and it doesn't come close to the max available.
Just for good measure, I created a 32Gb instance and am still having the problem. Again, memory consumption doesn't even come close to maximum before the server crashes.
That log is still using -multihome 0.0.0.0
Fair enough, here is the log from the most recent crash where multihome is set correctly:
This was from only a few minutes ago
That log shows the sever running and even saving the world
You could try with -nosteam but probably not the issue
I just got a Server from Nitrado and it doesnt show up on the Server Manager
First thing to try @sullen atlas
its showing "NotifyAccetingConnection" Logs but in the Server Manager in appera offline
I was too quick to assume the same problem had occurred. I was disconnected by timeout, as usual, but it appears the server didn't crash and I'm now able to connect.
I've previously hosted satisfactory servers in this exact manner (update 6) with an 8GB server. Are the requirements really so high now that I can't run it on anything less than 32GB? I tried several times on a 16GB instance and just couldn't get it working
I tried that yesterday unfortunately. It's looking like this might be a memory issue after all, which is a shame, I can't afford a 32GB server. I'll either have to rent a game server or host locally; neither are really ideal for me
Depends on the save
This is a brand new world
16 should be fine for anything but a very large save
8-12 for a normal save
Well@from what I’ve seen when I made a new world it only needed about 2GB on a big save around 10gb some people on here have use more tho
Is that with more ram?
Ok. I'll do some more experimentation on a 16GB server, but I tried a couple of times yesterday and the server was invariably crashing after it created a new world
Yes, 32GB RAM. Anything less seems to crash immediately for me.
It uses more ram during initialization, then settles in to a lower value
Anyone had experience with Nitrado?
That usually on windows as windows cache the ram but on Linux i don’t see it come Down
Says its running with 500mb so idk
Nope I don’t use any providers personally I just think you over pay for what you get for just hosting game server and they all suck imo lol
@sullen atlas you said that the connection did not work in that log you sent me the second time?
Yeah that's why I don't rent game servers. I'm renting a VPS directly from cloud host providers.
so root Server then?
I was timed out immediately after the server started which led me to incorrectly assume the server had crashed again. The timeout seems to have been benign, as the server didn't actually crash. I reconnected and am sitting here in a world right now. The server is idly consuming 10GB on a brand new world with nothing in it except for 5 power poles
Vps are a little better as you get the whole machine but still paying to much just for playing a game is better just to self host imo and lest troubles too
That sounds pretty normal except the timeout
I'm not seeing the timeout/disconnect in the log though
Yeah I just don't have a machine at home I can reliably host a dedicated server on, unfortunately
That sounds almost like a client-side issue
Well thanks for your help everyone. I feel stupid for not realizing this was a memory issue. Lots of time spent troubleshooting lol. Update 8 must have come with a significant increase in resource consumption. I've hosted satisfactory servers with 8GB RAM numerous times in the past
honestly just paying 12$ and not having to worry about updating a server etc or overloading my home server it's worth it
I see now the dedicated server minimum specs have been pushed up to 12GB, so that makes sense
can i join someone his dedicated server
You still have to update the server no matter what as game patches come out lol.. but yeah I don’t say don’t use them I just prefer hosting on my own equipment as is going to be way better than anything out there being offered and it was just made with left over PC parts lol
updating the os/packages to keep it secure i mean, and in my case i don't have a spare pc just laying around that has 12+gb ram and a recent cpu
i already rent a vps for 10€ a month but it doesn't have nearly as much power to run a server for this, same for my 3 servers at home
i also had the outlook that game server hosts weren't worth it but with how little hassle it is, i just caved in with this one
I mean is just a game server what are you going to keep secure lol.. but yeah I get your point.. in the long run is just better to host a simple game sever on your own machine that’s my point of view and for me I enjoy getting new hardware and the old hardware just get turn to servers lol
All from left over parts lol
it's gonna take many years of 12$ a month for a home game server to be worth it haha
wow that's better than my home pc
Yeah my main rig has a 5950x 128gb 3600cl16 ram kit and 3090 I built it when the 3090 released and the left over parts like the 3950x and 64GB ram.. the motherboard was an extra that I had to buy with the bundle 5950x lol
my most used one
sheesh. i got 96gb ram now so that's probably the most powerful right now, ryzen 3600 and a gtx 1070
i don't think this one can run a satisfactory server
wew, really time for me to upgrade gpu, cpu can probably stay for another 10 years
This is the left over parts server pc lol
Not as pretty but she got it where it counts lol
cable management is overrated
I'm curious, is this some sort of server hosting software?
no just neofetch
I'm just surprised you haven't switched to liquid cooling yet
liquid cooling is quite overrated i've heard, with the upkeep required if it's a real loop
I was planning to but would of been around 1000usd just for the water cooling parts so I’ll wait for the next build which will be when the 5000 series come out and hopefully 8950x with V-cache on both CCDs to replace the 5950x and hopefully also with better ddr5 controller to pair with 128gb 6000mhz or more just depends what available.. then this rig would become another server and the 3090 to learn about running LLM on this machine which would be perfect for that..
Anyone had belt loading issues or problems placing down blueprints when on a dedicated server? Im about 70-80 hours in and stuff is starting to take a long time to load when i place it down
Hi There, I am running my Server on Peterodactyl (docker) on a Linux Root Server and I experience an extreme state of "unplayable". when playing on the server we have extreme delays and freezing every 1-2 min and the game will crash at least once every 20 min. (op to crashing while connecting)
Since I host other games as well from time to time without any issue, I do not think that the issue is due to a lack of server resources.
When Hosting the same save directly on my PC neither me or the other player have any issues.
The Root server is running on an AMD EPYC™ 7702 (6 Dedicated cores), 32 gb ram anf 800 gb SSD
The Gameserver has 10gb ram and 14gb storage assigned.
However, when playing on the server, it is only using around 5-6 gb ram
Does anyone have an idea, what might be the cause for this problem?
what's the model of the ssd? (does it have a cache?)
Up the autosave interval. Upping the tickrate might help but some people don't notice a difference with that.
our server uses only hdds and runs really good. so ssd isnt needed and makes no difference
im sure the problem is the client
I am quite unshure that the issue lies on the client as we do not experiecne the mentioned issues, when I am hosting the same savegame as a multiplayer session on my pc
ive never even close experienced similar stuff on our server
Can you post the log?
14 gb storage seems too less for the game btw
may I ask, where can I change the Tickrate?
where can I find it?
upping the tickrate makes it more unstable, wouldnt touch
log is just the shell output
It is using 5,5gb out of 14 available. seem unrealistic to ge an issue
ah, well, never checked.
our server has several tb
ram sounds okay, similar usage on our end, often less, so that should already be the peak
what are the cores exactly. so, what speed
also that aint a rootserver, its a vserver
Got the log here. it is quite large as it is from 25.07. till totay, however the issuee also appeares again emediatly after restarting
I got 6 cores of an AMD EPYC™ 7702 .
No other gameserver had an issue with performance before, even quite large MC Modpacks
ssd's without a cache will run worse than an old hard drive, especially when using a lot of the space
just about naming.
because expectations are different then
... no
the game is basically single threaded, so you need a high single core performance
oh yes it will, i have a kingston a400 in my pc at work and it's dog slow when starting up or loading a lot of stuff, had it happen with friends too and there's threads about it online
ive never heard of an ssd without cache tbh
the really cheap ones have no cache IIRC
it happens on cheap ssd's sometimes
That's not because of the lack of dram, it's the fact that it's a dog-tier drive
500mb/s sequential read
that's what my current ssd in my pc at home is and it's great
have you been able to spot anytzhing in the Logs?
Haven't looked yet, making lunch
isn't that about what a SATA SSD does?
yeah i have a sata ssd
The actual sata interface is capable of a lot more
if you actually want a lot of speed then spending more money makes sense, but i think for most people the entry tier stuff with dram is just fine
Just buy nvme not sata at this pint
I mean at this point you can get a terabyte of really good SSD for 50-100 bucks
yeah i bought sata for my m2 slot because it was cheaper at the time, but i don't think i'll notice the difference
You'd notice the difference
At similar price nvme absolutely blows sata speeds out of the water
4x improvement min
🤦♂️
on paper it has better speeds but i don't see the point personally when i have other bottlenecks
Game and os loading times are the biggest things
Also any program that's not pretty lightweight will see a launch time improvement
i keep my pc on 24/7 and the few games i play load in a few seconds, i guess lightroom at maybe 15 secs is the worst one 🤷♂️
so yes one improvement, i'll buy an nvme ssd some day
I'm having problems with my server, I keep getting connection timed out error when joining.
