#dedicated-servers
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and butter knives and whatever else I could find lying around at the time... bent many pins lol
Connecting
...
๐ค
you mean you are coming from these days were you could HEAR when there was connections issues ?
bruh, I rememer the telex codes to dial a modem
Could practically pick up the kitchen line and respond LOL
Yup yup
Ooooo...... I hit the jackpot.............. CrAsH!....
I guess I'm waiting for patch #2 now
yeah you probably picked up patch 1 again
reckon we wait
it's cool, this is fine, no problem, I'm not freaking out, you're freaking out
I only have 4 signs in my entire save file LOL
4 too many
I was hoping it would save me but I guess not
1 is too many, you could delete them with a save editor and log on tho
its weird mine didnt crash, maybe somehow I removed signs at some points already
At least for me I can go in on my local save and remove the 4 signs but for someone with 1000 signs or more they are SOL
but the signs make it pretty
it's those of us with one label per each container we have filling up all our resource boxes plus use signs for lighting that are fucked
Just gonna try doing that and see if it let's me in
I use them for accent lighting, so you can imagine
you can use a save editor instead
it will be faster, but keep your sign save backed up first
because it will soon be fixed
Soon (tm)
I mean like maybe this evening
Last time I used the save game editor to do something like that it corrupted my save somehow and I ended up with hit performance issues. I've been pretty careful not to use it so far on this save game.
It's only 4 signs so I'm gonna run around instead.
-โ multihome=192.168.0.2 as start parameter did the trick
for the signs?
No that's for something else...
definitely doesn't work for me because I've always set that to force the game server on a vlan instead of the open internet
There is an IPV6 stack loading in one of the versions
Ok trying again.
Signs are gone
yeah I have a v4 ip 'multihomed' for my service, still crashes, damn signs
Yup. Definitely a sign problem... Turffed the 4 signs and presto bango, I'm in
F.
What a strange bug.
no way I'm gonna delete all those signs... you're a lucky one
Yeah well and makes it easy to prove out the theory with only 4 signs lol
Patch is readys
- Fixed crash when joining a Dedicated Server related to signs
that was like 1mins ago
while loading the game crashes now and times out... the save is a pretty early one, before signs I think...
they started writing their message earlier lmao
@compact rapids , do you have to set tickrate of the client to 60 (server is also 60) as well. And if so, what config file and what parameters?
Bwhahahaha couldn't have meentioned that 5 minutes sooner? I just remove all 4 of my signs!! LOL
just reload an old save?!
if the fix just dropped from coffeestain like a minute ago, it'll take 30-60 mins to make it through the steam CDN
just exit and restart steam
Naw I'm using the default 30 on both. Haven't had any issues so far. Just a wierd hypertube bug on my setup but I suspect my old server CPU'ss as the source of that one.
โค๏ธ we love devs
Is it a "server side" fix? or Client fix?
I think they announce the patch when they have steam rolling it out already from their interface, they see steam validing times before that, so maybe it will be faster than that
Yes, and in the case I set my server to 60, do I need to set the client to 60 as well in the Engine.ini file?
gotta tell you, super impressed with this game's devs. snutt was in here yesterday, today they fixing stuff like super quick
great work folks, you rock
It's ready in Epic Games Launcher (Client) and Steam (Server)
you'll have to update both sides either way
It besst if they are close in matching or client side lower than server but yes ideally 60/60
Where do I find the key/value I need to set for the client?
I only found this
For the server
Hmmm... I saw it somewhere in the performance edits for multiplayer... I'll have to go digging..
I don't think clients tick
No the servers do but the client side setting is how often it sends its updates... ie. you need a client update before the server tick timeout.
Atleast that was my understanding.
better set client side to like 5 then because sometimes that server side is practicing for the limbo olympics because that shit be gettin loooow
Hahaha
the servers advertise the client for what is need
Ahh ok didn't know that.
server and client arent connected here. only one side does the calcs
otherwise it couldnt sync, the client need to know how often server updates
I was sure I saw a value in one of the multi player edit files though too...
I assume satisfactory is server authoritative?
Makes senes
the engine.ini value is probably for local play how fast to tick if unsynced
According to this guide, you need to set the tickrate for client as well
https://steamcommunity.com/sharedfiles/filedetails/?l=french&id=2356992556
I forgot who I was working with when I had my issues around tick.
never trust random steam guides
if it's on the internet, it's true
and no, the client setting is for when the client hosts
neat, now all my signs are fucked
the engine.ini in "client" side is applying to local game mostly, here you set it on the server
Yeah that's the post they sent me too as part of our troubleshooting...nice! I am slowly remembering this chat now
admit that you're so sweaty you just have a color coding system because images take too long
well if I go up to edit them they're all right still so it's just graphical
ROFL
he assigns a specific hex value to each object in game
it looks like big RJ45 ports
and then makes that the sign color
it looks like it control wall
I think I see a few SFP's as well
'this shade of yellow is pipes'
ROFL
it's just resource containers
Server is updated. Client is running now.
Ahhh I like how you got the one item to display. Nice touch
loading....
20/25 here
20/25?
GB
nope my internet is 2000/600
that's the year I plan to finish my HMF expansion
I'm 1.5 /1
IT WORKS
and steamcmd is getting the right patch version now too, so you can update with that if you're the sort
That you CoffeeStain It helps a lot!
also, my signs are F'd
How so?
medical inhalers on conveyors are the worst
They are just little!
Ooo you are colour coded as well lol
mood lighting is the right shade though, so that's nice
just the images and text got wonked
I think they just pushed build so you can load the save
now they will probably change priority for text
the right call imo
Hopefully it's just a glitch then and not messed up the save file.
it's visual, I edited a couple and they're showing the right icons in edit mode
Phew
does help to have the visible item conveyors out the front of resource stashes lol
New patch on steam, no info showing yet.
8GB for client
2GB for server
it does if your signs are broken ๐
being able to play the game is huge
well it's also nice if you just want one or two of a thing, can just grab them off the front
imagine wanting like .. 2 screws
imagine making screws
Welp......no go for me but I'm gonna do a repair on my game files...
I think screws are the smallest practical value per unit in the game
uh oh
I have 80 containers of parts and exacltly 0 are screws lol
I'm in but they've done something with the signs.
At least we can get back in.
Nice turnaround.
Thank you @empty lichen
heck I make all the christmas parts, and no screws
I think I just ran outta space on my games drive ROFL my 2TB m.2 was getting full.
well at least that's an easy fix!
facts ๐คฃ
Sir, this is an intervention
Hahaha
now its good update to latest build the signs are not crashing
Just make sure you have room for the update before you pull a noob mistake like I did LOL
At least the cost of m.2's has dropped in the 2TB size. I can pick up a few more
I just run mine in docker on truenas scale, pretty sure 160TB free is enough for a patch
Dragon - Spinning disk is the devil ROFL
template for a train / hypertube / fluid / electric grid has a TOOOOON of signs built into it apparently
Again sir... this is an intervention.....
lol
that's why I have a metadata and dedup vdev on NVMEs and 4 optane 905p's pulling double duty as L2ARC and LOG
I run TB virtual volume on a multi TB hdd with ~30GB storage caching
and it is working good enough
Dragon - you running this in a Datacenter for external hosting?
no, I just thought it would be neat to have
Hahaha
(storage caching is on nvme)
that makes spinning rust quick enough
Nice!
Ffs steam is making me reboot
Ok reboot solved the write error.
Testing
So far so good
oh does anyone else find hypertubes severely buggy or is it just my save
replacing the signs
I've had issues on the server but when I brought the save file local that went away.
Hmmm
I don't think the full sign issue is resolved.
Putting my 4 signs back and after logging out and back in again I'm back to not being able to connect. Just verifying the versions I have on both ssides...
Can one of you other guys try adding one new sign somewhere / and or deleting one of your existing and replacing it to see if that borks you?
Oh ok it's likely just me... I think the save when I exited just took a really long time.
Restarted the game and now I'm in with the same graphical bug for the signs just showing a solid color but not the items
that's why I turn that feature off it's pretty useless lol
I'm rarely jumping out and back in again so until now that hadn't hit me LOL
there any update on the linux server dlss issue
I am still getting a plugin failure
DLSS plugin?
Your CDN might be lagging?
the dlss issue's been fixed for 2 patches now
i wonder if actually updated or just asking
going to mark enable verification and reboot
Exactly ๐
Yeah make sure you update. There are two patches since last night
so running Pterodactyl on Lab UCS hardware, had to run autoupdate WITH verification and it works now
Awesome. Your signs will likely still be buggy with displaying but at least you are in
That was the other thing I needed to do to get it to work
Hey guys, when copying a save file from one server to another, do I need to copy any files other then the contents of the server folder at /home/user/.config/Epic/FactoryGame/Saved/SaveGames/ ? I know I need to rename the session to be the same, but the new server just doesn't seem to be able to find the save files ๐ฆ
make sure you put it in the dedicated server user .config location
for instance my satisfactory user home is /srv/Satisfactory so it is in /srv/Satisfactory/.config
you can also use the upload function in the client now
you dont NEED to transfer manually unless you want to
I believe it's in the right .config folder, unless the server is running as a different user then I think it is.
