#dedicated-servers
1 messages ยท Page 48 of 1
depends on skills and needs
well, i have a moderate skills with technology, i can learn too
i need a server open 24/7
i can leave my pc on 24/7 so i guess using him for host it's ok
The game client removed the retry button ๐
if your internet is good enough, you trust your hardware to run fine 24/7, you have a static ip and your electricity is cheaper than the rent of a server is, yes
VPS space is much less of a hassle
i said console output, you wont find that ingame anyway
(restarting game client)
Yes, I couldn't get it to give me any live info, because there was no option to connect to the server
:)
but you already failed the connect, so the output already shoul be there .-.
oh yeah I tinkered with it and lost the output my b
yeah, then just try again
the first connect worked fine
I hit create game, it said creating game, then connecting, and now it's back at game creation
And the same thing
Went to status, clicked join game
and timeout!!!
it seems okay
the server seems fine
and then it drops my connection
@spare orbit
I have engine ini timeout set to 90 secs, I don't understand
i need the rpute the server tries for your connection
the console should output the ip route
that is the last output that is there
I can look upwards
yeah, probably is above
Try adding -multihome="ipadress" to your startup command.
as to not have it opt for localhost
okay will do
good idea
it still behaves kinda weird
hm?
the output normally lopks different.
are you on the same machine?
Might be weird because not using -log but on Linux host should be the same output with or without that?
Linux has -log on by default yes
log and unattended are implicit, yes
am getting a shitton of these
@spare orbit and timeout, again
exact same output with using multihome
I feel like if I could actually change the timeout that might help
20 seconds seems way too small anyway
for a remote host
given the quality of the netcode in this game idk
20 alreay is quite excessive
it seems that while rendering it stops the udp ping loop
somehow the game and server communicate enough to get a player position down
and then it never actually loads in, because it times out
I just want to fix whatever is happening here
I don't know why it's not listening to the INI config
Or better yet, why one UDP port works and the other doesn't
I have both open over ufw
it can get metadata perfectly fine
but loading into the game, it shits itself
Oh also apparently the game creation request isnt going through?
I don't get it ๐ญ
You said 1 port works and the other doesn't do you have all 3 ports open or just 2?
I have all three open, 15777, 15000, and 7777
I can try again to reopen
The dedicated server is maxing out my CPU
that could honestly be part of the problem
That sounds like it might be the cause if things have to wait for CPU too long.
yeah
Yeah it was maxing my cpu trying to run, that was the issue
I hadn't had port 7777 open previously. Would that have been the issue? Would opening it have been the fix?
in most cases, no
Would opening it hurt?
Well, turns out getting it to work ended up being as simple as
Timed out connection happens more often in EXP(?), not sure why, btu I've noticed I'm getting it a lot more than pre-U8
But yeah, dedi servers are a bit of a hassle to set up properly
Hey there! Anyone else seeing their game crashing when approaching to fast to any hostile creature on a dedicated server? XD
Gotta be sneeky somehow to keep it stable and not being killed while offline.
I am seeing this regularly with an update 7 dedicated server.
it's a combination of my engine ini not getting read as well as my vps being a single core 4gb ram
or maybe I have the wrong tags
however it is, connections time out at 20 no matter what I do
FWIW, I couldn't get the dedicated server to run with less than 16 GB of RAM (I tried with 8 GB before reading the minimum requirements)
damn ๐
why a positional calculator so expensive
even the actual game doesn't need that much
๐คท Maybe because you need to allocate more RAM to potentially support multiple players? It would be nice if that could be optimized though; it certainly makes VPS prices more expensive. According to the wiki:
12GB minimum, 16GB RAM is recommended for larger saves or to host more than 4 players.
that is actually incredibly horrible
holy hell
Just speculating here: Satisfactory has a very long view distance compared to its peers, so maybe when a player loads into the game it can significantly increase the number of game objects the server has to keep track of. I imagine that if it were to support loading a dozen or more players into the game, it would have to account for the idea that pretty much the entire map would have to be loaded into the game at once. Maybe that is why the RAM requirement is so high.
Iโm running it on my own hardware no issues on update 8 I do feel like updating 7 was a little more stable.. but I do have I running on docker with 8 thread allocated and 16GB allocated to it also and no issues for me and no timeout connection issues either so Iโm pretty sure is just your hardware or if not is networking issues I see in here
if you want to compare with the actual game the bare ground would be local game * n players
so if your local game takes 4GB only it would be 16GB already
of course most ressources are the same so it doesn't need to be duplicated
but a server still has to be ready to process the whole world
the other aspect is on local game you want it to dynamically shrink and load as needed from disk
so you have more room for browsers messagers etc.. on your PC
for a server you want most ressources already ready in ram because you need stability/consistency more and want to avoid disk i/o that could be easily avoided
if your game freeze because the server need disk read and vps disk read are mostly bad : every players get freeze
and client game may unsync too
I am an epic player and I play on experimental version when I start a server and I add it in manage servers with ipv4 adress and it says my server is offline
Hi epic player. We'll need more information in order to help. What OS is the server running on? How has it been installed? What logging do you see on the server console? Is any NAT involved? Any firewalls between your client and the server?
I just clicked on satisfactory dedicated server experimental
I just want to play with my freind he have satisfactory on steam
So you installed it on Windows with the Steam client? Are you running it on the same system as your game client?
yes I have satisfactory on epic ok and I have windows
Try typing "127.0.0.1" into the IP address field in the game client.
Your friend would need to use your public IP address. And you would most likely need to forward the port for the server to your computer from your router.
and hamachi?
I've not tried Hamachi so I am not sure. It seems like that is one way to do it.
When you write "127.0.0.1" that just tells your computer to connect to itself (it's "localhost"). If you are using some kind of a VPN like Hamachi or forwarding packets through your router, you would need to tell your friend to use the appropriate IP address.
yes I know we use hamachi with subnautica multiplayer so I think its fine thank you
Stepped onto the Ficsit Freighter and got to this fun screen... lol
Does anyone have familiarity with setting up satisfactory dedicated server as a service. I followed the steps on on the wiki, using NSSM, but I'm not sure how to point it at my existing saves when running it this way. I'm sure I'm just missing something obvious, as I'm not super experienced with it.
just made a new server im new to this how do i get past this my server just keeps saying offline name pending
you opened the ports?
i thought i did but i might have done it wrong doing it just now to see if this fixes the issue
its udp, thats important, i made the mistake with tcp the first time
i have set it for both is that ok
should work
what is the destination lan adress?
of the pc?
for inbound services it says what is the destination lan adress is this my pc or satisfactory ?
whats the setup
what do u mean set up can i screen shot it to show you i have no idea lol
no, i mean your hardware setup
in my pc ?