You can update a few of your settings to combat this. I followed a troubleshooting guide on indifferent broccoli where my server is hosted. cant post link since its not whitelisted
DM me the link it would be very helpful. I've tryed playing arond with the .ini files with no luck.
Hi fellow pioneers, i'm trying to get a dedicated satisfactory with update 8 running (so experimental) on a ubuntu home server, i've followed the official guide and i believe i've gotten a server up and running correctly, however i cannot connect to it from my personal computer with the game client, i can add and find my server via the server manager, but once from there i cannot connect to it as i time out after a couple of seconds, anyone with ideas?
i've ofc googled it prior to this, and found alot of threads about the connection time stuff, and i've edited the server config file, and changed network settings to ultra and all that, as well as double checked that my TZ is correct on both machines
Did you open the ports through ufw or whatever firewall you are using?
yeah, got a router with openwrt installed, portforwarded 15777, 15000 and 7777. i've double checked so the ubuntu machine is listening on those three above
shouldn't nat work regardless? and if there was a firewall on the ubuntu machine it wouldn't show up in the server manager either?
i'm on U8 experimental though. but either way, say if that ip assigniment thingy is broken
For some reason u8 servers default to ipv6
ouch
intresting
so.. should i do ./FactoryServer.sh - multihome mymachinelocalip then?
when starting it?
Yup
Alright, gonna give that a try and see what happens then
Nice, it worked, thanks alot @desert walrus !
Yep, glad it worked
my god the dedicated server is actually almost unusable with how buggy it is, especially with more than one player
Go to u7
i am on u7
Its much better
i can't count how many times when i've disconnected or the server started timing out when my friend joined and i lost all my items and have to restart again to get them, too tiresome
Yeah it sounds like u8 is pretty bad
I've put in around 50 hours on u6/7 dedis and only had a few peoblems
this is only u7, i've never even tried u8
game server host
Which one
indifferent broccoli
Weird, I've heard mostly good things about them
maybe i'm doing unconventional things
does anyone know how to increase the timer for the connection timer, because I keep on getting connection timed out errors.
that doesn't sound like a good thing to begin with, you can't even do anything while it loses connection anyway
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files It is shown in this wiki.
Hey there, I don't know if this has been asked yet, but my Client doesn't seem to even try to connect to servers. Regardless of what IP I enter, and I've tested it with 2 known good servers now, my client always shows me "This server appears to be offline" with "Server name pending" and "NotAuthenticated" below. Does anyone here know how to fix it? I'm on Epic and have already verified the files in the launcher. What can I do?
Btw. the console shows this: [2023.07.29-15.20.13:883][513]LogNet: NotifyAcceptingConnection accepted from: [my ip]:50819
Yes
Just use the discord search to look in this channel
I've reinstalled the game, same problem.
Wow the server crashes a lot when dismantling (u7)
Happens so much that it's annoying
I just dismantled one single glass foundation and it crashed
I would set it to autosave every 2 mins instead of every 5 to reduce the amount of work I have to redo everytime it crashes. But it lags when saving as well... So it's either more lag or more redoing my work
Likely an issue with your network connection/settings
Hello, I run the DS on my own PC but it tells me that i have mismatched versions between the Server and the Game. Does omebody know how to fix this. I run The server through the Epic games DS.
Which version is your client?
Game: 211839
Server:240610
Well then that's your problem lol
Ok
You need to switch to the experimental branch on your game client
Or preferably switch the server to early access as u8 dedis are pretty unstable
Yeah I just found out i was using the wrong DS from epic games
Is that compared to U7 or just in general? I haven't been keeping up, so sorry for the newb question.
u7 dedicated is quite unstable too
servers always were like u8 clients. a bit of random where it works and where not
so need to try to say something about
u7 seems to be fine for most people
i had to stop using it even though i loved the offline production
Hello, can someone help me with a experiemental server?
I was hosting a Update 7 server, but i want to upgrade to experimental
but now i can't connect to my server
disable ipv6 on the server
how i do it?
linux with sysctl: #dedicated-servers message
also only works until reboot. for permanent, you would need to edit configs
ok, I run the command on the server terminal or the pc terminal?
sorry for the question, but i am starting at servers }
uh, its an os setting
0: where I do that
what kind of server is that
Its runing on a Debian 12 i think
what means you think. who is the admin?
im concerned about the security of it ngl
But is on a separated Pc, just is for running servers from time to time.
but yeah, its in the normal shell of the server
Hey all, been running a dedicated server for a good while now on a separate windows computer, worked all fine.
Suddenly I started getting issues with being unable to place belts, they would stay either blue or totally invisible and it happens like near 80% of the belt I try to place atm
Keeping the cmd of the server open on the background to check things, I also notice the server 'closed' the connection with me while I am in fact still in the server, pretty weird stuff but it gets pretty game breaking at this point.
Rebooting and all does obviously not work, are any of these issues known and are there things I could try to fix?
Thanks you, it worked
Are there any updated pterodactyle eggs made for the server?
Since there is no regular dedicated channel for EA version, I hope this is right place to put it.
We had encountered server crashes yesterday, and it was as soon as you press "Record" for the truck route.
After 3-4 crashes, it just stopped. Recording and routes are working as intended.
early access dedicated server is still experimental so yes it is there too
ok im confused the server is running in my taskmanager and was up then i set the name and password and it closed
ok i fixed it
oh whats a good tickrate for the server
just default
i mean can i change it to make it more smooth for others i have the pc to support it
mostly gets more unstable instead of smooth
oh ok
anything else that i might need to know i legit just got the game
and i dont exactly know how to allow people to join my server can i just invite them once in game?
they need the ip
im running it dedicated from my pc which ip would it be i forgot
your external one.
also needs port forwarding
which port?
read the wiki article of the dedicated server setup
uh it says the server is not authenticated for my friend and i port fowarded and restarted my router
im so confused the server says it ofline for me to but i can see that its running in my task manager
I am incapable of joining dedicated servers that have been made with friends. And i'm at a loss for why it would notlet me connect. all I get is "your connection to the host has been lost" error message after about a minute of loading.
Server Customer support seems unable to help me, My ISP seems unable to help me. Friend on Steam version can connect just fine. I cannot connect on EGS version. I'm at my wits end here and considering just buying it on Steam in hopes it works.
Things we have tried to fix this issue:
- Reinstalled the game...
- Verified the cache...
- Changed IP and Port...
- Restarted my Modem...
- Factory Reset my Modem
- Port Forwarding
- Extending Connection Time
- Setting my Connection to Ultra.
- Disabled Firewall
do i need to port foward ipv6 too? or just ipv4
i have a question,
I wanna set up a dedicated server,
but i am looking for an mod to prevent cheating,
i have some friends that can not play a game without doing that,
they probaly use wemod or somthing like that
is there a way to prevent that?
99% of those cases are port forwarding issue, atleast when firewall as well is disabled
The easy solution is to just kick them off if they cheat, you gotta set boundaries
I agree but sadly in the friend group it's a lil sensitive.
And making it not possible to cheat,
Makes it les of a huge deal for them, so the atmosphere will be more plessent
So don't invite them
Problem is clear, if they're not willing to adapt then neither can you
kick them if they are cheating and say it's the anticheat?
dunno if they get a message telling them otherwise
never kicked anyone
in that way you'll be the anticheat and it doesnt really have to be a lie either
Again yeah I really do agree,
But again.
For the discussion and atmosphere reasons it rather have something
That can block them server wise (block the cheats)
But if it does not exist than.
Yeah then there is no other option
thats usually not a game where something like cheat protection is a topic, because multiplayer is highly experimental anyway and then the genre is quite bad for random servers, so in almost all cases its with people knowing each other a bit and at least talk together.
so there is no cheat problem per design. only when doing random servers, where the randomness alone is the larger problem, because nothing will work without communication.
so you have to talk about that. just blocking cheats wont fix the communication
I would almost get pissed if easy anti cheat popped up when I started the game
honestly I think a competitive factory game could be interesting
Definitely, first to do x thing
no, more like build the ammo to supply artillery to blast the opponents factory to bits
bit like a rts with extra logistics and belts probably
Yeah okay ur right about that if it was an anonymous random join server thing than it's a different talk.
And talking wise ur right. Trough I can't count anymore how much hour I tried to talk with these people about cheating and that isn't fun for anyone else.
U always get :
I would not cheat
I am not cheating
It's a game bug etc
So talking wise I gave uo
But thank u for thinking with me!
U could easily do anti cheat server wise.