That being said I'll try uploading it through the client now, thanks for that tip Zaliryth
NP
That worked, I just copied the save to my local game and then uploaded it! Thanks again ๐
And thank you @golden roost and the devs for not only fixing these issues on an experimental branch so fast, but also for the updates in the channel!
anyone seen this happen
a bunch of the signs have defaulted to some random value
they are glossy with an ingot image, you open them to configure and they reset to default
same thing happened all over the place
pretty much everything that we labled is messed up
see patch notes ๐
Someone knows if the new patch fixed Hypertubes?
we havent touched them #patch-notes
Not sure if lag is an issue in dedicated servers in experiental. I am assuming this is a dodgey shockbyte server but just wanting to check before I submit a ticket.
Before this update, i had some issues with cables that run energy (not cables disconnected from energy).
They were laggy to place, after 100h of a save game. Anyone feeling the same?
Is there a way to improve that? Like better tickrate? My server hardly uses 10% of cpu I designated for it
Also 16gb of ram
You need to update your game on your computer as well as on the server ๐
Or maybe you started early access?
Yep if you try to connect early access game to experimental server you get this:
Fuck thank you, I don't understand I could have sworn I installed experimental?
My bad thank you for the sanity check.
No problem ๐
Is there a way to make a server for free or one that runs of my computer
!wikisearch dedicated_server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
yay! dedicated is back up and running
RIP haven't been able to connect back to my server ๐ , then again experimental is experimental
This was a problem in my build until the introduction of priority power switches.
Once they were introduced I made each factory a distinct power grid which can be isolated from the rest of the power network.
As I broke down the monolithic power network into around 100 seperate power networks placing new power connections no longer hung the game.
Elastic trains...
Very happy the game is working again though.
Jankiness I can put up with, the game is that good.
somebody got an experimental serv i could join?
For the purpose of?
If you want to have a mooch on my server you're more than welcome; satisfactory.valebridge.net
If you want to build, I'm very particular about how I build.
That said I would very much like to collaborate with someone I can learn from.
If you can build to my standard (or better) you're more than welcome.
I've developed my techniques and standards over 4500+ hours of build time.
We would need a discussion on design philosophy.
Otherwise, I'm happy to teach you my design philosophy, you can short cut the learning curve significantly.
I've got phase 4 complete (3700 hours ago), every item in the game automated to a significant degree, a modular factory standard developed over 1000s of hours and much trial and error.
Blueprints are available.
All items can be delivered by train and/or drone.
I have a list of build activities to complete as long as your arm.
The build is at the stage where existing factories need to be superseded and rebuilt elsewhere to current standards.
(You can't make a silk purse out of a sows ear)
There is build in more or less the entire map with the exceptions being Northern Forest and Spire coast.
Time to log this one.
I've been hitting that submit button for over a month so it's ticket time.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
Anyone else have this issue on U7, an area of the map has buildings missing and if a player logs out in that area it wonโt let them log back in but just shows the loading screen
This is what happened with parts missing but they are there if you run towards them, logging out in this area makes you unable to rejoin
That looks like object load in.
In high build density areas the build has to stream in.
Is your client and server set to Ultra in the network settings?
There are also game.ini and engine.ini edits for network bandwidth, to be deployed to both the client and the server.
Is the server under stress? e.g. cpu and ram.
The other thing it could be is draw distance but that's more a feature of U8.
There's an example of object load in, centre distance.
To be honest I have no idea why this is a feature on dedicated server.
If the client in single player can show all build regardless of distance why can't the same be true on dedicated server?
Yes I get it, performance, but visually it's not good.
I'd much rather the client background streamed the entire build in the visible area.
Once the entire build is cached locally only deltas need to be exchanged with the server.
hey all.. I've seen previous comments about signs not working
no.. I use square signs do display items in containers.. and all the square signs of any size only disply a big square of color instead of the icon of the part itself
I did a little test and none of the signs are displaying properly
is this just me?
I haven't actually been on for a week or so, so I couldn't tell ya
when I fist place them teh iron ingot and "shenannigans" are displaying fine.. but as soon as i open the gui of the sign and close it (without change).. it displays either black or big square of color
I'm new to this.. should I post the problem on the satisfactory QA site?
Check first to see if others are reporting the same issue
Signs were borked in getting dedicated servers to work yesterday.
The devs say they'll look into it next week.
In the meantime you can at least get in and play the game.
#patch-notes message
Hey everyone, I know this is somewhat early to ask how stable is dedicated server on update 8, by that I mean in terms of are there frequent crashes? There was a particular crash in the past (been around for multiple updates) that made running dedicated almost impossible without me around to manually restart the server on a daily basis, and at times multiple times per day (crash when dismantling buildables)
The U8 server is pretty much super stable.
However my client crashes at fairly regular intervals.
Crash
Thats great to hear, obviously not fun when client crashes, but server crashes in particular are extremely annoying, even with 10 minute save interval it can be really exhausting since a ton of stuff can be done in just a couple of minutes.
Autosave doesn't work
That's broken under U8
https://questions.satisfactorygame.com/post/648c2fd387a1e63b6cee45ea
One has to save manually in server console? (game client server console that is)
Correct
Save on play exit work?
Don't know, my save is far too large to have that enabled.
Not that big of a issue tho, I don't like having auto save on as long as the server is stable.
Ever gotten the dismantle crash with update 8 at all?
Probably the most annoying bug that have been in the game ever since multiplayer got added to the game.
Don't think I've experienced that.
Presumably dismantling an object causes the server to crash?
These are my dedicated server crashes.
Overall I have to say it's very good.
Yes. usually it would say something like "index out of bounds", and if you look through the call stack it will be caused by "rain check" that runs after a part has been dismantled, more technically speaking there are multiple threads running where the "rain check" is lacking a sanity check if the object still exist in the array.
Index out of bounds was a massive cause of random server crashes under U7.
I moved my save to single player because of it.
In U8 that has not occured so far for me.
Perfect!
When did you start getting them. Iโm on U7 right now and have only encountered crashes related to enemies.
ooo about 800 hours build time ago.
I've since moved the server to new hardware but the server crash list was so extensive I had to delete the crash folders, each was taking up over 100mb per crash and there were GBs of crash data.
I moved my save back to single player at about 3800 hours.
At U8 release I moved back to dedicated server.
I'm at 4500 hours now.
They're no longer relevent for U8
Hi, does anyone have issues with the experimental server after updating?
My server is dropping some errors:
Signal 6 caught.
libc++abi: Pure virtual function called!
Signal 6 caught.
libc++abi: __cxa_guard_acquire detected recursive initialization
Signal 6 caught.
did you just update ?
double-check it, because this looks like a bug that just got fixed last 2 releases ( yesterday )
I will check for updates. My last update was 2 days ago
i have this in the console
[2023.08.26-12.46.50:197][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.562134, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:197][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.590416, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:197][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.618187, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:198][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.643478, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:198][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.670364, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:198][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.697433, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:198][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.724182, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:198][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.751404, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:199][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.777191, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:199][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.803741, Character: Char_Player_C_2147270628
[2023.08.26-12.46.50:199][295]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 79.275177, CurrentTimeStamp: 81.829483, Character: Char_Player_C_2147270628
its normal ?
The server is running again, thanks for the hint
Hello, I could need a little help troubleshooting. Installed experimental dedicated with steamcmd on a rootserver (fresh debian 11 minimal), got it running, see it in client server manager as inactive with "server name pending" but getting connection timeouts when trying to connect
checks port firewall opening and potentially forwarding if you need to forward them
and then add -multihome=x.x.x.x with the ipv4 address of the server instead of x.x.x.x in the server start script command argument, or try to connect in ipv6 only instead
hi, does anyone know where do I import blueprints on my server?
I see these all the time in a world save on the server, Anyone know if this is normal background noise? or problem with a save file? or what it is? [2023.08.26-15.09.39:278][ 12]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FGFoliageInstancedSMC /Game/FactoryGame/Map/GameLevel01/Persistent_Level/Generated/FoliageGrid_L0_X-5_Y-8_DL0.Persistent_Level:PersistentLevel.InstancedFoliageActor_6400_-9_-16_0.FGFoliageInstancedSMC_4, from: Remove from navoctree)
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
Ok got a question for the group. Me and my 2 buddies play on a dedicated server I host on an unraid install on a Dell 730xd. When we play single or 2 player it plays fairly well. A bit of lag and some minor rubber banding but nothing crazy. When the 3rd person joins things start getting real wonky.