you description sounds like several pcs and external firewall
just 1 pc lol mabey im doing it wrong im signed into my sky hub trying to forword the ports or open them
into your what
i put my ip into the internet to get into my settings for the ports or do you not do it that way lol
how do u open the ports
i go to the router and set it there
yeaa thats what i mean i have signed into my router and im trying to allow it in the firewall i might watch a video on it and see how i get on whats the port numbers again ?
wait, with sky hub you meant the router?
tf is that for a model
yeaa my internet is with sky lol they call it a hub for some reason
uhh. what is it actually?
just a router plugged into the wall
awww haha 2 mins
in my setup its
Trying to fix some wicked rubberbanding. Running a dedi server on
- linux
- experimental u8
- local server, 10Gbps link
- 104857600 fix applied to the 3 files. all set to readonly
but still having issues. I can't set the network quality to ultra via console, since I just getCommand not recognized
i with mine was as simple as that il show you what i have
shows up in a few places across the web. figured it was the cure for my woes, but it doesn't seem to have helped
it just sets the amount the server can send higher
rubberbanding could just be server too slow in general
this is what shows when i sign into my router
oh no, garbage hardware
wish me luck lol
Bandwidth and cpu usage look fine. I think the issue is probably client stuttering that appears like rubberbanding... fun stuff.
i have opened the ports and im still getting the same error
both port of your router and your pc ?
i have dont the router how do i do th pc
what
i have only opened the ports on the router
are you on linux or windows
windows
hmm, im used to work on linux
normaly, your pc doesnt listen on port that he doesnt use
here's gpt answer ahah
but it looks weird idk ...
aww the inbound and outbound firewall il go do that just now
so its a udp i have to do it with ?
your a life saver it worked thanks
gg, enjoy your game
15777 15000 7777
why steam cmd?
i was told to use that ? how do you do it
steamcmd is for installing and updating. has nothing to do with running
was looking for errors why it wasnt online have u any ideas why its still showing as offline its online when i check gportal where i rent the server i have done all the ports on router and pc ?
i fogot how your routing looks like. from where to where you try to access it?
do i have to use a client to start the server up basically i have made a dedicated server on g portal and cant get it to work when i go to server manager in game it says server is offline name pending i have opened all the ports and its still saying the same
i have no idea tf you are doing. i thought its a local server, now its gportal
im tyying to set a dedicated server up for me and my friend to be able to play ?
where
iv set the server up on g portal i have 3 other servers for ark and they run fine it says the server is online how would u recommend to set up a dedicated server ?
so its not on your pc?
why did you even touch ports then?
and what did you try to do with steamcmd 
i have no idea got told to do it by someone in here
well, you ask for support for something that has no support here
when you ask about a dedicated server its implicitly about the server software and not about something third party rented we have no idea about
need to ask gportal what they are doing
yep here is a channel about support for the dedicated server itself
not about services around it
Does anyone else notice splitters and machine inputs just not moving items every now and then requiring the belt to be rebuilt?
Sometimes yes
Anyone have the issue of their server crashing the client within 1-5mins of opening the game up?
Happens when you build belts or pipes too quickly, I've been noticing it too. It's annoying when you get into a flow of laying belts and then it turns out none of them worked because you were too goddamn quick.
Basically slow down a bit, if you have time, you can check each end to see if the support or port can be snapped to
Hi all. I start the server, when I enter it from the game, the session closes and throws me back into the menu. In the server console this is:
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
I have a dedicated satisfactory server running on a linux server with 8v cores and 16GB ram. However, I tried increasing the bandwidth in the .ini config files in both client and server, setting the network quality to 3. However, the server still lags a lot with huge lagspikes. I checked my ubuntu server and the ram usage is around 2.6GB with no upper limit, the processing time is also set to the highest priority. But still, the server seems to run behind with only 2 players online. Is this normal or is this very unusual for an experimental server?
cpu usage?
In total, the usage together with all processes is only 20 ~ 40% with satisfactory consuming 173 %
also you running on the actual server is you rent a virtual one
But it should not be an issue since I hosted minecraft servers (one threaded) with no issues at all
satisfactory on a second gen epyc is a really bad combination
an 7282 is like what? like 3 ghz?
for a single threaded server, thats devastingly low
and when they then sell servers that are overthreaded, it gets even worse
You know that server CPU's are designed that way, with low single core performace with a lot of cores
not all
game servers are optimized for single core performance
you using an enterprice multithreading server for games
wont work for gaming nor is designed fo that
i just suspect the single core performance is just too low
and you cant tell, if they sell more threads than the server has. quite some shady companies do that
so like the cpu being 16/32 and they just sell 64 and hope that at most half of them run at max
when more max their part, performance will fall quite hard
I don't know much about server CPUs, but yeah, that performance isn't that good ...
uh, let me see on what we run our satisfactory server atm
But let's be honest, 3.2 GHz for a single core should be enough to keep up with a satisfactory server for 2 players in my opinion
3.2 single core is really low
What is the average for a server?
especially for one of the most complex games existing
System Requirements For Running A Dedicated Server In Satisfactory
OS: Windows 10 or later (64-bit)
Processor: i5-3570 3.4 GHz 4 Core.
Memory: 8 GB RAM.
and the 3.4 is the sold base, not the boost
your epyc has 2.8 base
the 3.4 recommendation is in practise like 3.8 or so
But yea, talking about CPU's ain't gonna fix the problem.
What can I do software wise to resolve the problem as much as possible?
we are running our satisfactory on a server with 8 asigned threads of 4.6 ghz
and i think 40 gb ram
can you run htop or similar?
Bruh do you even use 25% of that?
8 assigned threads? Why is that? The server is single core core right?
the vm is for steam games, and other games or minecraft can use that
just satisfactory doesnt use much
is that idle or are players playing?
100% cpu usage
core*
Okay, well are you running it on a VPS or a dedicated server?
yeah, the game is single threaded, so the faster it is, the faster it loads a save
well, its our server, but we virtualize it
because we use stuff fir different hings and we dont want a game server crashing everything
actual datacenter
thats with people playing
im not sure, what the colors mean actually
No shit the Epyc isn't keeping up
this partitial server runs on a 8700
going for power efficiency
only need the large enterprise ones when you have exteme parallelism and need much throughput
yeah, i have an "actual" server here at home
At home? I thought you meant datacenter
and tested it for stuff like games, its really bad with that
no, this one is in a datacenter
i have more than this one
Do you rent a phsyical space there?
no, the full server. its easier and i dont need to replace broken parts
the server here at home is bought
True, but I have no clue how you do that.
Got no experience with datacenters
works basically the same as with virtual servers
I meant like do you rent it from a company?
you rent it, they give you ip and login data for an ssh connection
just that you get the whole hardware
Ohh, just a dedicated server or a private contract?