Does not need to contain in the actual game ( like a mod)
They do it allot in minecraft world
now that you say it, this game doesn't use p2p right? people can't just spawn in items from nowhere right?
and if that's not the case, i don't know what a cheat would even do
What I know. Wemod let them: never die, Jump really high, Duplicate stuff and
Get all invertory slots unlocked. Stuff like that
But what do i need to change?
But why would you cheat in a factory building game?!
And if you wanna cheat there is something called Advanced game options for you to play with in your own worlds
I have tested it in the early access version as well. It just won't connect and I want to know why. It is just always shown as offline in my client despite the fact that the server is running
Where is the server in relation to you?
maybe they are to lazy to play the game like u should, and take the easy way?
anyhow we are off to another discussion what does not fit here🙃
About 130km away i guess
What is your startup command and how do you handle the port forwarding?
Have you played the original DOW games?
Hey everyone, curious if anyone is running a DS on Fedora/CentOS/Rocky anyother EL distro? See alot of debian and ubuntu.
I use CentOS.
Does anyone have a lot of crashes when using blueprints on DE ?
[2023.07.31-20.12.58:946][673]LogGame: Buildable registered player change. BUILDABLE buildable = Build_BlueprintDesigner_C_2147466322 -> Player player = Char_Player_C_2147422445 : IsAwake isAwake = ture
[2023.07.31-20.12.58:946][673]LogGame: Buildable registered player change. BUILDABLE buildable = Build_BlueprintDesigner_C_2147466322 -> Player player = Char_Player_C_2147422445 : IsAwake isAwake = ture
[2023.07.31-20.13.00:596][722]LogCore: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 16 from an array of size 14
[2023.07.31-20.13.00:616][722]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.07.31-20.13.00:616][722]LogCore: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 16 from an array of size 14
0x00007f54693d21c6 libUE4Server-Core-Linux-Shipping.so!FGenericPlatformMisc::RaiseException(unsigned int) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
0x00007f546956d8ab libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
0x00007f5469513b86 libUE4Server-Core-Linux-Shipping.so!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
0x00007f5469513a12 libUE4Server-Core-Linux-Shipping.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
Hello fellow Pioneers! I’m wondering if 1) this is the best place for the post and 2) there is a good place to review other troubleshooting for my problem.
The problem(s) being… my friend and I have a sever through GPortal bc we wanted the server to always be up and either of us could join whenever. However, we seem to be encountering a lot of connectivity issues and bugs. I’m thinking this is likely related to the multiple nature of the game and it’s bugyness (I say this bc I don’t see things bugs on so singleplayer). Here are things we’re seeing: multiple vehicles fall through the map. I fall through the map a bunch (usually after a disconnect). We have to relog bc we can’t use any keys (the game doesn’t freeze, we just can’t do anything), trees “regrow” at unpredictable times but we can’t cut them down… the list goes on.
I appreciate any constructive feedback.
Are you en experimental or early access?
Either way it sounds like gportal is underprovisioning their hosts
Experimental.
Found out what happened, basically when i clear or save a blueprint, it makes a critical error. I suggest to others to not use it
does anybody know how i can fix this issue?
[2023.07.11-21.42.40:584][866]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
Enough RAM is available for the machine, load is at around 60% at most.
The Save File size is currently 2.1 MB
i basically happens when we deconstruct too fast
can someone help me with this?
[2023.08.02-14.54.09:122][ 30]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.08.02-14.55.38:180][698]LogTemp: Warning: Finished!
i been hosting a server on my PC and playing with a friend for 3 days. but suddenly the server wont even show up today!
Are you currently struggling with laggs? I tested it on 2 different servers but both lagged like shit
my dedicated server regularly crashed when auto saving, does anyone have a clue why and hopefully a solution for the issue it's running into? it happens multiple times a day when playing (but not every time when it tries to save the game);
Don't deconstruct too fast or increase network quality/tickrate
I need the entire log as well as some additional information to help you with that issue
are the server console commands changed from what it says on the wiki? "FG.NetworkQuality 3" isn't a valid command
which console command to increase network quality on the server
or is it done on the client side?
nvm. turnsout i have a Dynamic ip!
its solved now, thanks
I would reccomend that all clients set network quality to high or ultra(all should be the same)
You can use the command FG.NetworkQuality to adjust it (2 for high and 3 for ultra quality) or you can edit the config files as explained here https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files
Unless they have fixed it in the last week console commands do not work right now.
For experimental
yes, this is #dedicated-servers
Dedicated servers as a whole are an experimental feature
There is still an early acess and an experimental branch of the server, both of which this channel is dedicated to
I am experiencing an issue with setting up a ded server whereby I can see the server but whenever I or a remote client try to connect to it the server fails with the following message:
I have tried editing the ini files and setting the tick rate to 9999, I have port forwarding on 7777, 15777 and 15000 as well as ensuring UFW rules are set up. I have tried locally using the local IP address as well as through my DNS server and public IP
This is the server side while trying to access the server over a local IP
I have also tried both main branch and experimental branch with similar results
Is there anyone that could point me in the right direction please?
That looks like u8 if I'm not mistaken
If so, append -multihome <server ip> on launch
On server launch
./FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome 192.168.1.2
Like that
my pc is on wifi but i can ping the server. Same error message though.
The Dedicated server is running debian
the client picks the server up both via the DNS and port forwarding and via the local IP
several things.
first, everything after -log -unattended gets truncated, so they have to be last. and since this is linux, you can remove both, because they are implicit anyway.
second. there is a missing = after multihome, this one wont work
also setting default ports makes low sense, so just start with multihome as single option
so
./FactoryServer.sh -multihome=192.168.1.2
should do it
also
setting the tick rate to 9999
thats a really bad idea, why would you introduce major instability on purpose
also its easy
the server tries to bind to ipv6
I've seen a ton of people setting absurdly high tickrates trying to resolve various issues lately and not sure where that idea is coming from
the idea that tickrate doesnt impact the performance and its just a random limit
The error said timeout, I was trying to eliminate some form of timing issue by upping it, however clearly that didnt fix it
especially on u8, wouldnt touch that
tickrate is how many calcs the server will do per second
has nothing to do with timeout
so instead of sync and calc everything 30 times per second you said it should do it 9999 times per second
there are timeout values, but you dont need to touch them. when you cant connect in 20 seconds, something is wrong
and here its, because the server want to route you over ipv6, so disable that
i gave the message link for that
also: that disables ipv6 on the machine globally, but just until reboot. if you want that forever, you need to hardcode that in the system settings
thanks, i will setup the service once i get it working from commandline
i actually just screen it. dont trusting the software enough to automate stuff
Works like a charm, thank you good sir you are a gentleman and a scholar.
Does anyone know how to fix a server crash that happens when you deconstruct/construct something?
Can I make an experimental server via Pterodactyl?
Yes
hello. i been playing on my own dedicated server and everything running smooth so far! i have one major issue though...
if i/friend wants to join my server, the ip must be written before. okay fair enough, makes sense. but...
if somehow an outage happened, or my isp got issues, or something else, whatever it is... the modem had to be reseted. then you must to take the new ip, share it with others who wants to play, so everyone can play on your dedicated server!
this is because of the Dynamic ip thing, i know. is there a way of fixing it? can i put my dedicated server on a specific ip?
thank you.
If your public IP keeps changing then you would need to talk to your ISP.
Many times it's possible to disable dynamic ip
Just depends on your isp
Most charge extra to have static at least from my experience.
You could use dynamic DNS (you’ll have to look it up, links aren’t allowed). If the ip changed you’d still have to wait for the record to be updated, but at least it’s automatic.
Can someone help me
?
never seen something like that
It's just a standard timeout error. Could be pretty much anything.
So you can't do anything specific
Hi, im trying to set up my own dedicated server. On the PC i want to use as the server host i run Ubuntu linux 22.10. I followed the tutorial by Geekhead and everzthing worked, but if i try to start the server it instantlz shuts down. Ill send mz logs in the following txt
A Docker image for a dedicated server
thanks but how do i use this? Im new to linux so i dont know much about it, whic means i dont know what a Docker image is
just follow the steps added on github mate, you dont really need to do anything beside installing docker unless you want to
Could you give anymore more info then this timeout error screenshot? Like was this on creation of the server or has the server been running for a while?
I get the same
Just edit the docker compose and run the command for starting a docker container from compose (easy to find online)
Anyway to transfer a servers world to a singleplayer world?
I'm not sure about servers, but I'd assume you'd just look for the .asv (or whichever it ends with) file within the server and load that up?