I'm running att fiber that actually gets over gigabit speeds and pings to Google between 11 and 15ms. Since I'm on the same network as the server my pings are usually 1 to 5ms and my friend who lives nearby pings at around 30ms. The 3rd friend lives in Germany and pings at 160ms. Not ideal but generally not a cause for ridiculous rubberbanding.
We are running the newest patch on update 8.
Any ideas?
check the network bandwidth settings
there is some settings you can tweak by default it is very low
I have the UNetconnection time out issue on a dedicated server and on a normal session. I've tried multiple fixes, changed connectiontimeout time even tried on a brand new save and it still shows up
check logs if it tries to bind to ipv6, if yes, disable it
mods =] ? nvm thats a new one ;o
My friend has connection dedicated server connection problem. He take immediately server is down error.
I not seen nothing on server logs, not even connection try.
I can connect server and play it. So i can close server problem.
Server is ks1-game from ovh. we try also some public servers, whit same result. Ping work ok.
concrete difference is at my game come is from epic, And my friend is from steam.
Already tested: firewall / anti malware down, ipv6 disabled on client, -multhome at server.
I look at windows firewall should allow communication at client.
This moment we use experiential but this problem is continuous so long time at Early Access is already tested.
I not ficture out a client problem.
Seems at this game not ewen try to connect a any dedicated servers.
For debugging, What I look next?
I add, multiplayer work ok, if I hosting, both nat is moderate.
I keep disconnecting while driving a vehicle, loading in and spawning falling at 0,0,0 as well as my vehicle. Any work around?
Seems very consistent with the explorer, I've had to use the interactive map multiple times to reset cords.
@deep turret sorry for the delayed response. I tried that and it crashed the server good. Like had to delete the docker, wipe the files and start from scratch. luckily i saved the save file ahead of time.
what, it shouldn't do any of that
did you read the logs ?
I mean to see if it complains about something specific
yeah it acted like the files I edited were missing and it wouldn't re-download them
First crash of the day, happened as I entered the Supercomputer factory in the rocky desert.
This is the second time the game has crashed in exactly the same place.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
Hi everyone, I need some help with our DS, i've tried to find the information over the web without success... Is there a way to FULLY reinitialize the server to restart as if it is completely new
Is there a way ?
delete the savefiles?
arf... i made a mistake in my words : not the "in game" but all the configuration
to restart al the DS configuration as if i've just installed it for the first time
?
we are facing a problem "the connection to the host has been lost" since i've modified some config files and we are now unable to get rid of this error
I suspect this is pretty much the same crash as moving via hoverpack.
e.g. forcing objects to load and the game has a conniption.
It's far more dramatic as you move long distances and force new areas to load into the client.
This goes back to the massive disparity between the single player experience and multiplayer/dedicated server experience.
Dedicated server should be the same or better as the compute load is split over multiple machines.
I think this plays into the fact that the game was not architected with multiplayer as a default.
It's been bolted on and it shows.
If the game had been architected as client/server even on a single player experience it would be much simpler to maintain.
CLIENT CRASH RIDING A TRAIN TO A PRESET DESTINATION STATION ON DEDICATED SERVER. - Experimental: 247884
https://questions.satisfactorygame.com/post/64e7025b87a1e63b6ceea573
When did U8 release?
I've got 799 crash dumps on my C: drive and want to clear out the up to 9GB sitting in there up to U8.
Got it, 13 June 2023
And there it is, 409 client crashes since U8 released.
Deleting all the crash dumps prior to the 13th has freed up 8GB of disk space on my C: drive.
Why aren't these automatically purged after being uploaded to coffeestain?
Are they even actually uploaded to coffeestain when we hit the send button?
I will admit I've been enjoying the 'summer' in the UK instead of playing Update 8 - last time was about June; how is it is all looking now - worth getting the server and clients updated and playing stable again?
CLIENT CRASH RIDING A TRAIN TO A PRESET DESTINATION STATION ON DEDICATED SERVER. - Experimental: 247884
https://questions.satisfactorygame.com/post/64e7025b87a1e63b6ceea573
Still the best way to get around the map.
CLIENT CRASH RIDING A TRAIN TO A PRESET DESTINATION STATION ON DEDICATED SERVER. - Experimental: 247884
https://questions.satisfactorygame.com/post/64e7025b87a1e63b6ceea573
i got myself twice on the server
cant remove the ghost player
any help
looking at myself
it happened when i crashed
you mean, like that libc++abi: Pure virtual function called! Signal 6 caught. libc++abi: Pure virtual function called! Signal 6 caught. libc++abi: __cxa_guard_acquire detected recursive initialization Signal 6 caught. ?
it got fixed in last updates
kill it
with
or you were using advanced settings with god mode on ?
the sword
used advanced settings
or the basic thing
yes
it should work, god mode currently apply to everyone
might beable to kill it with radiation
yep
get out of radiation, disable god mode, way for it to die
re enable god mode
you win
I dont know how radiation applies to disconnected people though
hmmmm seems ive duped a load of players
so got a few dotted around when i crash
if one of the coffee stainers can reach out to me
Hello, does someone know how to disable predators/aliens in a dedicated server? Or make them passive
which settings do I need to change in a ini file ?
every client must make it passive in the game options (while in the server game)
Client side setting
Ahhhhh thanks!
it is important workaround for lot of crash situation too
I dont see that option in the menu, Im not running experimental 8 but still on 7
Where can I find it?
Found it, had to be online on the server to have that option.
In u7 it was under advanced game play. But you need
I had a nap for a few hours, got up, still logged into the server, moved a few factories towards the hub, entered a copper ingot factory and the client crashed.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
I just came back from dinner, server restart during dinner.
Interestingly a server restart does create a continue file even though autosave is broken.
Although, the date in the filename is incorrect, being 3 days ago.
Loaded back into the game, picked up some materials from storage near the hub, moved 2 factories over and the client crashed.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
Client crash whilst hovering, just deleted an empty platform on dedicated server.
It's difficult to tell whether this was a crash whilst hovering or something new whilst deleting.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
This seems to happen most frequently when entering a factory and the detail hidden by the facade becomes visible.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
They're coming thick and fast currently.
On relogging back into the server moved to the factory opposite to pick up some motors, turned around and the client crashed.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
Crashed on entering the Iron Rod factory in Grass Fields.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
I think this will do for today.
The client is crashing every few minutes and it's not like I'm actually doing much.
CLIENT CRASH MOVING VIA HOVERPACK ON DEDICATED SERVER - Experimental: 247884
https://questions.satisfactorygame.com/post/64e9ab5987a1e63b6ceea84c
did someone asked you to put all the report here ?
usually the report sending feature is enough for them to see it ?
I've submitted over 400 crash reports since U8 released.
Given they've not been fixed and have actually increased I decided to make sure a QA post was present.
As I posted earlier, there is no indication that submitting the crash reports makes any difference.
These posts are so I can link them to my QA post.
Had you clicked on that you would have seen.
And yes Ben asked me to give context around the crashes.
In total it comprises a body evidence that hopefully will lead to a fix for these crash conditions which when resolved will benefit the entire community.
I don't need your permission to post
The bugfix which was in the first patch released after the devs returned from vacation was one I reported.
So you're welcome.
i can complain about literal useless spam
I'm not complaining about you build a stack of evidence for the issues you have so it can better be tackled down
I'm just doubtful it is interesting to push everyone of them in this current discord channel
yeah, its the wrong place for that
also not sure if you really would want to publish private pc information with giving people your runtime info
thats for the devs, not everyone
are the commands listed on sire the only commands? are there spawn commands or purely admin only?
there is very few commands
and it is reportedly not even parsing correctly in u8 (the command fail to be read/applied)
Anyone could help me for this please ? ๐
You have to delete the saves folder (whole game folder)
Will dedicated servers be playable once the next update gets released or will it probably be unusable?
it is already "usable" but not playable consistently
next big update will hopefully make it playable a bit by fixing some vehicle or hypertube crashes
story short : it is currently playable at first game tiers
but once you start to spread hypertubes and vehicles and power it starts to get some problems (not a lot of them, but the few problems can be very annoying)
Hi
Anyone else getting this error after updating the Server?
Malloc Size=65538 LargeMemoryPoolOffset=65554
CommonUnixCrashHandler: Signal=11
[2023.08.28-18.12.18:247][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
Probably a stupid question, but if I want to play on the experimental branch on a dedicated server, do I need to install the experimental dedicated server addon in the epic games launcher?
Yes both the server and client have to be experimental branch.
Alright, thank you!