I assume you have a dedicated
i tried to get my server here from home in the local datacenter. it costs so much and still need to pay for electricity, wasnt woth it
The server me and a friend got kind of for satisfactory has a 12400, I think that's good enough to last
How much do you pay for the dedicated server?
Fuck me, are you building china industry?
wha
The mugs we get are enough, we don't need more things to hold coffee in :^)
Anyway, how much do you spend for the server Nachtnebel
Dumb jokes aside, it's a mid-range cpu so I don't think it's that amazing :V
well, its hard to tell what part of that is for satisfactory. since we pay for additional ips etc
the main server is around 50 โฌ per month.
thats actually liteally just the electricity it would cost to run at home. so hardware and internet is basically free.
its a i7-8700 with 64 gb ram, 16 tb storage and symmetrical gigabit
Damn
that sounds about right for a server
That is a steal
like, renting one
Here we pay around 120 a month for those specs
well, the contract is a bit older and we only got some price ajustment. idk what they cost atm
it was 30 before though
Not much higher I assume, but are you using the server for money making purposes?
Or just experimenting and gaming?
its to run some of our online stuff like a cloud etc. though it makes no money
cheapest atm is this
probably enough for satisfactory
Lmaooo
Yeah that should run satisfactory just fine
those were some days though, when the high-end was a 4/8 CPU
I'm hosting on my own hardware, Linux container on a Ryzen 5 3600, it usually 1 thread at less than 100% and a few gigs of ram at most
But we're not so far and only 2 players up to date
Might get worse with more players or crazyer fabs
quite buffed servers still cheap tbh
going for ram 
Yeah that's reasonable for a 5950x, 128gb of ram and 8TB storage
Bru
I wouldn't pay for that but that's because I don't have a usecase for it
i got the server here at home just for experimenting, though i still need to buy new ram one day
but 768 gb isnt that cheap
Yeah, honestly lmao
Anyway, thanks for your help Nachtnebel
Right, back to work I go
just configured something "similar"
2x Intelยฎ Xeonยฎ Gold 6438Y+
so 64/128 cpu, 1024 gb ram, 1 tb + 2x4 tb datacenter ssd
my home server has 4 xeons and 80 cores. its hileriously bad with games though 
mine is already pretty bored with anything I throw at it ๐
cant neofetch it, its off. only run it when i need it. 700 watts idle is a damn statement
only when running sims for uni I really wish I had more perf... my software scales pretty linearly to a few hundred threads (known), probably more
that would really cut computation time. but requesting access on the institute cluster is just too much of a hassle xD
what kind of workload?
ouch lol
I'm at ~30-35
with all services running but in idle
well, you have a ryzen 3600, not 4 large xeons xD
i think a single fan surpasses the ryzen in power usage 
chews almost more power than the ryzen in idle
probably lmao
8000 rpm fan with around 55-60 watts iirc
and 4 of them
so like 200+ watts for just fans
only using when really needing the amount of threads xD
the type of fans :V
idk, proprietary ones specifically for the server
Sorry, I just took a break from documenting the worst code ever so my brain is mush
are some hotswap fans with special mounting
so no cables or so, just pull them out
small 90 mm 8000 rpm ones
Those'll make some noise
that is an older version of it, should have similar fans i guess
https://www.youtube.com/watch?v=8Paq1KHizes
at leasts sounds similar, though a bit quiet in video compared to reality
but yeah, also deltas similar to these
https://www.youtube.com/watch?v=ndpqBNibRH4&t=87s
they are fun. they blow more air in one minute through the server than my whole room has 
^noise
much noise
Does anyone knows how to set the autosave interval on a dedicated server?
Both the command and the mFloatValue does not seem to work
Instead, an autosave is created every 60 seconds apparently
wanted to link to the wiki, but it seems broken
The wiki is not correct anymore
it is
You mean when they recommend to execute the FG.AutoInterval 3 command?
Because I've tried that with zero success
i can tell what the wiki says when it actually loads and isnt broken anymore
but whatever it said, it worked flawless for us
when thats what the wiki says. we used whatever the wiki said and also change our amount of saves
doing 20 saves, one every 3 minutes
ingame, not this console
In game?
ingame
i never used that one
You mean like the chat?
no, the console
The linux console screen you mean?
this one
How do you open that one?
for me its f6 because i set that in config
Mmmh, not in the keybinds
ConsoleKeys=F6
in the input.ini
though could be, that they broke that in the last version. we sat tha a bit ago
Do I have to set the files to readonly mode?
not your input
you didnt write it correctly
Better yet, I copied it from the wiki
the u7 or u8 one?
they literally show the difference
Lmao, copied the wrong one
The console does not show FG.Interval as an option
Are you running experimental version?
since day one
Thanks for the tip, I will slow down ๐. Also the snap checking works wonders
Can you send me your config file where the autointerval is set?
` is usually the open console button
but that oesnt exist on many keyboards
But that's the default key for most veinminer mods in minecraft
Glad I could help!
Hold on what's your keyboard layout? Because I google EU keyboard and get
Which matches mine
thats just english one
ANSI and ISO have `/~ in the same place, how many kb layouts are there?
we have this
Is that not it?
yeah, but it needs shift and games dont accept shift+ยด as `
the it doesnt exist
because ` counts as shift+ยด
when lucky, they only use the number of the key
then ^ works
when they use the actual smbol, it wont
I guess I'm lucky with a keyboard where every button can be 4 buttons
(Partially pressed, fully pressed, partially released, fully released)
Fn, shift and the key. Iโm pretty sure the console key is the one above tab though. Could be wrong.
So uhm, update broke my server, time to figure out how to disable the new and wonderful DLSS features?
LogLinux: Warning: MessageBox: Plugin 'DLSS' failed to load because module 'DLSSBlueprint' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.: Message: No available video device:
Message dialog closed, result: Cancel, title: Message, text: Plugin 'DLSS' failed to load because module 'DLSSBlueprint' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
LogCore: Engine exit requested (reason: EngineExit() was called)
is the new update for expermental out for dedicated servers? my server will not update!
^ Oh I think I just asked about this in the wron channel - but I'm having the same issue. dedicated server, experimental branch will only pull build 247234 from steamcmd update. the client is pulling 247367. seems like the dedicated server version available via steamcmd update is not yet the same/current to the client version patch this morning.
due to some backend issues the CL version for the Linux dedicated servers build doesn't match at the moment. We'll need to redo the build to fix the issue. Windows version is correct and uploaded tho!
is there an eta on that Snutt?
ok.. all good.. thanks for your reply.
as soon as we can
โค๏ธ Thanks for letting us know. No pressure, try not to think of the wasted experimental production, it'll keep you up at night.
