#dedicated-servers

1 messages ยท Page 49 of 1

compact rapids
#

Put my save game back from my PC to the Server and just loaded the save on the server...

#

and butter knives and whatever else I could find lying around at the time... bent many pins lol

#

Connecting

#

...

pale jackal
#

๐Ÿคž

deep turret
#

you mean you are coming from these days were you could HEAR when there was connections issues ?

pale jackal
#

bruh, I rememer the telex codes to dial a modem

compact rapids
pale jackal
#

ATDT 1-800-OLD-AF

#

ATZ, ATH

compact rapids
#

Yup yup

#

Ooooo...... I hit the jackpot.............. CrAsH!....

#

I guess I'm waiting for patch #2 now

pale jackal
#

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

compact rapids
#

I only have 4 signs in my entire save file LOL

pale jackal
#

4 too many

compact rapids
#

I was hoping it would save me but I guess not

still ibex
#

1 is too many, you could delete them with a save editor and log on tho

deep turret
#

its weird mine didnt crash, maybe somehow I removed signs at some points already

compact rapids
#

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

pale jackal
#

but the signs make it pretty

still ibex
#

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

compact rapids
#

Just gonna try doing that and see if it let's me in

pale jackal
#

I use them for accent lighting, so you can imagine

deep turret
#

it will be faster, but keep your sign save backed up first

#

because it will soon be fixed

pale jackal
#

Soon (tm)

deep turret
#

I mean like maybe this evening

pale jackal
#

noooooooo I'm off today

#

I need spaghetti

compact rapids
#

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.

vast marten
#

-โ multihome=192.168.0.2 as start parameter did the trick

still ibex
#

for the signs?

compact rapids
#

No that's for something else...

still ibex
#

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

compact rapids
#

There is an IPV6 stack loading in one of the versions

#

Ok trying again.

#

Signs are gone

pale jackal
#

yeah I have a v4 ip 'multihomed' for my service, still crashes, damn signs

compact rapids
#

Yup. Definitely a sign problem... Turffed the 4 signs and presto bango, I'm in

pale jackal
#

F.

compact rapids
#

What a strange bug.

pale jackal
#

no way I'm gonna delete all those signs... you're a lucky one

compact rapids
#

Yeah well and makes it easy to prove out the theory with only 4 signs lol

light siren
#

Patch is readys

compact rapids
#

??

#

The one to fix the signs?

light siren
#
  • Fixed crash when joining a Dedicated Server related to signs
deep turret
#

that was like 1mins ago

vast marten
#

while loading the game crashes now and times out... the save is a pretty early one, before signs I think...

deep turret
#

they started writing their message earlier lmao

echo lintel
#

@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?

compact rapids
#

Bwhahahaha couldn't have meentioned that 5 minutes sooner? I just remove all 4 of my signs!! LOL

still ibex
#

just reload an old save?!

pale jackal
#

if the fix just dropped from coffeestain like a minute ago, it'll take 30-60 mins to make it through the steam CDN

still ibex
#

just exit and restart steam

compact rapids
wintry meteor
#

โค๏ธ we love devs

compact rapids
deep turret
echo lintel
pale jackal
#

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

light siren
#

It's ready in Epic Games Launcher (Client) and Steam (Server)

still ibex
#

you'll have to update both sides either way

compact rapids
echo lintel
#

I only found this

#

For the server

compact rapids
still ibex
#

I don't think clients tick

compact rapids
#

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.

still ibex
#

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

compact rapids
#

Hahaha

deep turret
#

the servers advertise the client for what is need

compact rapids
spare orbit
#

server and client arent connected here. only one side does the calcs

deep turret
#

otherwise it couldnt sync, the client need to know how often server updates

compact rapids
#

I was sure I saw a value in one of the multi player edit files though too...

pale jackal
#

I assume satisfactory is server authoritative?

still ibex
#

the engine.ini value is probably for local play how fast to tick if unsynced

echo lintel
compact rapids
#

I forgot who I was working with when I had my issues around tick.