A small FIY, running both server and client on the same machine will generally result in lower performance, since both the server and client will have to keep nearly identical states in memory. (not entirely but pretty much)
Donโt get your hopes up the game has been getting more unstable as the update progress for DS they donโt care for DS they only care for single player right now so Iโm pretty sure next update is going to break it even more lol
i understand the question as asking if you need to install the server at the client, thats a no.
the server addon is the server, thats not needed for a client to join a server
that are both separated parts. the server just needs the server part and the client only the client
and yes, running the server on the same machine as the client has only two positive things:
no saving lag and you can also run it, letting a friend play without needing to have your client open, so better for background when doing something else.
when you play all the time anyway, second positive is gone. so you just have the savegame lag thing
extra context : when playing connected to a dedicated server, the server is running the game, not the client, the client is just syncing to that server game, so server version is even more important than the client one
now ofcourse the client have to know what kind of stuff it must show and load, so it also need to be on save version level
hey, I'm getting sutters on U8 - the same servers was running U7 no problems/stutters. I have noticed the same error message being printed on the console when it stutters though... any ideas?
[2023.08.28-21.31.35:908][297]LogNet: Server connection received: ActorChannelFailure 134 [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: X.X.X.X:50478, Name: IpConnection_2147445849, Driver: GameNetDriver NetDriverEOSBase_2147481953, IsServer: YES, PC: BP_PlayerController_C_2147445842, Owner: BP_PlayerController_C_2147445842, UniqueId: Steam:(Steam)76561197974614660
[2023.08.28-21.31.35:908][297]LogNet: Actor channel failed: Actor: None [UChannel] ChIndex: 134, Closing: 1 [UNetConnection] RemoteAddr: X.X.X.X:50478, Name: IpConnection_2147445849, Driver: GameNetDriver NetDriverEOSBase_2147481953, IsServer: YES, PC: BP_PlayerController_C_2147445842, Owner: BP_PlayerController_C_2147445842, UniqueId: Steam:(Steam)76561197974614660
[2023.08.28-21.37.06:353][128]LogNet: Actor channel failed: Actor: None [UChannel] ChIndex: 184, Closing: 1 [UNetConnection] RemoteAddr: 192.168.1.61:59503, Name: IpConnection_2147420260, Driver: GameNetDriver NetDriverEOSBase_2147481953, IsServer: YES, PC: BP_PlayerController_C_2147420245, Owner: BP_PlayerController_C_2147420245, UniqueId: EOS:(EOS)55a75eaef0ec406899fc1bac72d2276b|0002342ee0bd4db9bffb42aa651632ea
[2023.08.28-21.37.06:420][130]LogNet: Server connection received: ActorChannelFailure 184 [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.1.61:59503, Name: IpConnection_2147420260, Driver: GameNetDriver NetDriverEOSBase_2147481953, IsServer: YES, PC: BP_PlayerController_C_2147420245, Owner: BP_PlayerController_C_2147420245, UniqueId: EOS:(EOS)55a75eaef0ec406899fc1bac72d2276b|0002342ee0bd4db9bffb42aa651632e
there's 2 of us, and both stutter at the same time
Well besides getting faster hardware nothing really you can increase the time saves times to see if it helps or the network quality but thatโs pretty much it..
server hardware?
Yeah thatโs pretty much it..
depends what type of problems you get
cpu side the server probably need more than the client
I'll assign it more cpu on the host
ok server, maybe network problems
Well he said he is getting stutters in U8 when he didnโt have Update 7.. well beside the game being update to a more heavy engine to run off my guess is the hardware at DS is very unoptimized and you pretty much have to brote force it with new hardware
1ms ping to it
you only need 4, above 6 will not change anything
may even be worse
sorry I meant 7 seconds and 8 seconds in the video
because harder to schedule
sorry I got confused
But only 4 core from a cpu from2012 and 4 core on a modern cpu from 2022 is not the same thing
Just as an fyi
that's too low
16 CPUs x Intel(R) Xeon(R) CPU E5-2640 v3 @ 2.60GHz
it's just enough but low
I would recommend at least 3 and sweet spot is 4
it will not use it all
but will have room
yeah I hardly use the box, I can bang it up a bit
and 4 is logical
it will not take more actual ressources anyway
only will be able to take more
sparsingly
Iโm running it of this no issues like lag or stutter but you still get your client crashes and sometimes server crashes but auto restart script get it back and running and I only assigned 8 threads and 16GB to this docker container and runs fine no issues
it's back up now on more cpu's
tbh 8 is a bit useless for satisfactory (dedicated server), it will never try to use more than 4, and usually have 2 busy
True but I still have another 24 thread doing nothing lol so give it a nice headroom that it will never used but so far the sever runs smooth well beside the DS bug but thatโs because the dev are kinda bad towards DS
I gave it 6, and it's still doing it
Like I said older cpu will struggle to run it smoothly as this is very unoptimized.. is pretty much just ruining a multiplayer sessions in headless mode
maybe we go back to U7 for a while, it's a new world anyway
So you will need a modern cpu with decent IPC for update 8 imo
can U7 worlds upgrade to U8?
Yeah you can I have done it myself as a test
what about the reverse?
wondered if I can just go on normal branch, instead of having to re-create this world
alright done for tonight anyway, thanks for help
could anyone summarize running a dedicated windows server?
- Open some ports
- Download the dedicated server via steam
- Run it via steam
- Connect to it?
also running it from steam seems to want to kick me off my other PC
Use steamcmd
it's available for windows
the wiki has a large page on dedi servs
trying to reset the map on this dedicated server
it loaded up with saves from a year+ ago when i last ran it
shouldn't there be a server config file in this folder? there is none
i don't remember what i set for the admin password
i thought just nuking my entire dedicated server install folder would help, it didn't, saves must be elsewhere
hi. So... Might anyone be to suggest why I cant update my dedi server? Im on U8 Experimental and have had no trouble updating until the last patch came out. I now get a version mismatch, game version is newer than server version.
found the right save files, all good now
When updating through steamcmd fails for me, I would just log into steam GUI like normal on the server PC, and update the dedicated server via the GUI
then log out of steam, and start it like normal
I am running VMWare 7 on E5-2696v4's at the moment. VM has 16gb Ram, 8 CPUs. Guest OS Ubuntu 22.04 / Docker. I cannot for the life of me get anyone to connect. I have verified that all of my network settings are correct, and that my NAT is working. However, when anyone tries to connect it throws a UNetConnection Tick TIMED OUT error and goes back to menu. We are simply running another container with U8 experimental on a box that can host U7 just fine.
Is this a normal expected behavior at the moment?
Something like this
Well I'll be dipped. That worked. Thanks!
I never use the GUI to update.... I wonder why the difference. Oh well, it's a beta ๐
check in server console if it tries to bind on ipv6
Checking now
I only ever see [2023.08.29-02.39.43:906][ 0]LogNet: Created socket for bind address: 0.0.0.0:7777
Then I load it in server manager
oooo fancy
I hit Join
Then after it goes back to main menu, this is what happens after a few moments
And thats about it
looks really different from my outputs. still seems to not be the normal problem many had
Yeah it's really strange and doesn't show much
why so splitted dont you have one console output in general
it should tll the path when you try to join
also you sure ports are correct
yes
what are they?
how do you start it
I am running a compose manifest at the moment
as far as the command goes though: ./FactoryServer.sh -log -NOSTEAM -unattended ?listen -Port="$SERVERGAMEPORT" -BeaconPort="$SERVERBEACONPORT" -ServerQueryPort="$SERVERQUERYPORT" -multihome="$SERVERIP" "$@"


you did read that everything after unattended gets truncated?
also -log and -unattended is implicit on linux
so no need
? how so?
that would be if everything before it got truncated
or is that what you're saying happens
i recommend removing that, since its useless
even with -NOSTEAM it still tried to connect to steam and spat errors so
I don't know what's up with the dedi server ๐
it seems horrifically unoptimized
I feel like a burden of the session could go on the client and it doesn't
instead it's host ended
It really is
yeah -NOSTEAM seems to have no effect
also removing those args did nothing
./FactoryServer.sh -Port="$SERVERGAMEPORT" -BeaconPort="$SERVERBEACONPORT" -ServerQueryPort="$SERVERQUERYPORT" -multihome="$SERVERIP" "$@" has the same issues
quick question. Why cant i access my server from outside my network? My ports are open and work just fine with minecraft servers and such, but not satisfactory. When it is up i can access it locally, and when i check to see if the ports are open from outside, it states they are closed when they are in fact open. Also using the multihome setting in case it matters. Cant find anything online about this issue and it is driving me nuts. Any help would be grealty appreciated
check that they are both UDP, not TCP
Teleporting trains on dedicated server.
Trains will rubber band and head down one rail route and then teleport to a different route.
It's been a feature since I started playing in update 5.
https://questions.satisfactorygame.com/post/64edb65b87a1e63b6ceeab38
Good day,
I would like to downgrade my dedicated server experimental to a normal server
unfortunately it installs again and again the experimental although the Install.bat was adjusted also I have already deleted the folder of the server files once nevertheless it installs the experimental
Pls Help me
whats your 'install.bat' ?
as I suspected you are not specifying what you want to install
that's would be how you update/repair/reinstall any of the installed version
you need -beta public
How do I setup a Experimental Dedicated Server on Pterodactyl?
did your brain survived it ?