Just need to get the save file from the server and put it in save directory for client
can you use 3rd person in a dedicated server
i know there is a mod for it in SP but can you do it in dedicated serve ri run my own server adn would liek to have it
no idea, we arent the modding discord
for me it sounds like a client side mod
no i understand that im talkign about the dedicated server
it cant be mnodded but can the game be playe din 3rd perosn
No mods on dedicated servers Mods Not Supported
yes i understand that
can a dedicated server be put into 3rd person? i know it cant be modded
also does anyone know how i can change my command line
LogInit: Command Line: -log -unattended -ServerQueryPort=33012 -Port=8082 -BeaconPort=33014
sorry im trying to change my port numbers and i dont know how, bad short term memory dont remember how i did this change
Anything after -log -unattended get trunkated. Move the port info before those two.
Ty
No... the dedicated server still uses the normal game client
hey, im getting a timeout on my satisfactory server, but it does load it in for a ping check, did anything change as of late? I mean i didnt run this server for a while, but it did seem to reach it and talk to it in the beginning, i dont see anything in my ufw logs regarding dst port 15777, i get the error of attached image. Was there any defaults changed or something?
I tried both ipv4 and ipv6 addresses of my server too, but suddenly i have no other ideas.
It used to host the live version, which i changed with steamcmd, but i didnt uninstall it first, just ran it with -beta experimental flags and it seemed to be reconfigure just fine.
same problem
[2023.08.05-15.05.58:127][493]LogServer: Opening a new route from '[::ffff:<redacted v4>]:55717' to '[::1]:15000'
[2023.08.05-15.06.20:996][177]LogServer: Opening a new route from '[::ffff:<redacted v4>]:55720' to '[::1]:15000'
[2023.08.05-15.06.39:678][736]LogServer: Opening a new route from '[<redacted v6>]:61791' to '[::1]:15000'
running the server from the cli, it does react on my connection attempts, so definitely a bit of an odd issue, again checking firewall logs fo port 15000, no entries
update: tried removing .config so that it has to load defaults to no success
Have they fixed the rubber-banding issues with U8 dedicated servers?
It's such a simple fix but I wouldn't be surprised if it's a year or longer until we see it
Is it possible to download a save file from the game itself? SOmehow My Server hosting Program AMP got super bugged and Has hidden my save file not where it should be.
savefile is in the .config folder of your home
the only thing that resembles a save file is a pak file that corrupts when i open the copies.
whatever the AMP dev did im so over it.
i wish i could migrate my save someplace but i cant even extract it.
My server is trying to mount a 3.7gb .pak file that i cant get into
well. there are reasons why nobody uses windows servers unironically
I do
my condolences
Hey everyone, our dedicated server is set to restart and reset every 4 hours EST.
On the restart there's typically 5min of lost progress because the server does not save before the restart.
Additionally I'd like to make the autosave interval longer and I know how to do so, but there's a challenge.
Toward the late game autosaves can become a burden sometimes causing crashes and player death, so I'd like to limit the number of autosaves to two or three per hour.
If I change the interval to something like 20 minutes to stop the autosave lag in game, then we'll potentially lose 20 mins of progress during the restart.
Is there a way to force the server to save before it initiates a restart?
Thanks!
ngl, it sounds like you are trying to do convoluted things that will not work for you
you need to access the files on your running server and get to satisfactory save files directory in it
it starts as
%userprofile%\AppData\Local\FactoryGame on windows
~/.config/Epic/FactoryGame on Linux
(Linux or Windows on which the server is running)
thats actually easy.
hook the restart interval on the log of the game.
so instead of just restarting on a fixed time, check the output when the last save was and then queue the restart to the next autosave time + 1 min
since you know the autosave interval, thats doable
so adapt your restart schedule to the savegames, not the other way.
also, why restarting?
our server runs non stop for weeks now without any problem
cant see any benefit from that
ah wait the full server? oh and its not every 4 hours but provably 4 in the morning.
hopefully its a Windows server. they need restarts, linux hates it
also server autosave has no lag
we just have the 5 minute interval. even used 3 minutes in u7, because it was more unstable and corrupted itself often
App data local is for local savegames that i have. It is not in that folder cause its hosted on my amp server that should be in the amp datastore. But it is not, in either.
My save is in windows.pak, which cannot be opened due to corruption issues.
Its not an issue of the program running cause ive taken backups of the server and ran extractions on those seperate files.
This is where it should be, but in this entire subset the only file that can possibly be it due to the logs pointing right at it. And the filesize being 3.7gb. Is the windows.pak
Please satisfactory devs, could you add an option or console command that downloads the xxx.sav file to my pc from the dedi.. so i can successfully extract my save. Would be wonderful.
I said on the server, so not locally
when the server is running, access the server file, and on the server it will be in one of these 2 folder
moving around radioactive stuff with client and server crashes is quite dangerous. 🙂
thanks to@desert walrus, @chrome pumice & @potent shellfor answering my question. i got few other ideas tho!
lets say i want to keep the dynamic ip but i want the server to be on a specific ip so me and my friends can join without adding new ip every time something goes down.
is it possible? and how?
thanks agian.
Either your router/modem will have a setting, or you would need to talk to your ISP about getting a static IP. I would talk to your ISP before making any changes to your equipment.
you talking about switchin from dynamic to static ip. my question is, is there a way to keep it dynamic but to make the ip one?
or you're saying its not possible, it has to be static?
You can try adding the IP as static on the machine, but that might cause issues on the ISP side.
I'd think it would be fine
You could just try -multihome <desired ip>
Buy a domain and use Cloudflares dynamic DNS service to keep the domain updated with whatever public IP your ISP assigned you
That solution requires a recurring financial commitment
imagine not having an own domain
It does not
You gonna get a domain for free?
As well as cloudflare services
Setting aside the fact that dynamic IP's rarely change, there are two solutions that would satisfy the conditions set by @stoic mist. The first is a static IP address, and the second is to own a domain and use Cloudflares free dynamic DNS service.
Buying a domain is significantly cheaper and easier.
Dynamic IPs can change once a week or more depending on various factors
@stoic mist, after a little googling it seems there's a site called "freenom" that advertises free domains ending in .TK / .ML / .GA / .CF / .GQ. They claim the renewals are also free....
or try NoIP. i used there free service for a while and the only requirement was to aknowledge once per month that you were still using the service
yeah, if they're ok with the recurring use acknowledgement then NoIP could be a good option.
thanks. will try out some ideas
I havent seen this bug talked about but whenever someone logs out and logs back into my server the game creates a new character for them and leaves an extra doppleganger sitting where they logged out at with their inventory
It's been happening since U6
Seems to be Dedicated servers specifically
there are actually dynamic IPs that change only after rebooting the router
You can actually do a script that launches your server and sends via webhook the ip to anywhere you need, this is how i did it
this is basically how dns providers dynamic ip reporting tools works
some providers like OVH let you implement it all as you need
(I made a fully configurable compatible script if you are interested)
(python script, expected to be cross-platform)
And actually because of static White IP my local IP sometimes changes itself too, so i wrote this:
@echo off
setlocal enabledelayedexpansion
REM Getting your pc local ipv4 IP adress
for /f "tokens=2 delims=:" %%i in ('ipconfig ^| findstr /c:"IPv4 Address"') do (
set "local_ip=%%i"
)
REM Deleting spaces
set "local_ip=!local_ip: =!"
set "local_ip=!local_ip: =!"
REM Getting ipv4 white ip adress
set "external_ip="
for /f "tokens=2 delims=: " %%i in ('nslookup myip.opendns.com. resolver1.opendns.com ^| findstr /i "address"') do (
set "external_ip=%%i"
)
REM Launching Satisfactory with current local ipv4 ip adress
.\FactoryServer.exe -multihome=!local_ip! -log -unattended
REM Sending white ipv4 ip adress via discord webhook
python send_ip_to_discord.py "!external_ip!"
endlocal
ah shit, i forgot the "send_ip_to_discord.py" file..
1 sec
here it is
import requests
import sys
WEBHOOK_URL = "YOUR_DISCORD_WEBHOOK_URL"
def send_ip_to_discord(ip_address):
data = {"content": f"External IP adress: {ip_address}"}
requests.post(WEBHOOK_URL, data=data)
if __name__ == "__main__":
if len(sys.argv) > 1:
external_ip = sys.argv[1]
send_ip_to_discord(external_ip)
@stoic mistactually the python part might not work, but the launching command with current local ip adress will work
may i see it ? sounds interesting
it's not really clean code as of standard of spacing and comments but it's made to be really reliable
used in production
enjoy
wait may resetup the default file location for portability / crossplateform
json.dump to relative path file : not tested
PS: license is GPL v3
i can fix it for you
it's oneshot script btw, launch it everytime you want it to check and/or update for ip
easily can be setup as a systemd timed service for instance
oh, btw : I publish it here under gpl.v3
I expect you to get a bit lost on the ids/record recovering process
first, keep in mind the process only triggers itself when OVH api is showing unexpected behavior
that's the extent at which I was saying this script is made to be reliable
the last improvement I would bring to this script is a fail score with time recovering
so it also notify if there are very regular problems even if the script succeed in working around them
but I have other things to do currently
thx. will try that out
Hello.
i am looking for a satisfactory private server host. of course with payment if accepted.
i tried several dedicated server providers and what should i say? they are all shit.
now i tried to host one on my own rig, and it was running fantastic, but icannot let my pc run 24/7.