I should say, it's the same for windows server build as well on the experimental branch. (you'd mentioned linux). ty again!
that one is updated but for some reason it takes time for some people before steam updates
this happens every update
nothing we can do about that :3
probably the cdn doing its thing, will check in 30 mins and see if it's comingh through, thanks again!
I believe I'm having the same issue with my server. I have the same logs, but it's hard to tell if that is the exact cause of my crash.
well, as ppl said above there is a version mismatch so lets hope it solves it
same version mismatch for our server - on windows
same at us
steamcmd server for you too?
Same here. I tried throught the Steam GUI and via SteamCMD, no dice.
any way to downgrade the client maybe?
I don't think so.
Game version: 247367
Server Version: 247234
๐ข
Oddly enough Steam did download something when I tried about 30 mins ago, but thats where we stand for now.
Ah, no links, ok... so go google how to downgrade Steam games
Hi all, new here - having the excact same issue ... I guess we'll have to wait for a server update.
windows or linux?
windows
Just did a SteamCMD update and it's downloading something.
@golden roost already mentioned above - no ETR
cool, let us know please
my server crashes now also after running update right now
Worked
if you're on windows the build is uploaded it's something with steam's distribution that takes time for some people. Linux build is in the works.
Thanks for the updates!
thank you for clarifying
5.1.1-247367+++FactoryGame+rel-main-0.8.0 1008 3
logs this line but crashing, is there still a new build in the pipeline?
people running into mismatch for dedicated servers happens every single patch we do. nothing we can do it's all up to steam. :3
it'll download eventually
๐ค
windows steamcdm server works now
LogInit: Warning: Could not initialize SDL: No available video device
LogLinux: Warning: MessageBox: Plugin 'DLSS' failed to load because module 'DLSSBlueprint' could not be found. Please en....
@golden roost fyi
on linux dedicated not it seems
it'd be lowkey hilarious if it crashed because it wanted to display a messagebox
also confirming windows dedicated exp and client versions now match - let's gooooo.
good luck linux bros.
hmm linux is still crashing on launch ๐ฆ
ah, you're already ahead of me lol
I'm impressed with the devs response time to an experimental branch though. This is my first time playing through the game ๐
Yep, the issue with versions should already be fixed 
same here . linux dedicated borked at moment ๐ญ
That'd explain the GitHub issue for my Docker image ๐ Eagerly awaiting the fix for Linux! ๐
There is another update available, trying it now on Linux
G-portal works
Just tried, no luck yet
indeed ๐ฆ
Where did you go to see the update available for linux? Just showed in Steam for you?
I just run the install command every few days and see if it downloads something
I just ran the install command again to see if there was an update lol
LOL gotcha, so no official git hub or something to see a version increment.
Success! App '1690800' fully installed.
Project file not found: /config/gamefiles/FactoryGame/FactoryGame.uproject
5.1.1-247367+++FactoryGame+rel-main-0.8.0 1008 3
That's where I'm at for the moment.
For me, I get a ton of output, some "exiting abnormally", assertion failed... a few "signal 6 caught"... and then it just stays there. Can't even Ctrl+C, need to kill -9 it from another terminal.
Yeah that is the same for me. It seems to be around the DLSS note that Hurrycane posted.
Are you fixing this? or what? Hurry up! chop chop!! LOL
LogInit: Warning: Could not initialize SDL: No available video device
I could put that old GTX 760 into my server and try if it solves the issue ๐ ๐
Hi everyone I have this error, anyone know where it comes from?
and voice my config
OS: DEBIAN 12
CPU: 2x Xeon CPU E5-2620 2GHz
RAM: 88 GB
GPU: None
i have the same issue
Bruhhh
Yes this is the same issue being discussed.
Further up that log file, you'll see the same message about no monitor and DLSS failing to load.
"Plugin 'DLSS' failed to load because module 'DLSSBlueprint' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."
How can I do that? Can I disable it in the engine.ini?
And we can do anything like disable some thing or somethingโs else ?
Based on Bitz's stream this morning, he had an issue where he has a "duplicated display" going off to his capture computer. Because the game PC wasn't seeing the monitor there on the other end, it wouldn't load the new patch... He had to set his system to single monitor load the game and then it worked. I suspect this is something similar as the servers are basically headless
Like a undo update in the last before this one
The monitor continued to work after he reset it to the duplicated display.
MystereFire, how are you able to run the server on 2x Xeon CPU E5-2620 2GHz with only 2.5 max turbo clock?
I'm not aware of anyway to "revert" to 0.8.0.0 once you've been pushed forward...you can revert to the Update 7 stuff but then your save game might bork.
Not on the 7 juste the latest patch before this one who ad bug on the v8 experimental
That's basically the same Processor I use. It has a few display glitchs when looking at belts but the rest all works just fine. Rendering happens client side for most of it so the RAM is more important.
Iโm using a i7 12700k with 32gig of ddr5 and itโs still the same
Wait, you're running a dedicated server?
oh wait you can revert a save back to Update 7? I didn't think this was possible.
Yup. You are getting the same issues running locally?
I thinks you will have some errors
personally the server runs under docker
Like new building or something else
You can but your save game would be Update 8 and you'd bork things if you took that back to update 7.
You will if you use your current save game but if you just want to get back to playable...you have to wait for a patch, or reload an old Update 7 Save
No no, I was more curious about the lag I receive when running the server on a AMD EPYC 7282 2.8GHZ compared to a E5-2620 2GHz
Yeah exactly
How are you able to run without lag when the clockspeed is significantly lower for single core performance>?
This is not the same power in the cpu
I think most of the things are one ram, and once itโs one, there are no more than 2,5 billions of operation in the game
Gotcha. Yeah I use that Processor on my dedicated server. On my PC I'm i7 12700K
How much tickrate do you run the server at?
Default
I've have to check. I'm default I think. that wasn't one of the performance fixes I put in place.
30 ?
Yes
I run it at 120 but I don't know if that's too much.
Yeah. I had some corruption moving from Update 7 to 8 on my gamefile from removing a bunch of boxes on SSatisfactory Calculator. Since I started fresh on Update 8, I'm almosst to the same state I was in on update 7 and it's smooth as a babies butt ๐
รm at 40 because my server crash too many times with only 30
But how, because that doesn't answer my question why my server running on an AMD Epyc is struggling while yours isn't
Lmao, I will try that. Thanks
120 seems high but all that means is that your PC to the server updating your position and such will just be less frequent from my understanding. Might mean if you had a crash you are going back quite a bit further once you log back in.
Yeah but too high can cause roll back nah ?
I assume most of Coffee Stain is asleep at this point to it might be tomorrow or really late at night before we see a patch.