I've got U8 running fine on an Intel i5-3350P (4) @ 3.300GHz with NVIDIA GeForce GTX 1050 Ti on Linux Mint 21.2. I play only on my local network, 2 players. Not sure if that has to do with it. U8 used to run way worse compared to U7 but that was because U8 was very experimental and the latest updates seem to have fixed most of my performance issues (no more rubber banding or network time-out errors). Anyway, I'm not sure Satisfactory Dedicated Server really is that CPU hungry.
Honestly, if you're on windows, you can just do everything easily through the steam GUI and ditch SteamCMD
I've seen it eat an entire core ++ of my I7-4770 so i would not say it's not CPU hungry
I don't know if this is specific to dedicated server but I only play on dedicated server.
Recently I decided to colour code all my trains, all 360+ of them.
What this highlighted was that from a distance a visual glitch appears on the freight cars.
As the train gets closer the visual glitch disappears.
Not a show stopper by any means but it should be logged.
The implication is there could be two objects in the same space that the game is trying render.
https://questions.satisfactorygame.com/post/64eef4c887a1e63b6ceeac4d
Hey am I not able to port forward if my internet uses hexadecimal ipv6?
if your devices also use ipv6 you will probably not need to
See I donโt know if they do
I can not answer that for you
I know
But it is possibel to run a server yes?
a server running ipv6? I don't see why not
you either use ipv4 ipv6 or both
ipv6 does not need port forwarding but only port opening
if you don't have ipv4 that's the only way
Alright cool thanks
you should have firewall settings on your box
Yeah my router is Telstra smart modem gen 2
So it has a setting on there
then add a rule opening udp port to your server machine
and share your server ipv6 to your friends
#dedicated-servers message you can use that (api6. prefixed)
I decided to install a fresh server on another server but when I start it for the first time, it seems like the client can't connect while the servers opens a new route
Nothing seems wrong
But I can't seem to connect
My firewall (ufw) is disabled and the server is running on my LAN
This is the new server's folder and this is my old ones
As you can see, my new server has a different steam folder.
Can this be the problem?
The server also doesn't respond on any exit commands when typed in console
I tried copying the old server to the new folder, but the problem still remains
What software related issue could this be?
Hello community,
how can I set the storage intervals on the dedicated SiF server?
If I enter "FG.AutosaveInterval 900" in the ingame console to create a save every 15 minutes, I always get the response "Command not recognized: FG.AutosaveInterval 900".
What am I doing wrong? Can I also store the intervals in an ini?
FIXED by using search funktion ๐
->mFloatValues=(("FG.AutosaveInterval", 900.000000)) in GUS.ini
I also noticed that my Windows SteamCMD SiF Server automatically restarts every 24 hours. How can I turn this off? There was a single in-game message 30 minutes before this reboot. And no more either. After the 30 minutes, the server shut down and did not restart automatically.
Can I change the time zone for the SiF server logs? The logs are in UTC, but the Windows 2016 host shows UTC+2.
Good evening
I have a dedicated server at OVH
I have the game on Epic Game
I mounted a Satisfactory
I set up a server I manage to join it my steps but friends
I opened my ports
I deactivated my lights
Always nothing
can you help me?
https://discord.com/channels/370472939054956546/1145435653312618596 (with pictures)
I had this problem with U8 and adding -DisablePacketRouting when starting the server solved it for me.
I tried that, however, it just shuts the server down after the last log message
Did you also have to bind the ip -multihome=<ip address> ?
I don't know if this got to do with anything?
Thank you already for your answers
Yes you can send a link
Where do you put this?
Not at all
I have a shell script looping around doing a Steam upate and then running ./FactoryServer.sh -DisablePacketRouting
Wait nevermind, I forgot there was a second instance running, that caused the shutdown
Holy crap
It worked
You're a hero, thanks alot
But why, how is this caused
Because the only difference between the 1st server and the 2nd server is the hardware
Both clean installed ubuntu 22 LTS
For me I only saw it after going from U7 to U8, so I assumed it was a bug that surfaced in U8. I don't know the cause but I think some people are saying it might have something to do with IPv6. I have a post on the QA site about it: https://questions.satisfactorygame.com/post/64e0417587a1e63b6ceea15f
Mhh, that is interesting because my old server was Ipv6 supported
And this one isn't
Anyway, thank you so much for your help, you made my day
FactoryServer.exe FactoryServer.sh -DisablePacketRouting -log -unattended
Like that ?
Just the disabledpacket
Yes, like that
Now one problem is solved, another one pops up, now when I try to join, it loads the screen and kicks me out after the timeout
It sounds like you're on Windows so you don't need to add FactoryServer.sh in there. I think on Windows you do want -log and -unattended as well (but I don't have experience with the Windows dedicated server).
The -DisablePacketRouting workaround is specific to a dedicated server running in an environment with a public IPv4 address.
FactoryServer.exe -DisablePacketRouting -log -unattended
Yes, I remember that IPV6 packets take the same route while IPV4 packets are sometimes defragmented and then sent over different links to the same destination
@hot mortar now, when I try to join, firsts it waits a long time, then sends me to the loading screen, and then kicks me
But when I join, the console doesn't output anything
So, when I press join, nothing happens according to the server
oof. I haven't experienced this problem. Maybe check if you have any firewalls that might be blocking the game's network traffic?
Owww
What the heck
When I access it through the local IP, it works, but when I use the public ip with forwarding, it doesn't
Could this be because the 15777 port lists IPV6 only?
Because my DNS server only has a IPV4, A record
I had deactivated the firewalls still the same thing
He just tried it just now and still the same he sees the server offline
Lol @hot mortar I accidentally set the port forward (7777) transport protocol to TCP instead of UDP
Hi everyone, I run my server at 120 but sometimes it goes down to 30 tick.
Why the higher target tickrate?
But the solution to that would just be to run it on more powerful hardware
I run the server with 2 cpu and 84 gb ram
Two cpu does't mean anything
2 cpus really used by game in scheduling is straight bad for performance
you always want to pin it to a cpu
Any update on fixing signs in dedicated server?
This does not fix Signs not displaying properly for Clients so keep that in mind, we will fix that as soon as possible sometime early next week
So hopefully a patch this week.
ref: #patch-notes message
Awesome, thanks!
I'm having the issue with other people outside my router seeing the server offline but I can see it within my network. Ports are forwarded and If i launch any other game on my server those same people can see it.
On experimental?
I'm not sure which one it installed
did through steamcmd using ID 1690800
I guess that's just Satisfactory Dedicated Server
Did you get a fix for this? I'm having the exact same issue. Ran tons of other game servers just fine but this one shows offline for anybody outside my network
on udp proto?
make sure they're not tcp forwards
They are all UDP
on server firewall and router
I've hosted about 20 different game servers
well if it's you that can connect but others that can't, then it's the issue in whatever they have to go through that you don't
Are there any "only external" firewall rules and such
It is something with this game
It's whatever the game client uses to "find" the server
I could spin up an ark server and force it to use the same ports and people can connect
all 3 ports have to individually work for the game to work
try that then, make the ark server run on each of the 3 ports individually, I'm curious
no, sorry. moved my MC server to all different ports and that worked just fine. I've accepted that the dedicated server is just garbage and let an instance of the game run on my computer at all times instead. crashes alot though
what branch did you install ?
what -beta option ?
When I start my server on ubuntu I can connect to it but when I load my save or a new save and try joining it kills the server the last mesage it displays is something about skipping dirty area creation.
The errors I could find in the log were mostly about:
Error: SetEnvironmentVar
Error: OSS: Leaderboards Interface Requested
Error: Couldn't find file for package Schematic_ObjectScanner_WAT1
Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
Error: Navmesh bounds are too large!
[2023.08.31-11.26.10:266][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2023.08.31-11.26.10:278][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2023.08.31-11.26.10:278][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2023.08.31-11.26.10:278][ 0]LogInit: BSD IPv4/6: Socket queue. Rx: 262144 (config 131072) Tx: 262144 (config 131072)
[2023.08.31-11.26.10:278][ 0]LogNet: Created socket for bind address: xxx.xxx.xxx.xxx on port 15000
[2023.08.31-11.26.10:278][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.08.31-11.26.10:278][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.08.31-11.26.10:278][ 0]LogNet: IpNetDriver_2147478619 IpNetDriver_2147478619 IpNetDriver listening on port 15000
[2023.08.31-11.26.10:285][ 0]LogLoad: Took 10.352025 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level)
[2023.08.31-11.26.10:286][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 7.93. EOSNetDriver_2147482042
[2023.08.31-11.26.10:349][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.08.31-11.26.10:351][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 12.38, Realtime: 0.07. IpNetDriver_2147478619
[2023.08.31-11.26.10:351][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 12.38, Realtime: 0.07. EOSNetDriver_2147482042
[2023.08.31-11.26.10:990][ 21]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.08.31-11.26.11:425][ 34]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
[2023.08.31-11.26.48:616][145]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2023.08.31-11.26.48:620][145]LogInit: Display: PreExit Game.