That's why I said can change
No guarantees but depending on the setup it can be quite frequent
Hey guys, i'm getting fps drops down to 1-2 fps permanently. Its independent from the graphic settings i testet.... The cpu & gpu should be good enough with an i5-13600kf and rtx 3070ti ...
rtx 3070ti
my condolences
So question to all the people self hosting, how stable has your experience with the ds been so far? I'm having mixed results with spurts of rubber banding and lag that have confused me.
Setup Vmware 6.7 update 2
Rocky 8.8
Gave it 4 vcpus, 24gb of memory (But I only ever see the app utilizing about ~10gb, saw the same thing on a ubuntu server build i tested) I setup a memory reservation of 16gb to make sure the VM should have all the memory it needs.
We completely abandoned the dedicated server unfortunately. The performance was just too awful. We manually host and pass around the save file now and have a system where whoever's hosting posts the gameID to discord
Our server was very overprovisioned for this use case, way above stated requirements, and we had lots of crashes and bugs. As soon as we moved back to manual hosting of the save file all those issues suddenly stopped
Yeah not waht I was hoping to hear, I've seen the containerized version but I don't want to go thru the trouble of spinning up a k3/k8s cluster or podman just to try something that has the same perf issues.
it happened to me twice so far, i leave my pc on with the dedicated server on so my friends can play while im at work!
i changed the windows setting to never sleep, there was no outage nor the modem resets. the dedicated server just crashes!
any one has/had an idea what is this?
So I have seen it'll restart if it's been on for too long 24 hours I think, have only had 2 out right crashes though, over 3 weeks now of running one
so strange!
first, it crashed after 7 hours. second, it crashed after 5.
before that, i played with them 5 hours and then left the server running for more than 6 hours 'till i closed it!
no idea whats up now.
also I'm running these on VMs under linux so take that for what you will
Is it possible to run to instances of Satifactory Server on a machine? I have a separate machine that runs a server for a friend and I. I want to run a second world for some different world. Is that possible on one machine?
From what I understand, yes; but you will have to adjust the ports on the second server
Coolios, I have tried running a second instance of the server software and it just closes when it boots. I have not been able to get it to stay running.
is your host Linux ?
all the ports need to be different
and it need enough ram so the 2 server have room to be fully loaded
the hypervisor? as stated vmware esxi 6.7 update 2
So at very least 16GB FREE ram
oh ok
what cpu ?
it's often dependent on the cpu
2x E5-2570v2
I mean more recent Gen high perf cpu and less problems
not the newest but Ivy Bridge xeons are no slugs
ok so may be that
you run easier and faster into the problems
update 8 or 7 ?
8 is very unstable
7, avoided 8 based on all the comments of problems
ivy bridge still start to get old
especially talking about heavy game work flow which almost entirely relies on cpu single thread processing throughout
No it is a windows 10 machine
I can try migrating it over to my Epyc server but I'm not seeing it hit the CPU much at all.
It has 32 GB of RAM and just runs just runs Satisfactory for my first world.
check for thread use
it Max out one thread then use at max 3 other threads basically but not very loaded
So if you have 32 thread host it shows at ~5% load
yet that one thread is always bottlenecked
(even on latest high-end CPUs
that is standby right ?
standby?
the game is not running
then it's not thread cpu
I mean normally it shows 150% when using 1 thread and a half for instance
you would need to check available ram before launching the second instance using task manager (performance tab)
general client issue I suspect (lots of crashing and known bugs)
do you have htop on your vm ?
i can install it easily
2% is literally not possible unless in standby for thread percent
anyone run this on actual enterpise equipment?
maybe you could be lucky and get down to 15% on 7900x3d
but not 2%
your cpu is slower, and yes lot of people here run it on bunch of xeon too
some with 350GB ram and more
ahh wehn I rebuilt the vm with Rocky i forgot to turn on the persistent, now i'm seeing 98.7%
I run it in linux/linux vm on 5900X host
and it runs fine (Update 7)
what annoys me is more about actual gameplay bugs than server crash or issues
(but I stopped playing update 7 for update 8, but update 8 is barely playable and what's broken is what I wanted to play with so ...)
the animal/enemies spawning one annoys the hell out of me
way more consistent
sigh and the client is stuck loading -.-
did you disable animal aggressivity ?
do that
that's the most source of issues
bug report seems to imply it doesn't matter, alpha's seem to cause the crash no matter the setting
that's almost always what crashes the server on update 7 even on 5900x
anyone must put it to passive
it always be better than the other options
ofcourse it will not prevent crashing but at least it will avoid going into crashing situations all the time
Hey guys, I keep getting this crash while playing on a dedicated server
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Anyone knows what this means?
Could be a vidcard driver issue? See: https://questions.satisfactorygame.com/post/63804d4dca608e0803526cc4
This seems to ignore how people want to play
end result it seems like the DS is a bad optimized product/solution
re read the title of this channel please
tldr: this seems like experimental
and not fixed/optimized/polished
It means that the game tried to read or write to memory that it didn't have access to. Given the address value is -1, then it looks like either bad pointer arithmatic, out of bounds, or both.
Was going to say both can be true. A little sad as I enjoy the game but it's buggy as hell
That part of the error is useless
Need the whole thing
Host 1 Has my server on it Im leaving server one for #2 I cant Load the save file tho because i cant find it Its not in their or the other sub folder behind it. Now i do have the World.exe from the last server and i made sure to put the Session name as the .sav File
Depends how they have it configured, but it should be in a saved/server folder
When first connecting to the server it never made a save /server folder. I can make one and put the .sav file in it and see
Hello,
I have a Satisfactory server set up on Ubuntu with 16gb ram and unfortunately the server does not run smoothly, although cpu, ram and hard disk are not even close to being utilized. Does anyone know what this can be?
Unable to load .Sav file from load save menu When you Click Load game It will Say In the top left ........... Loading game....... Game Ongoing...... then kick me back to the Load save in the main menu . I do have a video i dont know if i can post it
@barren mortar Ty i eventually found it They hid it
@fallow trout and everyone else with this issue, -multihome=0.0.0.0 fixes this issue if your ports and other requirements are otherwise met, crazy, this should be default but apparently is not
well, the default binds to ipv6, what works fine when the whole ipv6 route is properly configured. and its adviced for years to switch everything to v6, but the world is really slow and i guess we will stell have v4 in 50 years, even though its already deprecated for long
so its always the question if you want to make ipv4 a default while it would be better to switch to v6 and support the progress of change
everything new only supporting v6 would help quite a lot i think, as long as we keep having both, we will have these scuffed problems
my isp defaults to ipv6 by now, but what can i do when the server refuses to work on ipv6 :D
it accepts me on 15777, logs that its opening a new route on [::1]:15000, and then does nothing, unsure why ::1 tho, feels invalid
we dont even get a home ipv4 anymore, just v6 and a on the fly conversion on isp side to access ipv4 servers
I suspect -multihome=:: may work for ipv4 too on dualstack systems
So a sledge hammer was the fix, @deep turret thanks for the heads up on the single thread perf.
what did you do to fix it then ?
i thru a sledgehammer at it
3 people logged in
I moved the VM over to one of my Epyc servers, can't remember if it's Milan or Genoa
👍 your epyc very probably have more single thread processing throughput than your xeon(s)
it is pretty great at this kind of workflow (compared to other especially older cpus) as it have big l3 caches
milan is same gen as 5900X | genoa same as 7000series cpus
so you switched from probably half or third of single cpu performance I have at home, to probably something better than I have
I get now why you said sledghammer
at least ~ x2 single thread performance bump is big
I tend to not put game stuff on them but was able to migrate some container workloads over to the xeons, need to look at cycling out the v2 but they are such a good bang for buck, and those epyc are not cheap. Really hoping there's a DS update for multithreaded support, I'm curious how much of this is on the Epic, all of the unity based DS that I have, there's no problem
can anyone help me?
vs at least
We noticed today that playing on the 5800X3D compared to 7800X3D reduces load on the cpu by almost 50%. So besides general ipc and clockspeed uplift there are some more things at play here that really boost performance
the ds is currently not optimized unfortunately
and satisfactory have a lot to simulate on the server side compared to other kind of game servers
it is not obvious to heavily multi-thread the processing on UE5
Do note this was not with a dedicated server, but hosting manually on both pc's
you check per thread cpu load ?
also 7800x3d having support for AVX512 may play a bit in UE5 which I think have some optimization for it
I did but I didn't really notice one core beeing loaded more than others. Probably windows scheduler doing funny things it shouldn't do
I'll look into it, I wasn't aware of that
But that could explain part of the massive speed up
Update 7 is still UE4 right?
yep
oopsie do you play update 7 or 8 ?