Yeah basically you'd be going back that 120 seconds worth of work that the Server hadn't recieved yet. It also means your client is buffering that extra time until it sends to more resource drain on your gaming machine
They cannot literally roll back to the last patch ?
So you can lose fps ?
Not if they are sleeping lol
Go download server backup and play solo
Depends on how they are buffering that. It might be chewing up RAM or HDD so might be a slight hit to FPS it's best to just increment small bits like 30-40 see that that works then 40-50 if it's still a problem etc.
That's not a horrible option...
Is it recommended to change the tick speed of the game to 20 if I experience lot's of lagspike with 30/
I'd assume they have a reason for the recommendation to be 30 at the start. I would assume if your Server and PC are powerful enough, moving to 25 or 20 would be good. You'll need to judge thee performance yourself and adjust as feel it's better or worse experience. Gotta remember too that users outside your house will also be hit with that setting so while it might be good for you locally in the same room as your server, it might not be good for your buddies ๐
Wait, the higher the tickspeed the more performance is requires right? Or is this reversed?
For me it just got rewritten into the engine.ini
It's "Where you want the performance hit" if you want to push it to the PC then higher number... If you want to push the performance hit to the server, then lower number.
Where do you see it in there? I'm not finding it in mine...
So you're saying that if I increase it to 40, the load on the server's CPU will decrease compared to the 30?
What is your tickspeed value then?
its appended to Core.System
cat ./satisfactory/FactoryGame/Saved/Config/LinuxServer/Engine.ini
[Core.System]
...
Paths=../../../FactoryGame/Plugins/DLSS/Content
Paths=../../../FactoryGame/Plugins/XeSS/Content
:)
Bah! No one posted in the QA site about this one yet. We've just been talking about it in here! LOL I put in a bug post.
Ahh thanks for that. I'll go look closer and see if diabling that in the ini get's me past the issue.
Hmmm under docker the engine.ini looks a lot different.
No Core System Section.
would be fun if u were investigating the live version ๐
i mean, it shouldnt really be an issue tho, should fail gracefully and just not use these features, kinda sad that it really just tries to display a messagebox, then ends in an SIGABORT, completely just creating a dead process for me that i need to kill from another ssh, i'd love to investigate it with a gpu but i rent the server for a reason
Yeah for sure LOL I have my server local but no GPU in the server at all beyond the onboard GPU.
Is there a temporary fix to get stuff running for now?
grab the save and continue locally for the time being, i cant seem to yank the DLSS out without breaking it
Everyone is bascally using 30. Some have moved to 40 or 120, but based on what that does it puts a lot more load on your Local PC. So it's really up to you what works best between your server specs and your PC/any others you have logging into your servers specs...
The higher you put it, the more it puts the effort towards the Clients... The Lower it is, the more it puts the pressure on the server.
Got it, and does every client need to set the tickspeed as well?
It helps for the Client to be set similar to the server but as long as the clients tick below the servers, you shouldn't time out.
That's just my understanding of it and I've not had any issues doing it this way in my setup, so if someone more technical has a different answer, please speak up lol
@sturdy gust - https://questions.satisfactorygame.com/post/64e628f187a1e63b6ceea448 on the QA site for the Dedicated Server Issue. Please upvote if you are having the issues as well.
They cleared off the first linux ticket this morning already with a small patch.
Hello, I just joined, hopefully this is the correct channel. I have a dedicated server setup on windows with steamcmd. I want to allow more players than 4. The only folder I have inside appdata is FactoryGame > Saved > SaveGames > server... I dont know where to change the config. I see a file ServerSettings.15777 but I cannot read it with notepad.
I dont have the WindowsNoEditor folder I read about. I have hidden files enabled..
game.ini ^-----
Yes I dont have that Config folder inside Saved
Mmmh, try opening cmd and typing tree {folder}
This will show you all the subfolders with their files
Im not on linux either. I tried copyying the %appdata% etc but windows says it cannot find that folder..
This is a windows command
Do a search for game.ini in your appdata/local/factorygame folder. There will be a few of them but you want the one in the server part of the folder structure
Have you even started the server?
Yeah there should be a lot more folders in there
Yes, the server is running, we have hours on it with 4 players. 5th cannot join rn
I found it!...
I installed it with steamcmd, it's inside steamcmd/steamapps/common/satisfactorydedicatedserver etc
Yeah was just getting my Windows path from my other machine. I'm pretty sure there's a lot more files in there...
Everywhere on internet they talk about appdata, but its just inside the install folder of the game itself from steamcmd...
Thanks guys!
There you go ๐
I just need to add it in front of all this right?
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
That' looks better!
[/Script/Engine.GameSession]
MaxPlayers=16
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
Yeah, I would upscale it if I were you
More than four players might require higher bandwith config
What should I enter, I have fiber internet 1000 up and down
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
[NetworkQuality@3]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
[/Script/Engine.Player]
ConfiguredInternetSpeed=104857600
ConfiguredLanSpeed=104857600
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=104857600
MaxInternetClientRate=104857600
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=104857600
MaxInternetClientRate=104857600
I will play with 5 players probably
There is a wiki page with the performance tweaks for that file for multiplayer
D... just posted it ๐
Yeh Ill try this
Nice
Nope
Not that we can find yet.
Tried disabling the DLSS in the ini's and just causes more grief than good. Others are just pulling save games local in the meantime
hrngh ... i only play on my dedi .. no idea about SP ๐
damn it . hope for a fix thoon ...
Agreed ๐
Mmmh, is there a satisfactory client for ubuntu or other distros?
Again, thanks guys, it worked
Because I see that the DLSS blueprint files are indeed present in the client window server.
So if there is, one could copy those and share them so we can add them
Cheers for the tag. Seems like it's still an ongoing issue for everyone using Linux, no?
@sturdy gust There is a second thread as well with same issue. No notes or requests from the Dev's for updates or more logs at this time.
Yeah, just seen. Guessing something went wrong with the Linux patch
Means a number of people will open issues for the Docker image that are out of my control ๐คทโโ๏ธ
Not the end of the world ๐
Yeah I suspect from the message everyone is seeing in the logs it's related to the DLSS and the fact the server is headless. It'll be a combo in there hopefully for sure
Yeah for sure ๐
Thanks for being so responsive, your docker version has been fantastic
More than happy to help where I can ๐ I'll keep an eye out for the update and will update the GitHub issue when it's live
I'll poke back in the github issue once I see something more
i think they working on a dedi dfix .. but they have said dedi is after all in development :/
jace time off ๐
LOL
At least early access is still fine ๐คทโโ๏ธ
LOL Always a positive somewhere ๐
Should just be a docker stop / start to trigger the new version download right? Nothing else I need to do for the game update?
you need to change the game version
Yup, SteamCMD checks for updates on every start - after you changed the branch to whatever you want to ofcourse
Kinda what I thought.