I bet all these people having issues with networking in Update 8 have to do with the default being IPv6 instead of using IPv4. It's just funny seeing all these people complain when they don't bother to read the wiki at https://satisfactory.wiki.gg/wiki/Dedicated_servers, or they don't use -multihome=<ip address>, etc... Then they blame the software when it's all user error
I am using multihome with the ipv4 address
you see this line [2023.08.31-11.26.10:285][ 0]LogLoad: Took 10.352025 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level) that mean the server started fine and load the world.. now if you try to connected and is on the loading screen and then it shows the timeout screen or kick your out could be hardware related..
Ahh I see
I was trying to make it run on 8GB but the wiki does say to have a minimum of 12
as the hardware you running this is to slow to load a player in and kicks you out to the timeout screen.. remember the program WONT load anything into the RAM until a player connected then it start to load assets IF your system cant load it fast enough you will get timeout OR if you dont have enough ram then it will also kill the program..
But even if no one connects but you have the 'continue when game if paused' on True it crashes while no one connects is it related to the hardware issue?
yesh is a DS why would you have a DS and not have it running it all the time kinda useless imo..
and yeah mine dont crash when i leave it running...
and to answer your questing yeah it could be hard to know really
i run it on my own hardware uning docker to limit the resources it uses..
now you just trolling... so this is either a hardware issue or a network issue but you say you can connect to it so my guess hardware issue
I have VPS with Epic EPYC 7282 2ghz and 8gb of ram
i figure... i was i bet this person is using a provider and that is why they are having this issues. and i was right.. i host on my own hardware so your going to have to contact your provider to help you...
most of the time when your using a provider it could be network related issues'
Maybe I've hosting other game servers before on it so I figured maybe it would work the same Valheim server was through steamcmd as well
nope.. why would it is a different game with different devs etc...
cus its through SteamCMD
people always asume ohh i hosted other games on this machine it should always work NOPE thats not how it workds
ok buddy
this game DS is very unoptimized is pretty much slapped on the game..
that doesn't mean its the same just as an fyi steamCMD is just a command line to deliver files to you from their servers etc..
im pretty sure you have a networking issue.... i see those same error but you can ignore those as they dont mean anything i get them also [2023.08.31-15.48.27:409][970]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 [2023.08.31-15.48.27:409][970]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file. [2023.08.31-15.48.27:409][970]LogStreaming: Error: Found 1 dependent packages... [2023.08.31-15.48.27:409][970]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2 [2023.08.31-15.48.27:409][970]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 [2023.08.31-15.48.27:409][970]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file. [2023.08.31-15.48.27:409][970]LogStreaming: Error: Found 1 dependent packages... [2023.08.31-15.48.27:409][970]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1 so those error dont mean anything and here is my log for the starting sequence and the only differance i see is that you keeping getting this warning [2023.08.31-11.26.10:286][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 7.93. EOSNetDriver_2147482042 which i never get on my logs
the other thing i see i dont think it matter but it took you machine 10 seconds to load the map while i have an 800hour test save that took 0.3 seconds to load
adn on the logs this is me connecting to the save and i was able to join the save no issues [2023.08.31-15.44.10:684][429]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147482057 accept [2023.08.31-15.44.10:684][429]LogNet: NotifyAcceptingConnection accepted from: 75.85.199.1:56379 and yeah i know it shows mi world ip but dont care you can join the test save if you want to give it a try lol people on here always try to hide it lol when all you have to do from people joining is change the port from default that kinda like the only way to put a password on them (because devs dont give you a way to put a password on your servers LOL)
is runnning update 8 on an update 7 test save
and this might be another issue [2023.08.31-11.26.10:278][ 0]LogNet: Created socket for bind address: xxx.xxx.xxx.xxx on port 15000 comapre to mine [2023.08.31-15.44.07:073][ 0]LogNet: Created socket for bind address: 0.0.0.0:15000
so now im 100 percent sure is a networking issue you have with your VPS provider etc
so is the true and false misspelling here normal?
[2023.08.31-16.20.51:360][945]LogGame: Buildable registered player change. BUILDABLE buildable = Build_WorkBench_C_2147090779 -> Player player = Char_Player_C_2147451012 : IsAwake isAwake = flase
[2023.08.31-16.20.51:934][ 16]LogGame: Buildable registered player change. BUILDABLE buildable = Build_Mam_C_2146674762 -> Player player = Char_Player_C_2147451012 : IsAwake isAwake = ture
Yeah, easter egg of sorts
ah gotcha, one other question
[2023.08.31-16.23.08:378][179]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147480703.InstancedStaticMeshComponent_2147479335 NOT Supported.
Getting like a LOT of warnings like this
and root size mismatch warnings
just ignore them
they been there since like forever and they change from update to update lol
if you can join your save and play just ignore them
Something that'll be improved before 1.0 but not a top priority atm
Ah gotcha, normally just host from the local machine, so i was never looking at it til i wound up with a dedicated machine
yeah DS for this game is pretty bad how they do it but for them is single player experience first then eventually one day they will get to DS
I blurred out my ip thats why it's xxx it shows my ip on here when I use --multihome if I dont it says 0.0.0.0 as well
There are also actual bugs and regressions here, not just user error. If I only have link-local IPv6 addresses, there is no reason for the server to try to prefer them by default.
Yet it still does.
blame the devs lol
For any other service, if I bind it to "all available interfaces" that means it will work for both IPv4 and IPv6. The fact that it doesn't, for Satisfactory, is a regression from U7 at a minimum and arguably a bug. It's hard to imagine that it's intended behavior.
just post the whole log imo is better to help you out then trying to edit things you dont need to hide your ip lol l
FWIW, I was not able to get it to run with 8 GB of RAM. I needed to increase it to 16 GB (my cloud provider had no option for 12).
And I saw behavior similar to what you described when I was running with less than the minimum RAM requirement.
it's user problem as in : the work around have been there for quiet sometimes now and it's tested
the experimental u8 makes so it is kind of expected to have issues and if you want to go further you have to test/get more information for yourself
and for that problem : you can get more information and workaround
I don't see it that way. This is an early access/experimental game, and we are helping the developers test it. Yes there are workarounds, but we should call this what it is: a bug/regression and user experience problem that should be fixed before release.
you don't get my message
I never said it was not a bug
then we agree ๐
it IS a bug, and if one can't play with this : it IS also a user problem
because it's possible to play even with the bug there and you are kind of expected to either give up or get informations for workaround
early access lyfe.
-multihome=address have been workaround
unless that workaround does not work anymore it's not ultimately a problem for experimenting the u8 DS
Thatโs just just the timeout error meaning your server didnโt respond within the set time which for you is 30 sec
You might need to post the logs.. and if your running update 8 most likely it has to do with ipv6/ipv4 issue
It's odd that it just started today. It was working on Update 8 until this morning. All good though. I'll try a few more things on my side and post some logs if necessary.
Here is what appears to be the relavant part of my log:
Is there an easy fix to the IPv6 bits? I see lots of discussion about it above but not sure if there is any concensus on the fix...
Just force to use one or the other.. and from that little part of the log all I see Is the sever running as it saving the world.. for some reason when you try to connect it refuses your connection
Seems like a networking issue as I also see this like in your logs [2023.08.31-19.58.34:736][ 71]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 147.95, Realtime: 147.95. NetDriverEOSBase_2147481971
Which I donโt see on mine
Yeah that's what hits just before the dissconnection.
I noted that Windows Updates seems to have enabled the IPv6 on my client machine so I turned that off but still having that timeout.
The saving the world is done when I disconnect from the system. The "timeout" seems to trigger the save.
<ipadddres> for the server I assume?
Well you only posted a very little part of the logs
Yeah outside of that little bit the logs generally look normal.
Well I can tell you it seems like your having networking issues that are not allowing you to connect to the sever and as all set up are different canโt really help you out..
Yeah in the start up arguments for the sever
I'll adjust that and the client timeout to 60 and just see if that helps.
Alright thanks for the information, I might upgrade it and try it out another time.
well idk i need help my server is crashing with this error in the log Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
well i can play a bit and then boom its offline
and idk how to fix this pls help
heres a bit more
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.09.01-14.50.04:305][341]LogCore: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: 768 from an array of size 758```
Snutt's video is up on YouTube.
https://www.youtube.com/watch?v=Hdn9tYv_iLw
No patches on 0.8.1 forthcoming.
Focus is on 0.8.2 and Unreal Engine 5.2.
1 month.
short question
My friend has a dedicated server and since update 8 we all time out. Yes he has install the new version on the server. Is this a known issue?
We get a ping from the server but when we want to join we time out
What version number? U7 or U8.
Index out of bounds was a big issue for me on U7.
So much so I moved my save back to single player until U8 released.
I don't get frequent server crashes with U8.