spare orbit
#

never trust random steam guides

pale jackal
#

if it's on the internet, it's true

spare orbit
#

and no, the client setting is for when the client hosts

still ibex
#

neat, now all my signs are fucked

deep turret
#

the engine.ini in "client" side is applying to local game mostly, here you set it on the server

compact rapids
#

Yeah that's the post they sent me too as part of our troubleshooting...nice! I am slowly remembering this chat now

still ibex
compact rapids
#

Oooo pretty

#

LOL

pale jackal
#

admit that you're so sweaty you just have a color coding system because images take too long

still ibex
#

well if I go up to edit them they're all right still so it's just graphical

compact rapids
#

ROFL

pale jackal
#

he assigns a specific hex value to each object in game

deep turret
#

it looks like big RJ45 ports

pale jackal
#

and then makes that the sign color

deep turret
#

it looks like it control wall

compact rapids
#

I think I see a few SFP's as well

pale jackal
#

'this shade of yellow is pipes'

compact rapids
#

ROFL

still ibex
#

it's just resource containers

compact rapids
#

Server is updated. Client is running now.

still ibex
compact rapids
#

Ahhh I like how you got the one item to display. Nice touch

pale jackal
#

loading....

deep turret
#

20/25 here

compact rapids
#

20/25?

deep turret
#

GB

compact rapids
#

Is that your internet speed? lol

#

Oh download progress

deep turret
#

nope my internet is 2000/600

pale jackal
#

that's the year I plan to finish my HMF expansion

compact rapids
#

I'm 1.5 /1

pale jackal
#

IT WORKS

#

and steamcmd is getting the right patch version now too, so you can update with that if you're the sort

compact rapids
#

That you CoffeeStain It helps a lot!

pale jackal
#

also, my signs are F'd

compact rapids
#

How so?

still ibex
#

medical inhalers on conveyors are the worst

compact rapids
pale jackal
compact rapids
#

Ooo you are colour coded as well lol

pale jackal
#

mood lighting is the right shade though, so that's nice

#

just the images and text got wonked

deep turret
#

I think they just pushed build so you can load the save

#

now they will probably change priority for text

pale jackal
#

the right call imo

compact rapids
#

Hopefully it's just a glitch then and not messed up the save file.

still ibex
#

it's visual, I edited a couple and they're showing the right icons in edit mode

compact rapids
#

Phew

pale jackal
#

yeah probably just fix enough to get us all in game

#

praise be

compact rapids
#

I'm ok with that.

#

Still helps alot

still ibex
#

does help to have the visible item conveyors out the front of resource stashes lol

mint junco
#

New patch on steam, no info showing yet.
8GB for client
2GB for server

pale jackal
deep turret
#

being able to play the game is huge

still ibex
#

well it's also nice if you just want one or two of a thing, can just grab them off the front

deep turret
#

imagine wanting like .. 2 screws

still ibex
#

imagine making screws

compact rapids
#

Welp......no go for me but I'm gonna do a repair on my game files...

deep turret
#

I think screws are the smallest practical value per unit in the game

compact rapids
pale jackal
#

uh oh

still ibex
#

I have 80 containers of parts and exacltly 0 are screws lol

mint junco
#

I'm in but they've done something with the signs.
At least we can get back in.
Nice turnaround.
Thank you @empty lichen

still ibex
#

heck I make all the christmas parts, and no screws

compact rapids
# pale jackal uh oh

I think I just ran outta space on my games drive ROFL my 2TB m.2 was getting full.

pale jackal
#

well at least that's an easy fix!

wheat dust
#

facts ๐Ÿคฃ

pale jackal
compact rapids
#

Hahaha

deep turret
compact rapids
#

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

still ibex
#

I just run mine in docker on truenas scale, pretty sure 160TB free is enough for a patch

compact rapids
#

Dragon - Spinning disk is the devil ROFL

wheat dust
compact rapids
#

lol

still ibex
#

that's why I have a metadata and dedup vdev on NVMEs and 4 optane 905p's pulling double duty as L2ARC and LOG

deep turret
#

I run TB virtual volume on a multi TB hdd with ~30GB storage caching
and it is working good enough

compact rapids
#

Dragon - you running this in a Datacenter for external hosting?

still ibex
#

no, I just thought it would be neat to have

compact rapids
#

Hahaha

still ibex
#

that makes spinning rust quick enough

compact rapids
#

Nice!