In the docker images, they do a steamcmd command to launch so it should be updating.
yeah but you need to change the option of beta/experimental true or false
Yeah for sure. That part I have set. Just making sure they hadn't dropped an update and somehow I was missing it LOL.
maybe you need to do a docker system prune -af
to make a new container start from nothing
Yep, just a container restart
Unless you have SKIPUPDATE set to true
i think we have to wait.
I dont know anything about a fix right now.
im looking into ways to shoehorn dlss onto my linux box, perhaps the proton tricks might help
Still outstanding issue. Haven't been able to get it to boot at all.
It'll be interesting to see the fix and what caused it. everything seems to point to LazySingleton.h but no one from Coffeestain has chimed in on the QA Site bug report yet for that one.
I haven't touched my linux ded server in a few months. So today I decided to update and play the game... what did I just walk into? lol
So no branches work at the moment?
I was using branch=experimental
Stable Branch is still fine. They just released an Experimental Branch Patch today that borked linux dedicated servers
I removed branch="experimental" and deleted my serverfiles directory, then redownloaded, and I'm getting the same error
What is the branch for stable? I tried "stable" and it did not work
If you are using steamcmd you can do -beta public to get U7
(I would be surprised if a save file from U8 would work as-is though.)
I'm using the linux game server manager, so I use branch="public" thank you! That worked.
No, I'm going to start over clean
@sturdy gust Just wanted to drop in and say thanks. Me and 2 friends are playing on a dedicated server thats running on my dell R730xd, a little buggy but its not your problem. We appreciate it greatly.
Is there an ETA on when they are going to release a hotfix for the Linux headless servers?
did the patch help with dedicated server stability?
There weren't any specific fixes for dedicated servers in the patch notes. The fixes were for FPS client side.
true. I mostly had client crashes. curious if they're any better with dedicated yet. trying to get into my server now...
client's claiming it's offline though
process is running. LGSM claims it's started
Not sure what branch you are on but there are issues with the Linux Dedicated Server on Experimental since the patch.
yeah. linux dedicated experimental. odd. I'll dig through the logs.
The post I put in there just before you poked about the stability is a link to the bug on the QA site.
is your process stopping or just hanging?
Just hanging.
Message dialog closed, result: Ok, title: Message, text: Plugin 'DLSS' failed to load because module 'DLSSBlueprint' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.^M
LogCore: Engine exit requested (reason: EngineExit() was called)^M
LogExit: Preparing to exit.^M
I see
Yup that's the one.
We all suspect its either a headless server issue or a dialog box that wasn't surpressed.
alright. I guess I just wait longer. I was able to get into it before, but it crashed a lot so I was going to take a break from the game...
half-way through Act 2 of Baldur's Gate 3 (I think), so that should keep me busy.
Hopefully we'll see some action overnight here (it's 11:30pm where I am) and see if we have a solution in the morning ๐
This happens so frequently and continues to happen in v0.8.1.0 that I'm logging an entry on the QA site.
https://questions.satisfactorygame.com/post/64e7025b87a1e63b6ceea573
I dont think it have to do with any dialog, DLSS is not supposed to even need to load on dedicated server
it is not talking about rendering dlss, but about loading the module for it in the engine
the module is not present because dedicated server, but is still trying to load it
Wait until fully unloaded does not release the train when it is empty.
Under update 8 I have confirmed that if the number of freight cars on the train does not match the number of freight platforms this happens every time.
https://questions.satisfactorygame.com/post/648f392a87a1e63b6cee5806
@golden roost when could we see a patch made for lynix servers as since the updat no lynix servers are working ๐ค
Working on it!
@golden roost Any new information about the fix for experimental server?
I'm sure they'll post something as soon as they have it
Yeah okay you are right ^^
We're still investigating the issue for Linux servers so a little unclear when a fix can go out.
We hope to have a fix out today in the best of worlds. ๐ค
If we're lucky and nothing breaks during the build
I'll expect it next week 
Fair
Ouch. Well I at least appreciate the work you guys are doing. Take your time and do it right. No need to rush. We will still be here.
yep that's the kind of things were taking time to make it fine once is faster than trying to hot fix a hot fix
โฐ๏ธ RIP dedicated servers are the only way to play this game with friends. My CPU shits itself if I try to run this completely local.
Thanks for being so present Snutt.
nice jinx 
Paid for dedicated server today for experimental and have spent an hour trying to figure out what on earth was going on
This clears it up ๐
Very unlucky, i am sorry for you and hope that they will get a fix tommorow.
That would drive me insane haha, very poor timing
probably tomorrow/today then
glad I don't pay for my server
yeah, we are also self hosting on a server we have anyway
This idea just feels wrong, but I wonder if the Windows dedicated server would run under Linux with Proton (or Wine, etc)
I believe someone else said that headless servers, in general, are not working
I could be mistaken though
our server has an integrated gpu and still cant find a gpu
I doubt it has anything to do with finding a GPU, I have a full GPU and see the same errors as everyone else. I suspect it's much more subtle than that, which is of course one of the many reasons it takes a hot minute to get a proper fix together.
I could be mistaken but I thought Windows Dedicated Servers were fixed
Oh perhaps, I've only been half paying attention
That make sense. I'm not a developer. I'm a hardware guy so I only get things half right most days. hahaha
Thanks for being on it! ๐ I'll keep my eye's peeled for a fix ๐
I'm legitemately trying to find out if I can run the windows version with Proton somehow lol
Anyone know if there is a resolution to Linux dedicated servers unable to boot game since update ~24 hours ago?
They are working on it
Snutt said they are working on a fix
They are very aware of the issue
this whole channel has been blowing up with impact reports all day lol
Sorry - apologies, just joined.
Definently feel for the team working to understand and debug this
It is about 1am my time. They started looking into it at about 6:30am this morning, again, my time
not happening in the next 6-8 hours i am guessing then.
and even thats just the start of day 2
I'm hoping they're in bed ๐
likely tomorrow
Agree - as above
but coffee stain devs are one of the best crews out there so it shouldnt be long
Iirc their workday starts in a couple hours
I forwarded X to a Linux laptop (ssh -X <user@server-ip>) and tried running it with proton. I got a window asking me to install a C++ runtime. (screenshot attached)
After clicking "OK" it seems to be doing its thing. For this to be viable it would need to run in something like Xvfb so it would work without the X session connected remotely.
To install Proton I did this:
steamcmd \
+@sSteamCmdForcePlatformType linux \
+login anonymous \
+app_update 1493710 \
validate \
+quit
Then to install the server I did:
steamcmd \
+@sSteamCmdForcePlatformType windows \
+login anonymous \
+app_update 1690800 \
-beta experimental \
validate \
+quit
This installs the Windows version of the server to ~/Steam/steamapps/common/SatisfactoryDedicatedServer and Proton to ~/Steam/steamapps/common/Proton\ -\ Experimental/proton.