I was assuming update 8 again
smh
update 8 is the game engine change, that is also why most crash and bugs improvement made in update 8 can not be applied back to update 7
update 8 will have to be at least as stable as update 7 so people can safely play on it
I've seen alot of comments on update 8 being bad on ds, haven't tried it myself but it was enough to keep me from even trying it for right now
as I said earlier ^
I can tell that yes, even on 5900X it is very prone to crashing
the update 8 dedicated server, is a early made experiment pulled of another experiment (the update 8 game)
it even probably have some reminds from update7 dedicated server which doesnt work well with UE5 (udpate 8)
that at least would explain a lot on the network problems
can someone help me?
I am trying to make a server with SteamCMD and can't figure out the right IP or PORT for it to connect
Just hear to say now that the team is hopefully back from vacation, hope they had fun.
Please put some work in on dedicated servers
Ps all the people who love playing with other people 
So you already installed it successfully with steamcmd ?
you read the wiki entry about setting up servers?
it tells the needed ports and all settings around it
you must launch the server with the right command arguments
to get the server ip you can :
- if the server is on Linux you can in a terminal :
ip ad - if the server is on windows (in cmd or powershell) :
ipconfig
on the server machine
Hi, I set up a dedicated server using docker on a google cloud vm instance.
everything was working fine played on it for 2 days with 4 friends no lagg all good.
When we got more machines the instance capped out and crashed.
After rebooting the instance and running the docker image again with the same params
we can no longer connect, server seems to be offline despite all ports being open/listening (checked with nmap and remade firewall rules).
The vm instance external IP did change i guess its a floating IP and i dont have a dns setup?
But it should still work with the new IP and ports specified ?
Anyone got any idea how to debugg this
What are the specs of the VM? You might have too much going on for the specs to be able to handle
was on 12gb cpu 100gb disc
2 cores
set it to 16 now
but the problem mainly lies in the connection/service I think
running this command
sudo docker run -d --name=satisfactory -h satisfactory-server -e MAXPLAYERS=4 -e PGID=1000 -e PUID=1000 -e STEAMBETA=false -v /config -m 16G --memory-reservation=12G -p 7777:7777/udp -p 15000:15000/udp -p 15777:15777/udp wolveix/satisfactory-server:latest
serves me these services running and port configs:
Hey guys, did anybody have a problem in 7 version of the game on dedicated server when you are trying to clean the blueprint, and then the server crashes ?
you have a single instance running ?
12GB is just enough for 1 server instance
remove everything from the blue print and from the blue print inventory
then clean it again
I don't remember exactly what was wrong with the blue print but it's a known bug
Yes single server but i can't connect now after rebooting
deactivate ipv6 on the server
Do they have a standalone server software or do you have to do it thru Steam
Through steam, steamed, or through epic
wdym exactly ?
dedicated satisfactory server install from steam steamcmd or epic games but runs standalone
is there a command to kick players of your dedicated server? 🙂
my goal is to not wait for session to time out after crash
there may be a setting but there is not a command yet
there is nothing on update 7 servers I think
you can kill your other you if you don't want to wait
yeah but spawn point is so far away 😛
would that be a setting to check for timeouts more often or wdym?
in update 8 there is very basic session management if I remember right
Having trouble getting my buddy to connect to my server. I got it set up. I have the port forwarding set up correctly (at least to my knowledge). But when checking on portchecktool.com it says the ports aren't on. When using the get command on powershell it shows the proper outputs
Any ideas on what isn't working properly?
disable ipv6
the os still has ipv6, the engine tries to bind to that
What do I need to do to change that then
i know for linux servers, not for turboscuffed
You can also just use -multihome <desired ipv4> on launch.
works around 25 % of times tbh. often still has problems
probably a bug atm
Yup
Or people putting it after -unattended lol
is the desired IP local or external
thats still interesting. they need to read the wiki to know about that parameter, still they dont know to put it last
the ip of the server?
yes
I have a static IP for internal, but external I'm using a no-ip solution with a host
a what
you cant do anything external without an ip. its the only addressing in the internet
static local ip of the server
it's the ip the server will bind to
when forwarding your router is translating to the local ip for the server
you mean you have a dns address
(which can [wrongly] be called hostname , simply saying host does not really apply for that, and is extra ambiguous here)
'host' apply for an object (machine, system, solution) but not for a reference (name, address, ID, ..)
or maybe in some context ID could be compatible with calling it 'host', but only if it is unique ID in that same context
and it implies we are talking of the object with that ID
then for reference you can call that : hostname (for name), host-address (for address), host-ID, etc..
and dns address is not itself a hostname
so we would just say : host dns address
for correctness
a dns address is the thing you put in urls to target servers
'youtube.com' is a dns address, 'youtu.be' too
anything of 'sub.domain.tld' form used to target system through internet is a dns address
(I say that so there is no ambiguity left)
and what Nachtnebel was talking about is :
if you can use a dns address it's because you have an ip address
and when talking about actual networking,binding,forwarding
we are always talking about ip addresses
dns address only apply on top of the ip networking that must be working already
yeah, you cant address anything without an ip.
the domain is just vanity and for easier memorizing, the pc asks the dns to translate the domain to ip and uses that to address something. with the domain itself, it wouldnt get anywhere
like a book for phonenumbers.
its nice that you know the name you want to call, but useless without the number
dns address is also for name stability and potentially multiple ressources' adresses/ids gathering too though
Is it possible to use the advanced game settings (ie setting the mobs to be passive) when using a dedicated server? Changing them doesn't have any effect
yes, and yes it have effects but every client must switch it to passive
ah thanks
make sure you are using the in-game setting once on the server
if you use the the other settings you are not switching it for the server game
Trying to connect my laptop to my server(away from home) but whenever i type in the ip address into the address bar in the add server button, it just immediately pops out an invalid message. Any ideas? Im doing this off a mobile hotspot which might be whats wrong tbh
You're using an external IP, correct? Not the 192.168.x.x or 10.x.x.x?
Yes i am, if it helps its a shockbyte server
Don't know what that is. Are the ports forwarded correectly? Have you ever been able to connect outside your network?
I havent tried outside of my home network, i believe theyre forwarded correctly?
That's my first thought is that something with the ip or ports isn't correct
Would the ports be my pc side or server control side
Server, and they need to be forwarded to the server from the router
Not quite right, the actual address used to do the delivery of the packet is the ethernet address. There are quite a few things that happen without using an IP. DHCP for example.
Update 8
I've been having a weird issue where the save corrupts and the server doesn't start after the first time I shut it down via the console ("exit" command). When trying to start it up again, it just crashes instantly. I'm using EA Update 7
happened multiple times after resetting the save as well
Just tried and I am able to load the save in singleplayer
Alright, I was able to pinpoint the issue to be that the port is already in use and it actually is - the instance I started (and stopped) previously is stuck at the following log lines:
[2023.08.12-15.22.08:424][731]LogStreaming: Display: Suspending async loading (1)
[2023.08.12-15.22.08:436][731]LogStreaming: Display: Resuming async loading (0)
[2023.08.12-15.22.08:437][731]LogExit: Preparing to exit.
and didn't fully close yet.
Do I CTRL+C here or are there any proper steps to fully gracefully exit?
Turns out the dynamic DNS didn't work but the IP works so. I assigned it a static IP in my router and it's Gucci
Use the quit, stop, or exit commands
Hello. Does satisfactory no longer use 10 GB of RAM on a fresh (dedicated) server, or what's happening?
it is starting low, then use more as the save increase in size / you build more things
it usually goes to 8GB now when the save is quiet big
I figured it would. I just remember the last time I hosted a Satisfactory server, it used 10 GB instantly.
That was around a year ago
it still behave like that on update 7
update 8 is dynamic
I'm on experimental
update 8 is only 2 months old
That's really nice. I just wanted to make sure it was intentional
I mean, it's nice it doens't use 10 GB of RAM on a fresh server, 3 is much better.