#

Ffs steam is making me reboot

#

Ok reboot solved the write error.

#

Testing

#

So far so good

still ibex
#

oh does anyone else find hypertubes severely buggy or is it just my save

compact rapids
#

replacing the signs

compact rapids
#

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

still ibex
#

that's why I turn that feature off it's pretty useless lol

compact rapids
#

I'm rarely jumping out and back in again so until now that hadn't hit me LOL

crimson ember
#

there any update on the linux server dlss issue

still ibex
#

it's fixed

#

signs are buggy tho

crimson ember
#

I am still getting a plugin failure

compact rapids
#

Your CDN might be lagging?

still ibex
#

the dlss issue's been fixed for 2 patches now

spare orbit
#

i wonder if actually updated or just asking

crimson ember
#

going to mark enable verification and reboot

compact rapids
compact rapids
crimson ember
#

so running Pterodactyl on Lab UCS hardware, had to run autoupdate WITH verification and it works now

compact rapids
#

Awesome. Your signs will likely still be buggy with displaying but at least you are in

proven carbon
lyric marten
#

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 ๐Ÿ˜ฆ

deep turret
#

for instance my satisfactory user home is /srv/Satisfactory so it is in /srv/Satisfactory/.config

crimson ember
#

you can also use the upload function in the client now

#

you dont NEED to transfer manually unless you want to

lyric marten
#

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

crimson ember
#

NP

lyric marten
#

That worked, I just copied the save to my local game and then uploaded it! Thanks again ๐Ÿ™‚

#

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!

fast ocean
#

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

empty lichen
#

see patch notes ๐Ÿ™‚

manic kraken
#

Someone knows if the new patch fixed Hypertubes?

empty lichen
idle jay
#

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.

valid storm
#

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

dreamy talon
#

Still getting a version mismatch here after hotfix

#

is this normal?

granite copper
# dreamy talon

You need to update your game on your computer as well as on the server ๐Ÿ™‚

granite copper
#

Yep if you try to connect early access game to experimental server you get this:

dreamy talon
#

My bad thank you for the sanity check.

granite copper
#

No problem ๐Ÿ™‚

rare spire
#

Is there a way to make a server for free or one that runs of my computer

desert walrus
#

!wikisearch dedicated_server

rancid etherBOT
dreamy talon
#

RIP now guess we're back to the non-stop "CONNECTION TIMEOUT" issue.

#

Sigh ๐Ÿ˜“

marble berry
#

yay! dedicated is back up and running

dreamy talon
marble berry
#

sounds like a problem with ports

#

and port forwarding

mint junco
mint junco
#

Elastic trains...
Very happy the game is working again though.
Jankiness I can put up with, the game is that good.

frosty gale
#

somebody got an experimental serv i could join?

mint junco
# frosty gale 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.

solar maple
#

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 wonโ€™t 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

mint junco
#

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.

mint junco
#

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.

eager bear
#

hey all.. I've seen previous comments about signs not working

proven carbon
#

Been patched

#

If you mean the crashes

eager bear
#

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?

proven carbon
#

I haven't actually been on for a week or so, so I couldn't tell ya

eager bear
#

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?

proven carbon
#

Check first to see if others are reporting the same issue

mint junco
fading quarry
#

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)

mint junco
mint junco
empty lichen
#

Crash

fading quarry
#

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.

mint junco
#

Autosave doesn't work

fading quarry
#

One has to save manually in server console? (game client server console that is)

mint junco
#

Correct

fading quarry
#

Save on play exit work?