That is not a recommendation to upgrade as U8 has its own issues.
yee its u7
This is probably the issue where you want to add -multihome=<server-ip-address> or -DisablePacketRouting to the server startup command.
I'm sticking with U8 because on U7 it seemed like the client could crash any time we run up to an enemy. U8 may have a few minor glitches but overall is more playable. I've seen a few random crashes on U8 as well, but the only consistent crash I've seen involves usage of hypertubes.
Also hoping that there is a better chance to get fixes on U8 for the crashes that remain (if I report them).
A screenshot helps.
If the server does not respond within the default timeout period then you will fail to connect.
This is particularly true as your save file size increases.
There are edits which can be made to the ini files to extend the connection timeouts.
We had DisablePacketRouting on and it worked for five minutes.
The error here is confusing because the timeout is not your fault. The timeout is a side effect of the server internally not being able to establish the connection. That's why it needs to be run with -DisablePacketRouting. Increasing the timeout won't help because the server itself is giving up after not being able to do what it needs to do.
Its not my Server and my friend is off i will come back later so I can send Logs and Screenshots
can only be two things.. you either ran out of RAM or you have some some faulty RAM
it's -multihome=<server-s-ip-address> no space and equal sign '=' is important
edited, thanks. (my bad; I personally use -DisablePacketRouting)
๐
are signs bugged for everyone since the last couple patches?
but at least it connects
Das mit dem Server hat geklappt... jetzt schmiert aber mein Client ab, wenn ich den Server joine. Das erste mal ist der Server abgeschmiert, nachdem ich den Jetpack nutze
und mein Freund hat das selbe Problem
nvm Serverneustart regelt
English only server ๐ข
i got the same message as this on a new server i got today, i am using Shockbyte but can not figure out the problem
it happens everytime i try to load the world
in fact it hapens every time i try to load the save on the server
does it show as loaded in the logs, and what are your server specs
i think it is beacuse the save is very big so it takes longer than 30 seconds how can i make it take 60 seconds insead
That wonโt fix your issue that screen is just the basic timeout screen just saying that your server didnโt respond within the set time which is 30 sec usually a server responds within a sec or 2 at most so you have probably a networking issue as your are Sikh a provider
And if you can connect to the server to be able to load up a save then is NOT a networking issue but a hardware issue as the system is to slow to load the assets into ram (not enough ram) within the set time limit increasing could help with that but then your going to have other major performance issue
the only reason i got a server is to take pressure off my computer because i was playing with just a duo but it isnt working
Well simple answer to your question is if you can connect to the sever to be able to load a save from the in game manager then is a hardware issue is either to slow or not enough ram to load the save once a player connects or you load the world
That donโt mean anything 36gb of ddr2/ddr3 is not the same at 36gb of ddr4 or ddr5 another thing and just as an FYI you said shockbytes they donโt offer anything above 10GB of ram
i have 6GB thing with them will that not load a large save
or will it just take longer
If you read the https://satisfactory.wiki.gg/wiki/Dedicated_servers you would of notice you need minimum is 12GB
ah right
To answer that depend on the save some save can use more than 12GB of ram on the server
i have a large save but i only need a server for 2 people so i would hope it would work
I have an 800h test save and is using around 8GB-10gb to be able to load it.. so just depend on the save
But I donโt use a provider as they all suck imo I host on my on hardware as is far better than anything you can get out there for the price and it was just left over parts for me lll
You can use stuff like htop etc in Linux
I can't link the guide here, but google "shockbyte How To Fix Connection Timed Out In Satisfactory" to increase the timeout limits
i have followed that but it dosent seem to work so i can only assume my save file is to big for the server
I've never used Shockbyte, does it give you access to the server logs?
If it was running out of memory it should be fairly obvious in the logs
I was going to say yeah increasing the timeout will not fix any issues as the issue is something else.. and if it does that just mean the hardware is to slow anyways to have a smooth experience
Yeah for some reason people like to hide the logs lol
i cant find the logs
There's a "How to Find and Share Server Logs" on the shockbyte knowledgebase
FactoryGame/Saved/Logs should be in that location but your using a provider so idk
Nope that just basic timeout message
Yeah, and that client-side message is only telling you what you already know, "you can't connect". The server logs may be more indicative of the reason why you can't connect from a client.
LogInit: Display: Running engine for game: FactoryGame
LogInit: Display: Project file not found: /home/minecraft/multicraft/servers/server793269/FactoryGame/FactoryGame.uproject
LogInit: Display: Attempting to find via project info helper.
LogUProjectInfo: Found projects:
LogPakFile: Display: Found Pak file ../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.pak.
LogPakFile: PakFile PrimaryIndexSize=666066
LogPakFile: PakFile PathHashIndexSize=754581
LogPakFile: PakFile FullDirectoryIndexSize=2125024
LogPakFile: OnPakFileMounted2Time == 0.000003
LogPlatformFile: Using cached read wrapper
LogTaskGraph: Started task graph with 4 named threads and 34 total threads with 3 sets of task threads.
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ''
LogPluginManager: Mounting plugin ReplicationGraph
does that hove anything
Thank you
That log only shows a successful session instance start up but the save hasnโt been loaded yet from what I could tell at the end of the log
I need you load the save and try to connect to it and then upload the logs
is it u7 or u8
7
u8 is better ram requirement wise, that's why I asked
but u8 unstable so dont worry to much about it
Do you still have to go through the "claim" process when spinning up a new server in Shockbyte? Presumably, if you can't perform the initial connect, you wouldn't be able to load the save.
yh im going to wait till full realease
Yeah if this is update 7 you will need at least 12GB minimum
ah crap
He said that he was able to load a save in the in game sever manager but it would just give him the timeout message when trying to jump in the save
Ah, alright that makes sense. my b
And right now he said update 7 and using shockbytes 6gb plan is never going to work..
Maybe update 8 he can run it but thatโs a buggy mess so just play single player I guess because thatโs what the devs care atm
why does it have a 6gb thing anyway if it cant run it
Because all provider donโt care to read the wiki or keep up with development of games so they all suck imo
i only wanted the server so my game is stable till update 8
Rip my ยฃ3:30
are there any server providers you would reccomned
Yeah if you like hosting games just get your own hardware best deal you can ever get this is mine all from spare parts from upgrading my main rig lol
You can try like ovh but you will still have to mess around with the networking to get it to work
But imo none are good for game hosting you get crap hardware.. with them is kinda you pay for what you get you have to spend lots of money if you want something good or decent
what do you mean about network, if u7 it should work out of the box (networking wise) ?
Just saying some people on here always forget to add the arguments etc..
That what I mean you have to make sure you set it up correctly to be able to access it but if you know how to do it is simple enough
but u7 works better than u8 without lot of arguments though
True but when using a provider could be different.. your statement is correct when hosting on your own hardware etc
if I remember right ovh does not do obvious infrastructure firewalling
so it is easier than behind a home box
Ok ๐ good.. I donโt used them so I canโt tell you how to do it but good news for this guy @sour torrent lol
๐
ovh actively do spam throttling, but not direct firewalling, but I may still be wrong
servers are just shit, even in minecraft i had lots of problems
depends what kind
i would host the world but my pc cant handel it rn
the best you can rent is baremetal hardware
Is more like a hobby imo if you like it you like it if not then your going to no have fun troubleshooting as that is pretty much all sever hosting is
hopefully U8 saves me
if it is a performance problem u8 will not save you
if it is ram requirement problem then maybe
its more multiplayer
Just donโt hold your breath as DS have been getting more unstable as the update progress blame the dev that they donโt care for DS is all single player for them first
more expensive though, but no provisionning at all
I dont blame them, they still have to rollout the single player experience
and they will not throw time at stabilizing ds until the game is running on stable engine in the first place
they dont have time to redo everything twice
Yeah that why I told him donโt hold your breath Lol ๐ because it might be couple of year before we even see some good DS coming from this devs
couple of years
that's pessimistic imo
they will not change engine that often
they probably want to settle with 5.2
We will see with time how it all unfolds.. Iโm just talking from experience from being hosting servers since introduced to the game and I can tell you as the update progress DS get worse because is pretty much a unoptimized slapped on multiplayer session to run headless on severs
Hows the experience on experimental for dedicated server im looking to start one using nitrado
Not very good, I'd stick with u7
nitrado, no idea. self hosted, almost flawless, way more stable than u7 atm
Unless signs
few hundred are at least okay
didnt see any impact
and in singleplayer u8 signs work better than u7, so
u8 in general has better performance for edge cases
and for my pc in general
it's running fine as long as you dont use a lot vehicles and hypertubes
I've pretty much resorted to walking all the way across the map. lol
which is why Project Skybridge has started
even drones glitching when they fly by super fast is crashing me. lol
Does anyone here have experience running a public server from a private network?