Obviously it'll expand over time, just like any other survival servers will
I would say it practically starts at 4-5
but that's better than 10GB especially for people that want to test it before commiting to it on a better machine/ rented setup
Didn't explore anything
is dedicated servers only on experimental satusfactory
that's what I was saying by practically, once you have a hub and some belts etc... you are closer to 5
No, it's also on the regular one
aaa oke
dedicated server exist both for update 7 and update 8
but even update 7's server is experimental
Could be, yeah. I just gave it 10 GB since that's what it used last time 😛
any server i can join im bored
there is this #looking-for-group-old , look for "24/7 dedicated server hosted" proposals
oki
Just ran like 5 steps, and it used 100 MB of RAM more 😂
Guess 10 GB will be a good for a while
@deep turret thank you for answering my few questions 🙂
your welcome
I dont really know tbh, I never tried to join one
I guess you can click the button below it, and it will give you a message with other people in the group
oke
Join with the Session ID 🙂
but it says no session id
can i join it if im on epic
nano u wanna play together?
i want to play multiplayer
Yes, the server is not tied to one or the other launcher.
And no, I'm just setting up some servers to play with friends, not playing right now
not on dedicated servers
dm me if u wanna join my satisfactory server
you already set up one ?
im going to test out how to make one
i found sum1 to play with
and i made dc server for it
Hi
how solve this error?
port mapping already redirect
[2023.08.12-23.16.17:390][360]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 257.17, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:65379, Name: IpConnection_2147473266, Driver: IpNetDriver_2147481467 IpNetDriver_2147481467, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147481467 IpNetDriver_2147481467
[2023.08.12-23.16.17:391][360]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 257.17, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:65379, Name: IpConnection_2147473266, Driver: IpNetDriver_2147481467 IpNetDriver_2147481467, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
anyone wanna play
That's just a standard timeout error. Can you gave anymore info. Like is this a fresh server? Does this only happen a certain times?
not standard eror.
disable ipv6
Not sure disabling IPv6 will help if the server is listening on IPv4 anyway
If that helps then there is something fundamentally wrong with the architecture of the server software
anyone able to help me with dedicated server on another pc? followed all the steps but my mates cant join
opens the server and i can join locally. opened almost every port i can think of and they still cant join
Is it ea or exp?
Have you checked the faq/troubleshooting section for dedis on the wiki?
it isnt, that is the thing.
the log shows its on ipv6
Weird. Should not happen tbh
ipv6 is the default for u8, as long as the os thinks it has ipv6
That's kind of a weird default
My ISP doesn't even give me an IPv6 address
Why isn't the default listening on both IPv4 and IPv6?
here you dont get a v4 anymore, there just arent enough
I pay a monthly low fee for a public IPv4 address so that I can port forward
Otherwise I'd share one and a firewall would block any incoming connection
But for some reason pretty much no ISP here gives an IPv6 address
i dont do that with home connection. i hve a server and these still can get ipv4.
but you need to explain and have a good reason to get it. just getting one unnecessary is a tos break nd can get very expensive
I can just not use the IPv4 address for commercial use
Like hosting my own website for my company (if I had one)
But for that I'd want to rent a VPS anyway :D
I just use it to host game servers and potentially to VPN to my home network if the WiFi someplace is too restrictive
while thats one of the reasons for what you are allowed to get one here
Too expensive to host a website at home anyway
well as said, getting v4 as home address is close to impossible
Dang. Where do you live?
europe 
Uh okay. I live in Denmark and here it's not a big deal to get an address
v4 is legacy and for business and servers only
it has that status world wide.
becauee there are way less addresses than pcs
so you cant give it to everyone
Sure but I just cannot connect to IPv6 stuff
You might as well call IPv6 legacy here
Thankfully there are workarounds
Subnetting is helpful
ipv6 is not legacy and if your isp is not giving you any form of ipv6 it technically means it cuts you from part of the global network
on the other hand ipv4 is highly isp dependent
as older ISPs do have ipv4 blocks to address
but newer one are not allowed to
(only small "ISP level" blocks are accessible for backward compatibility)
Obviously IPv6 is not legacy. But ISPs here are treating it like no one needs it
I know about the IPv4 address "shortage". And I've been doing stuff with sockets for many years as a developer
anyone wanna play
Yea checked faq and have tried both
i have weird issues with the server, the experimental version starts without issues (but is a major bugfest) and the normal one quits starting, besides adding no steam, are there things that i can try. that i might have missed
Can someone help me having issues trying to start my server and it won't even show anything when I double click
do you have enough free ram when you launch it ? you need at very least 10GB
10 is way overkill
Not for u7
it never needed so much for us
Has anyone tried to run a Satisfactory Server on Oracle cloud ? Especially with the Arch64 ?
Arch64 is ARM, which is not supported by Satisfactory. So no, arch64 won't work.
😦 sadge than i give up. I tried it with Valheim and Box64, it works perfectly fine, but ig with Satisfactory it wont cut the grass
i mean, it might start with box64. But the emulation overhead will probably kill the tps
probl but still would like to try it
at least would be great if someone could check my logs and tell me whats happening
@nova tendon There is a search bar on the top right-hand side, and you can type 'box64.' You can see that many people have tried it, and it doesn't work. Why make things harder for yourself?
5 Day in 😉 but yeah i have gave up on this idea. Sorry for bothering everyone ^^
Nope
hmm friend cant join for some reason. gets a long error
Are you on u8?
that could be why
Sorry for the late reply, but yes, machine has 16gb in total, xeon 1230v3 as a cpu. Uses almost no ram. (Running windows server 2022 as an os)
Am I missing something? (not sure if this is related) but I just shut down my experimental server on the same machine, and wanted to startup the early acces.....
However, it doesn't boot and gives logs like:
`[2023.08.15-18.49.42:932][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
[2023.08.15-18.49.42:944][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.08.15-18.49.42:944][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.08.15-18.49.42:944][ 0]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2023.08.15-18.49.42:944][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.08.15-18.49.42:944][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.08.15-18.49.42:944][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.08.15-18.49.42:950][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
[2023.08.15-18.49.42:950][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
[2023.08.15-18.49.44:076][ 0]LogCore: Error: appError called: Assertion failed: false [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Serialization/CustomVersion.cpp] [Line: 311]
[2023.08.15-18.49.44:088][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.08.15-18.49.44:092][ 0]LogCore: Assertion failed: false [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Serialization/CustomVersion.cpp] [Line: 311]`
Memory not used etc.
Its a linux machine, so I find it weird I see Windows like paths in the logs
the windows paths are referring to the path at the time the software was compiled
so, the assertion file and line refers to the source code
the particular error you have appears to be the server trying to load your map back, but it's been converted to exp. gotta find the map file and move it aside
@barren raven ^
Thank you @civic lantern . Is there a way to figure out which save its looking for? I guess it's trying to load the map that I had running on experimental before.
Renaming the ServerSettings file would recreate it?
it is trying to load the original map, yes. I need to reacquaint myself with where files are kept, but you can probably find it faster with find ~ | grep sav$
then relocate that file out of the savefile dir
That seemed to be the trick 😄 Wow such an easy but difficult solution haha. Thank you @civic lantern
:) welcome. server should go through the new game setup process. it's probably safe to place the save file back in place, you can command the dedi server to load it if you switch back to exp
in the server manager
"almost no ram" is bit too vague though, its best to check it
2.5gb used out of 16
Managed to fix it thanks to @civic lantern, map + settings was from experimental, and the stable build didnt want to load those
i had this issue on a clean install, firewall was ok, everything was ok and open, things were running, but timeout on connect. I manually set up the supposedly default all-interface binding and it solved the issue, both -MultiHome=:: and -MultiHome=0.0.0.0 solved it for me.
I'm trying to change the autosave interval and when I go to the console and try to use FG.AutosaveInterval I get a response of Command not recognized: FG.AutosaveInterval
hey could i ask when we would be reciveing an update to dedicated server stability just asking as i crash alot
nobody knows
Generally after the update goes from experimental/beta to current release for the base game you will see server updates.
server updates alongside the normal versions. so also any experimental update can also update the server
but its bot priority, so when the problem is server specific and nothing thats fixed at the normal game, it wont happen that fast
how do you stop the server from auto-restarting?
idk, ours never did in weeks
many people talk about auto restart and i have no idea, how to even enable it
I wouldn't reccomend it currently
That 24h auto-restart is pretty important for stability
Strange
Servers are weird
I loved the experience in u6, but as a low dev priority feature they are... lacking sometimes
i mean, im not staring 24/7 st it. but the server start has a quite unique look in graphs and also we often played for over 10 hours straight on different times and never saw it, so its unlikely that we always miss it i think
most people make it a service, maybe it has to do with that.
we just run the sh script with screen
can anyone help me im trying to get on dedicated server thru g portal and it says name pending and i dont get any prompt poping up when i go to server manager
hey theres this dude on my dedicated server that just did a stupid amount of shit in like 8 hours without automating any of the shit he needed like steel. me and my friend think he’s cheating but i wanna try and find proof. anyway to do that through the logs
like if he used console commands for it
there are no commands for this
I can't stay connected to my server for more than 2 seconds, I CTD as soon as I load in. No mods. Are there any recommending settings or whatnot? I have gfx set to Medium across the board.