Then you can do something like:
export STEAM_COMPAT_DATA_PATH=~/Steam/steamapps/compatdata/1690800
export STEAM_COMPAT_CLIENT_INSTALL_PATH=~/Steam/
mkdir -p "$STEAM_COMPAT_DATA_PATH"
alias proton="$HOME/Steam/steamapps/common/Proton\ -\ Experimental/proton"
cd ~/Steam/steamapps/common/SatisfactoryDedicatedServer
proton run ./FactoryServer.exe -log -unattended -DisablePacketRouting
Just in case this helps anyone. It would be nice if the server could be started without the X display attached. Maybe VNC could be set up for that.
FWIW, the server doesn't really work for me after doing these steps. It pops open a cmd.exe-like window on the X display and seems to be trying to work. But maybe someone can run with this and get further than I did.
why is it that my Server (hosted by a big Online Hoster) doesnt allow me to connect with my Steam SF? as soon as i would claim the server, it disconnects me and typing and sending a name would crash my game essentially
Currently experimental linux is broken so probably that
im using the "stable" version right now
Have to ask - can you, have you seen, do you know about LGSM? makes hosting a Linux dedicated server so simple
That answers the question I was boutta ask
Look in Patch Notes Channel, they pushing the Update now
The new patch didn't help me, the error hasn't changed. ๐ญ
First login since the new patch
https://questions.satisfactorygame.com/post/64e867bc87a1e63b6ceea6c6
Totally borked, second login failed also.
My Dedicated Server just updated and working
And third login failed.
That's the end of that then for now.
How can they make it worse?
I had a great game yesterday.
The only bugfix in the patch was one I reported.
https://questions.satisfactorygame.com/post/648de98087a1e63b6cee5231
I was able to expand stations at the heavy modular frame factory.
The frame rate was excellent and server performance acceptable in area for the first time since U8 released.
Of course if I moved area it all turned to crap but in an area <chefs kiss>
Today, it's a dumpter fire...
@golden roost help please.
Donยดt know whats the difference between our version, but on my side it works @mint junco
thats not a difference lol?
if you built around a performance behavior aspect of some locations in the game
and the other locations were very poor performance
you should expect the locations you play on to be very poor performance too someday
because they are patching and changing the per location loading/rendering of the game currently
ยฏ_(ใ)_/ยฏ
the dedicated server was literally not loading on headless server
yesterday
so for us it is win win
can you send the whole callstack?
i have the same issue. linux dedicated has booted, but client crash on load. starting linux server with fresh game works fine....
This @empty lichen?
It worked, I had to completely reinstall the server.
Thanks for the work, from all my friends.
@empty lichen Thanks to everyone there for the hard work. ๐ค A simple docker restart and allowing Steam to patch worked for me, almost as if it's what you were aiming to accomplish... ๐
can you send the save file too? so we can repo it
Sure Ben, thank you.
Yes I'm aware Linux was borked.
My windows server was unaffected and super duper yesterday.
I had a great session, tested the bugfix, found it was resolved and proceeded to start min-maxing factories in the Rocky Desert.
@whole meadow can you test once the build is done with the fix ๐
I am getting much the same error, i loaded in fine to a linux ded server was running around but when i got in a train i became stuck in a infinite loop of loading, render train on tracks moving.. then crashes into a error like that - repeat!
i guys, im having the same issue, cant enter de server, if i load the save in simgleplayer the save is fine, but on the server its like this ๐ฆ
From Epic apps tore?
disable dlss, it helped me
i mande from steam cmd
Upscaling Method = None
i dont have it enabled
i made a fresh instal of the server and same problem
Server is now running, but Game Crashes on Connection to server now
ok now its giving this, anyone knows how to solve?
the server its on a diferent machone
I dont follow why epic - you mean like a pre built dedicated server package on Epic store?
no, i downloaded steam cmd, and instal it from there
nice, got you.. so what are you looking to achive?
and with what reserrouces i guess
loging in to the game, because the server is runing and when i try to loging, it crashes when the game is entering the world
Few suffering from that
i suspect the best optoiin is to wait, no need to make changes for what seems to be further bug testing to yesterdays problem
i see now, i hope the fix come soon xD
for the past 24 hours my server was booted but invisbble crashed on load
today thats resolved but now i get many client windwos 10 crashes
lots of people seem to be experiancing a few hiccups currently devs likely hard at work reviewing
i had problems but now big probles, had some client random crashes
my client crashes seem situation depentant
ie near a gas node i have crashed twice
i reload back and reload to server, i am in HUB and go to my body, repeat
mine was random, and i had the explorer just showing de part were you put the fuel, and other can se the car, and we had several trucks just cliping on foundations and get stuck there
when i had random crashes my body whent to void
basically same thning
i will wait till the fix comes, love the game and the hard work that dev put on making it โค๏ธ
Yes the new update worked for me, so my son an I can continue on the last part ๐ Thanks
Hey, I'm hoping somebody can help me. Since upgrading the dedicated server from U7 to U8, I can't connect to it anymore. This was already the case with the pre-vacation version. It's on a dedicated linux machine here at home (ubuntu 20.04) which serves also many other applications. I'm connecting with the local IPv4 (as dyndns didn't work, even with the U7 server). Server is completely on default settings and not dockerized - so not bound to a specific IP. Connecting from laptop or desktop times out. In the log of the server I see "Opening a new route from '[::ffff:192.168.0.84]:35618' to '[::1]:15000'" and then later ".....hasn't been used in a while closing". -- both IPv4 and IPv6 are active in my home network....
i think there was a problem with the linux server and this update fix that for linux servers
In Steamdeck the Game Crashes on Server Connection, in PC everything is working with my dedicated Linux Server, any ideas, already did a File integry check
Unable to connect to friends multiplayer server, loads past the loading screen, momentarily shows the ficsit banner and then crashes to desktop
Works when i go into single player,
Platform: PC (Steam)
Version: 0.8.1.1 Build 247801
OS: Windows 11 (All updated via Windows Update)
GPU: AMD Radeon 6900 XT (Up to date driver as of writing in AMD Adrenaline)
I've tried so far
Signed out of Epic Online in the game menu and relinked (as friend is playing/hosting game via epic version of the game)
Verified game integrity on steam
Tried Vulkan, DX11, DX12 (all fail)
Modified Graphical Settings to all low
Deleted DirectX Shader Cache via Disk Cleanup
Error Message when CTD:
^I am the aforementioned friend. When he crashes, I get this
To clarify, we've played together before this most recent update in experimental for update 8 - nothing has changed with my config on the network side
the game platform links does not change anything to connect with dedicated servers as dedicated servers are completely platform agnostic and are not themselves connected with any user account
Ah, so we may have made a mistake here - can this space be used to discuss a direct connect?