Try to make this as quick as possible. Running Satisfactory u7 via docker on a home server, where I run lots of games and services just fine. I can connect to Satisfactory fine via the local network (claim server, load save, connect to running game), using the local 192.* private IP. I have port forwarding set up for the three ports (7777, 15000, 15777; both tcp/udp) on my router. However, when trying to connect via my public IP (for both myself and my friends), the server times out and shows up as "not online". I have plenty of RAM and I've tinkered with both the client/server side timeouts.
Server-side logging doesn't show anything obviously wrong,
satisfactory | [2023.09.03-00.37.59:223][ 81]LogNet: NotifyAcceptingConnection accepted from: 192.168.2.1:61623
and when connecting via the public IP, I see client-side logs like:
[2023.09.02-01.21.18:987][978]LogNet: Warning: Incoming ip address doesn't match expected server address: Actual: <my-server-private-ip-address>:15000 Expected: <my-server-public-ip-address>:15000
I've tried configuring Satisfactory to both blank and "0.0.0.0" addresses via the multihome startup flag. Of course, I can't bind the server to my public IP, so that's not an option.
I've also tried the experimental u8 version and I'm seeing the same problems.
I've tried a bunch of stuff here, but if anyone has any insight
Multihome should be pointed to the private IP of the server. From my experience using 0.0.0.0 doesn't work some times.
0.0.0.0 works around the same as the actual ip. when ipv6 problem exists, both sometimes dont work
you sure, you route to the right ip in the router?
I'm about 99% sure I have the internal routes set up fine. let me try relaunching the container passing along the IP of the container to multihome
Same problem occurs after updating multihome. I'm attaching both the client and server logs from the connection via public IP that fails
Created socket for bind address: :: on port 0
so port config is wrong and it tries to bind to ipv6
how do you start it?
But does that explain why I can connect to it fine via the local 192. network and address?
I'm using this container https://github.com/wolveix/satisfactory-server and attached is my docker compose yaml
so yea, if I go into server manager and put in 192.168.2.235 as the server address, connects fine. it's only when I (or my friends) try to connect via the public IP that it fails to connect or even show the server as online
and if you notice in the server logs, the connect via public IP actually connects to the server fine (you see the connection accepted messages), but the client throws those IP mismatch errors, and so I assume it's a bug
also, even with the timeout set to 60, when adding the server via the server manager, the client will show the server offline in under 5 seconds.
how do you start it ?
docker-compose up -d
and in the container, that turns into
root@cc3d14fe0645:/config# ps aux | grep Fact
steam 1 0.0 0.0 4624 648 ? Ss 01:11 0:00 /bin/sh /config/gamefiles/FactoryServer.sh -log -NoSteamClient -unattended ?listen -Port=7777 -BeaconPort=15000 -ServerQueryPort=15777 -multihome=192.168.2.235
steam 160 2.0 2.4 3245464 797376 ? Sl 01:17 0:36 /config/gamefiles/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -log -NoSteamClient -unattended ?listen -Port=7777 -BeaconPort=15000 -ServerQueryPort=15777 -multihome=192.168.2.235
root 292 0.0 0.0 13128 996 pts/0 S+ 01:46 0:00 grep --color=auto Fact
root@cc3d14fe0645:/config#
everything after log and unattended gets truncated
ugh
what is ?listen
ofcourse you've seen plenty
nah, only a few
since ive run u7 on a 8 gb server, i doubt that
did you check your swap
I can connect fine via local network. The server runs fine according to my local network. It's only when connecting via the public IP that it fails. So, that means
- the server is running and accepting connects and can run the game
- it's bound to the correct default ports for the game to run and connect
doesnt mean that
localhost will always connect, even when completely misconfigured everything
we already discussed that, u7 always start at 10
I don't know why your save is less
you may have ram compression on or something
It's not localhost, it's running on a server on my local network. Not my desktop
though the server binds wrong
I can connect fine via the 192.* address and play the game
^ still sont get it
your starting command line is wrong
its at least weird
-log and -unattended are not meant to be before actual settings
I honestly don't think that matters
it truncates everything after it
thats why you dont bind it to any port nor ip
so that it works locally is just random luck
not actually working routing
Okay, so I see this
but, again, not explaining why I can connect and play the game via the 192. address. if the server was failing to start or bind, I wouldn't be able to connect at all
but I can try to fix the command line sequence and see if that helps
it binds to random
yes because it does bind but not correctly
oh, okay.
so it can randomly work local
but routing it specifically from outsie doesnt work
right. that would explain why the port forwarded ports listed above aren't doing anything
the game outputs it binds to port 0 at address ::
can you explain the ?listen I can't get how you ended up with that
Actually, that's not correct
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name
tcp 0 0 127.0.0.11:34666 0.0.0.0:* LISTEN -
udp 0 0 127.0.0.11:50446 0.0.0.0:* -
udp 0 0 192.168.2.235:7777 0.0.0.0:* -
udp 0 0 192.168.2.235:15000 0.0.0.0:* -
udp 0 0 192.168.2.235:15777 0.0.0.0:* -
root@cc3d14fe0645:/config#
it's binding to the default ports
it's how the container is built
ddoesnt matter what anything else says. the server shell says different and thats what counts
but, if the process was bound to some other random port, wouldn't it show up in netstat? are you telling me the linux kernel is wrong lol
that netstat is from within the container
tbh, wouldnt use random software of someone completely unable to read the wiki and constructing a not working exec line
that's not what the server actually do with it
the docker container has almost 2 million pulls. I'm sure it's fine lol
that's just what it request/open on the kernel
also, idk why people make it so complicated, i just start the server with screen an only -multihome
well, I'll pull down the repo and build a custom image with the params swapped
you would be surprise by the amount of request there have been here about not working start command
and most people just lurk
or read the official doc
yeah, and many had linux and random unattended and log in the command at random places
or even just give up
yeah, but this command there wont work
I just used doc steamcmd and Linux knowledge
built my own service server instance management definition
and u8 just required some .. experiment with the network binging options
and we ended up spreading the word that -multihome is needed
then it works fine
I mean docker is not replacement to getting informed about how it works and being able to adapt it
it is still changing
official documentation is first ressource to look at
'we' as : me and other folks testing u8 day one including Nachtnebel
yeah, u7 bound default to ipv4 and u8 to ipv6
and gave some headache before seeing that
Okay, unnessarily built a custom version of the container with the params swapped
root@7b4cd29e3cc9:/config# ps aux | grep Factor
steam 1 0.0 0.0 4624 584 ? Ss 02:06 0:00 /bin/sh /config/gamefiles/FactoryServer.sh -NoSteamClient -Port=7777 -BeaconPort=15000 -ServerQueryPort=15777 -multihome=192.168.2.235 -log -unattended ?listen
steam 114 3.8 2.4 3114372 796516 ? Sl 02:07 0:06 /config/gamefiles/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -NoSteamClient -Port=7777 -BeaconPort=15000 -ServerQueryPort=15777 -multihome=192.168.2.235 -log -unattended ?listen
root 480 0.0 0.0 13128 996 pts/0 S+ 02:10 0:00 grep --color=auto Factor
same problem. can connect via local, not via public
also that can't bind message you read is from the client log, not the server
which doesn't matter
im still confused about the whole -log -unattended ?listen part
ive never seen that in working commands
it should just support both
I can't get it how bad it is implemented
ue5 should never make itself responsible for routing or anything of this sort
only opening and closing sockets
and answering already open connections
and netstat shows the process is still correctly binding to the default ports
also whats this? -NoSteamClient
the only thing I can think of is there's some client-side bug in the net stack that doesn't like the local v private IP mismatch. I assume if the server was running the public IP, then it would be fine since the server and the client would agree
Can I get an issue recap?
no, i also dont bind the server to an ip thats not the outside one. its behind a hardware firewall
oh, interesting
some weird third party scuffed thing
would just use the normal server an not some miswritten command from github
I mean. I could build a default ubuntu container, install the server stuff manually, and try. I'm just not too sure if that will tell us anything interesting
the client only care about public ip
your router is responsible for translating it into private one
thanks to port forwarding
double check your port forwarding rules then
makes sure it's udp and targets your server ip
yeah I've got all that
check if the server actually binds to the correct ip in the server shell
I've spent too many years doing system and network engineering at FAANG level. I'm not saying I know everything, but I know enough to believe I'm not a total noob with this stuff lol
let me do that
from within the container
root@7b4cd29e3cc9:/config# netstat -tupln
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name
tcp 0 0 127.0.0.11:45104 0.0.0.0:* LISTEN -
udp 0 0 192.168.2.235:15000 0.0.0.0:* -
udp 0 0 192.168.2.235:15777 0.0.0.0:* -
udp 0 0 127.0.0.11:39888 0.0.0.0:* -
udp 0 0 192.168.2.235:7777 0.0.0.0:* -
it it's not network then it's server config
double-check you shut it down before retesting starting arguments also
again. useless information
what does the server say
it directly says where it binds
hmm. netstat is telling you were it's binded
no
is there some satisfacotry server command I should be running?
?
well yes, but not what the server is doing about it