Have you made sure to open the ports?
I'm not hosting the server, and previously i had stayed connected to it for several hours while playing.
So what's happening now is I have to make like 2-5 connection attempts, eventually one will work, then i can play for a while
but it's not just failed connection when it fails - the client CTDs
¯_(ツ)_/¯
the server was fine!
any ideas ?
Job for satisfactory.service failed because the control process exited with error code.
See "systemctl status satisfactory.service" and "journalctl -xeu satisfactory.service" for details.
steam@satisfactory:~$ systemctl status satisfactory.service
× satisfactory.service - SatisfactoryServer
Loaded: loaded (/etc/systemd/system/satisfactory.service; disabled; vendor preset: enabled)
Active: failed (Result: exit-code) since Thu 2023-08-17 20:57:14 UTC; 10s ago
Process: 34104 ExecStartPre=/home/steam/steamcmd +login anonymous +force_install_dir /home/steam/satisfactory +app_update 1690800 -beta public validate +quit (code=exited, status=254)
CPU: 157ms
steam@satisfactory:~$
why would you do a service for the updater?
I've been running a dedicated server on my Steam Deck on experimental to connect to on my PC to both split the CPU load and keep the factory running while I'm doing other things (like sleeping) last night I tried to get a friend of mine to join the server. They were able to successfully connect to the server on the dedicated servers menu and could see game stage, session time and all that. But when trying to join the game, the screen just goes to "you are not connected to this server" and a few seconds later a loading screen shows up and she gets booted to the main menu with this error:
Is this simply just a ping diff? (I live in Aus and she's in the UK, her main menu said around 340-360ms) or is there a setting I need to change?
I do have ports 15777 and 15000 open and routed to 192.168.0.103 (my steam deck's local address)
And the server's terminal did mention her IP address successfully connecting
The strange thing is I'm able to join her on a listen session when she just hosts a regular game
This here is the .sh I boot the server from
hmm, I swapped from EA to experimental, both server and client, now I'm getting this error
was playing on the server yesterday evening with a friend, before we updated
any advise on how to start debugging/fixing?
Take a look at the .sh I was talking about. I had the same issue and that fixed it for at least me over a local network
in 99 % of cases people have wrong configured ipv6 on the server and just need to disable it
Probably wouldn't hurt trying the thing that worked for me first, though of course using your IP, not mine
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 -beta experimental validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
[Install]
WantedBy=multi-user.target
Am using the run as service example from wiki
yeah, see the server console and check what ip it tries. default fur u8 is ipv6
and most people ont configure that
so you see the server, it tries to route you through ipv6 and fails, so you timeout
steam@ct-2501-satisfactory:/root$ ss -plnu | grep "Unreal"
UNCONN 0 0 0.0.0.0:7777 0.0.0.0:* users:(("UnrealServer-Li",pid=214,fd=14))
UNCONN 0 0 0.0.0.0:15000 0.0.0.0:* users:(("UnrealServer-Li",pid=214,fd=16))
UNCONN 0 0 *:15777 *:* users:(("UnrealServer-Li",pid=214,fd=28))
the service seems to be bound to v4
the service doesnt matter, what does the actual server
ooh
So would this be the same issue my friend is having for my server?
how do I open the console at this point?
its always this issue, because ipv6 is default
do I have to manually launch it, but without --unattended?
so all server where you didnt globally disable ipv6 will timeout
ah
makes sense, my internet provider doesn't even do v6 at all
digital stone age
So what would one do to disable that?
Aug 18 12:36:22 ct-2501-satisfactory FactoryServer.sh[214]: [2023.08.18-12.34.44:189][718]LogServer: Opening a new route from '[::ffff:79.40.69.190]:49265' to '[::1]:15000
sysctl -w net.ipv6.conf.all.disable_ipv6=1
sysctl -w net.ipv6.conf.default.disable_ipv6=1
yup. v6.
yeah, it tries v6 if the system thinks it has it
Do I just chuck this into the .sh I've been using?
the commands disable it only until reboot, if you want forever, you need to harcode it in the settings file
no
thats globally for the os
Created socket for bind address: 0.0.0.0:15000
works now
will disable v6 for the container altogether
thank you very much for the help
Could I make an .sh that I can run to set those settings and then start my server?
That depends on your system and networking
Steamos is basically arch, shouldn't be an issue
usually its at
/etc/sysctl.conf
I don't think I've used an IPv6 in my life so
put these lines in the config file and reload it
sudo sysctl -p
I funnily enough gotta reboot my SD first, it doesn't like being left on for 100 consecutive hours it seems
Works-ish
Thank you very much for your help @spare orbit
I have some graphics glitches and my character inventory is gone, so will have to roll back, but at least it works
Should I dump my inventory in a box before doing this then?
What lines sorry? Can you please put them in these blocks so it's easier for me to copy paste using the SteamDeck's keyboard?
net.ipv6.conf.all.disable_ipv6=1
net.ipv6.conf.default.disable_ipv6=1
I have a sudo_logsrvd.conf and sudo.conf but no sysctl.conf
i have no idea about steamos, does it even use sysctl?
I haven't the foggiest. I am not a linux user
oh wait, why are you even running the server on a steamos 
I have a Steam Deck. I use it for two things
As a thing to use for games when I travel
As a dedicated server host for games where either
Being a host and client at once is too taxing on my PC
Games where I'd like to be able to leave the server running while I'm not there
Satisfactory is a bitaboth
SteamOS is just a branch of Arch iirc
I'm talking with a mate of mine who's a huge linux nerd, he's helping me out with a lot more that'll make my workflow a lot easier
Thanks for pointing me in the right direction though, really helps with getting started <3
I ran these in a .sh and it gave me an output that seemed do something, but the issue persists
what is the output
Same error apparently
Oh, the output of the terminal- gimmie a moment
the server was fine!
any ideas ?
Job for satisfactory.service failed because the control process exited with error code.
See "systemctl status satisfactory.service" and "journalctl -xeu satisfactory.service" for details.
steam@satisfactory:~$ systemctl status satisfactory.service
× satisfactory.service - SatisfactoryServer
Loaded: loaded (/etc/systemd/system/satisfactory.service; disabled; vendor preset: enabled)
Active: failed (Result: exit-code) since Thu 2023-08-17 20:57:14 UTC; 10s ago
Process: 34104 ExecStartPre=/home/steam/steamcmd +login anonymous +force_install_dir /home/steam/satisfactory +app_update 1690800 -beta public validate +quit (code=exited, status=254)
CPU: 157ms
steam@satisfactory:~$
Your steamcmd update command failed.
I have tried everything, but for whatever reason I get a ping number on the server but it is perpetually NotAuthenticated and "Appears to be offline"
I opened ufw ports of all of the required ones
I have external DNS that points to a webserver on my PC and it is accessible fine (mostly unrelated, but means I have the right IP)
The server logs "Creating route for ip" when I click connect, but it seems to never actually connect
I'm incredibly lost as to what to do here
It was giving me steam warnings about client and server being on the same machine, even though I am running it on an external VPS, so I tried adding the -NOSTEAM option to the binary running section of the .sh
still nothing
I guess I can disable v6 on my machine but that would fuck with the websites on the server taking ipv6 conns
going to at least try that though
Also after ctrl c'ing it refuses to close, says "trying to close" but never does
unrelated issue I guess?
That worked, but that fucking sucks that it's the only solution
Alright so it actually just flat out did not work
It's now giving me a connection timeout
literally giving me nothing now
just timeouts
incredible
it says ping is 68 which is extremely odd given that I can't connect
HOW
I went in the Engine ini and changed it to 90
and yet
am I doing something wrong?
What is your startup command?
you sure with having the updater as srvice instead of the actual game?
what does the routing in your console output says?
Hi, i'm new in dedicated server topic, i want to play with my friend but without me or he hosting the game, so i want to know what you guys recommend me to do