mint junco
#

Don't know, my save is far too large to have that enabled.

fading quarry
#

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.

mint junco
#

Don't think I've experienced that.
Presumably dismantling an object causes the server to crash?

mint junco
fading quarry
mint junco
#

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.

fading quarry
#

Perfect!

limber gazelle
mint junco
#

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

split lava
#

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.
deep turret
split lava
#

I will check for updates. My last update was 2 days ago

inland sequoia
#

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 ?

split lava
jagged tapir
#

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

deep turret
limpid kindle
#

hi, does anyone know where do I import blueprints on my server?

visual plank
compact rapids
#

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)

mint junco
native wraith
#

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?

deep turret
#

check the network bandwidth settings

#

there is some settings you can tweak by default it is very low

west roost
#

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

spare orbit
#

check logs if it tries to bind to ipv6, if yes, disable it

empty lichen
stiff void
#

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.

static grove
#

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.

native wraith
#

@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.

deep turret
#

what, it shouldn't do any of that
did you read the logs ?

deep turret
#

I mean to see if it complains about something specific

native wraith
#

yeah it acted like the files I edited were missing and it wouldn't re-download them

mint junco
sudden drum
#

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 ?

spare orbit
#

delete the savefiles?

sudden drum
#

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

spare orbit
#

?

sudden drum
#

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

mint junco
#

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?

hasty tangle
#

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?

mint junco
mint junco
unborn haven
#

i got myself twice on the server

#

cant remove the ghost player

#

any help

#

looking at myself

#

it happened when i crashed

deep turret
deep turret
unborn haven
#

how

#

it got god mode on

#

and radiation

#

its me as i said

deep turret
#

it does not have god mode

#

you can slamm it

unborn haven
#

with

deep turret
#

or you were using advanced settings with god mode on ?

deep turret
unborn haven
#

used advanced settings

deep turret
#

or the basic thing

deep turret
#

then disable god mode

#

and slam it down

unborn haven
#

what on myself

deep turret
#

it should work, god mode currently apply to everyone

unborn haven
#

might beable to kill it with radiation

deep turret
#

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

unborn haven
#

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

unborn haven
#

ending up having to recreate game

ornate crater
#

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 ?

deep turret
ornate crater
#

Ahhhhh thanks!

deep turret
#

it is important workaround for lot of crash situation too

ornate crater
#

I dont see that option in the menu, Im not running experimental 8 but still on 7

#

Where can I find it?

ornate crater
#

Found it, had to be online on the server to have that option.

carmine tangle
#

In u7 it was under advanced game play. But you need

mint junco
mint junco
#

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

mint junco
mint junco
deep turret
#

did someone asked you to put all the report here ?
usually the report sending feature is enough for them to see it ?

mint junco
#

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.

spare orbit
#

sending them in works

#

no need to have all here

#

and qa post also seems weird

mint junco
#

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.

spare orbit
#

i can complain about literal useless spam

deep turret
#

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

spare orbit
#

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

oblique crag
#

are the commands listed on sire the only commands? are there spawn commands or purely admin only?

deep turret
#

there is very few commands

#

and it is reportedly not even parsing correctly in u8 (the command fail to be read/applied)

oblique crag
#

yikes.

#

ok so ill be careful to ensure I skip update if possible

deep turret
#

wdym ?

#

it keeps settings already set

sudden drum
frosty gale
neat robin
#

Will dedicated servers be playable once the next update gets released or will it probably be unusable?

deep turret
#

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

deep turret
#

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)

minor harbor
#

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

hoary yew
#

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?

fading quarry
hoary yew
#

Alright, thank you!

fading quarry
#

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)

loud minnow
spare orbit
#

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

deep turret
frosty gale
#

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

loud minnow
#

Well besides getting faster hardware nothing really you can increase the time saves times to see if it helps or the network quality but thatโ€™s pretty much it..

frosty gale
#

server hardware?

loud minnow
#

Yeah thatโ€™s pretty much it..