apologies, i couldnt see multiplayer troubleshooting for experimental
getting the same thing as you
if it's not about the standalone dedicated server software
then you can talk about it in #satisfactory-experimental I guess
if you are not installing and configuring a dedicated server software that runs in command-line mode
then you are not using a dedicated server, you are using the multi-player hosting capability of the bare game that let your friends join your game while you play it on your pc
(I know you probably know how this part works, but I insist on the details to emphasize the difference with using a dedicated server)
cool, thanks
it was confusing because dedicated servers also experience client crash on connection sometimes
to makes things simpler in practice :
if you use [join] to connect to the game, then it is bare game multi-player
if you use [server-manager]|(selected-server)|[connect] to connect to the game, it is using a dedicated server
don't worry, I always like to detail a lot because I assume some other people could be reading and need these informations
deactivate IPv6 I know that was one of the issues I had
thanks, I will try binding it to the v4 address, can't switch of v6 for the computers, but maybe this helps
I'm pretty sure the problem is that the server tries to bind to an IPv6 anyway, so you just need to not give it the chance
Disabling IPv6 on my SteamDeck for my network worked
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000028
ever time i join a server im now getting this. would there be any reasion
getting the same crash when i wondered towards a part of the factory with signs, cool
is it me or the latest release is even more ram optimised
How much so if you don't mind me asking?
I have the 'crash on load' issue too after today's update, make it to the HUDOS banner and it dumps every time. Server seems to be running fine and so does unreal server. Just can't connect with client without the client crashing.
save us snutt!!
I was running the dedicated experimental server on a machine with only 8gb of a RAM before I realized the server requires at least 12 haha.
it was running at 8GB for me last time I checked, here I tested it at 3.5 or something
The EXCEPTION_ACCESS_VIOLATION 0x0000000000000028 is caused by the signs, you can either load the world in https://satisfactory-calculator.com/en/interactive-map and remove all the signs (with the tools) or download the save and remove the signs manually in game and the reupload the saved world.
if I had to delete every sign in my world, it would be.... inconvenient...
Then simply wait patiently for the fix
16GB can not quite be enough sometimes, my save isn't near as complex as some but I've seen north of 20GB pretty often, I just rebooted the host server and it pretty much starts out at 16+
yeah may do - another question if anyone knows. where are the 'autosave' game files located? I'm checking the usual spot (windows server)- %userdataa%\appdata\local\factorygame\saved - but since the last update there is nothing in there.
I can, however select from the 'autosaves' in the server manager UI and it lists the last 3-4 autosaves.
Trying to locate those so I can copy it - since I'm nervous about the crashes now and can't located the saves in the normal directory. Did this change? Or is something wonky?
bless you, found it.
windows\system32\config\systemprofile\appdata\local\factorygame\saved... if anyone cares ๐
wtfh is it doing in system32 ? is that in your steam folder ?
I installed it as a service on my server so it auto-restarts and manages itself
so it saves in system32\config like it's a service, 'cause it is
I used NSSM to do it if you're interested
oh, then it does store in %userprofile%\AppData \etc...
it's just your service %userprofile%\AppData is Windows\System32\config\profile\appdata
can you setup docker on your windows server? that might be easier... that's a really dumb place to save game files lol
^^
yes, but sharklein's post made me think to check there when he mentioned the steam install folder ('cause I don't have steam installed), so it dawned on me, it's probably not in the userdata folder, it's probably in some windows folder... it was...
it was not me it was Daniel's post
oh, daniel, bless you too lol
ok so now I have my saves backed up, and I need to wait for a fix.... what to do....
you can run the files locally then when you're done upload the save to the server and fire it up to run while you're away
not even the dumbest thing I've done this morning bruh
it will probably land very soon, for 2 reasons :
- it also affect bare game multiplayer feature (priority)
- the sign fix is very recent, so they know what they changed and probably what to adapt (practicality)
step 1), recompile the last known good build
step 2), send it to fawkes
step 3) profit... somehow...
eh you didnt chose to put the files there
If that was me, I'd be looking at doing it in a docker container on the Windows box. Docker already runs as a service and if you set the docker container to restart with the server it'll take care of itself that way. Because it's running in the container, it'll have your files in all the right places... but that's just me.
it's the only thing on my dedicated server, it's not too much fuss to manage and NSSM is very nice/simple and clean for making it a legit service
I will say though, I do enjoy how many giga IT nerds there are in the dedicated-server-experimental channel. my peeps.
Not saying your way isn't proper. There is just a lot more variables if you have a problem and stuff isn't where the game or other bits that might be running against those files are looking for them. Makes it harder to track down and be sure you are undersstanding the flow of the issue ๐ It's all good though. I'm a switch when it comes to this stuff. Born a Windows guy, converted partially to Linux in my world but still have to support both lol
Hahaha
if you go docker it's portable, easier to change servers, and you can stick the save files in a location that can be backed up by a cloud service or something, I back up my saves to pcloud once a day
Oooo So server patched this morning and looks like we might be back in business.
whaaaaaaaaaaa
no, now multiplayer signs are broken
multiplayer signs?
oh yeah, this morning's fix broke some stuff
the servers work but if your factory has signs you'll crash when you connect to your server
we've had first fix, yes, but what about second fix?
or any other multiplayer session
What's the multiplay signs one? I haven't seen / followed that one with my server being dowwn..
when logging into a multiplayer server with signs, it'll cause the client to crash on load
it was literally introduced in the patch that fixed servers lol
ROFL
apparently you can load the map in a map manager, delete all your signs and it'll work
so your server can run now, you just can't connect
but I have, uh, lotsa signs, so that ain't happening
So if I put signs on a container, I can't load in? or when actually having two people it'll crash?
no even player 0 is affected
you can't connect to a remote seession
does it crash the host in multiplayer too?
nope
It's patching my windows client as well at the moment so we'll see if I'm lucky or not
just the client
server keeps chugging along, sending death packets to any client that dare connect
that's what I thought, so yeah, you can download and play your save locally then load it back up on the server when you're done in the meantime
Hahahaa
Just saying... <---- This guy is a 45ish "giga IT guy" so not all of us are fully in the club some of us birthed the club ROFL
Alright.... Firing up... *crossing fingers.....
I'm 43 friendo, wanna talk about our 2 node, 2,400 baud BBS's that got us started?
"before the internet....."
report pls.
I was using a 110 baud acoustin coupler before I got my c64 with a 1200 baud modem lol
DID YOU USE TWEASERS TO SET YOUR INTERRUPT JUMPERS!??!