deep turret
#

depends what type of problems you get

frosty gale
#

actually managed to get a quick video of it

deep turret
#

cpu side the server probably need more than the client

frosty gale
#

I'll assign it more cpu on the host

deep turret
frosty gale
#

happens between 7-8

#

it's on my local network, and over the WAN for friend

loud minnow
#

Well he said he is getting stutters in U8 when he didnโ€™t 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

frosty gale
#

1ms ping to it

deep turret
#

may even be worse

frosty gale
#

sorry I meant 7 seconds and 8 seconds in the video

deep turret
#

because harder to schedule

deep turret
loud minnow
#

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

frosty gale
#

it's assigned 2CPU's atm

#

I could boost that

#

vcpu's

deep turret
#

that's too low

frosty gale
#

16 CPUs x Intel(R) Xeon(R) CPU E5-2640 v3 @ 2.60GHz

deep turret
#

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

frosty gale
#

yeah I hardly use the box, I can bang it up a bit

deep turret
#

and 4 is logical

#

it will not take more actual ressources anyway

#

only will be able to take more

#

sparsingly

loud minnow
#

Iโ€™m 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

frosty gale
#

it's back up now on more cpu's

deep turret
#

tbh 8 is a bit useless for satisfactory (dedicated server), it will never try to use more than 4, and usually have 2 busy

loud minnow
#

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 thatโ€™s because the dev are kinda bad towards DS

frosty gale
#

I gave it 6, and it's still doing it

loud minnow
#

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

frosty gale
#

maybe we go back to U7 for a while, it's a new world anyway

loud minnow
#

So you will need a modern cpu with decent IPC for update 8 imo

frosty gale
#

can U7 worlds upgrade to U8?

loud minnow
#

Yeah you can I have done it myself as a test

frosty gale
#

what about the reverse?

loud minnow
#

I donโ€™t think you can

#

Never tried it

frosty gale
#

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

deep turret
#

it's one way

plush token
#

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

sinful nymph
#

it's available for windows

#

the wiki has a large page on dedi servs

plush token
#

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

iron ridge
#

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.

plush token
plush token
#

then log out of steam, and start it like normal

vocal badge
#

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

iron ridge
spare orbit
vocal badge
#

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

wheat plover
#

oooo fancy

vocal badge
#

And thats about it

spare orbit
#

looks really different from my outputs. still seems to not be the normal problem many had

vocal badge
#

Yeah it's really strange and doesn't show much

spare orbit
#

why so splitted dont you have one console output in general

#

it should tll the path when you try to join

vocal badge
#

I just manually cut those to show what happened

#

it was all one console output

spare orbit
#

also you sure ports are correct

vocal badge
#

yes

spare orbit
#

what are they?

vocal badge
#

7777/15000/15777

#

default

#

all udp

spare orbit
#

how do you start it

vocal badge
#

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" "$@"

spare orbit
#

you did read that everything after unattended gets truncated?

#

also -log and -unattended is implicit on linux

#

so no need

spare orbit
#

dont ask me, its that way

#

so would remove these
-log -NOSTEAM -unattended

sinful nymph
#

or is that what you're saying happens

spare orbit
#

i recommend removing that, since its useless

sinful nymph
#

I don't know what's up with the dedi server ๐Ÿ’€

#

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

vocal badge
#

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

summer pivot
#

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

frosty gale
#

check that they are both UDP, not TCP

mint junco
mild anchor
#

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

deep turret
#

whats your 'install.bat' ?

deep turret
# mild anchor

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

stuck flint
#

How do I setup a Experimental Dedicated Server on Pterodactyl?

deep turret
#

did your brain survived it ?

wide elm
# loud minnow So you will need a modern cpu with decent IPC for update 8 imo

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.

plush token
glad nest
mint junco
#

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

honest seal
#

Hey am I not able to port forward if my internet uses hexadecimal ipv6?

glad nest
honest seal
#

See I donโ€™t know if they do

glad nest
#

I can not answer that for you

honest seal
honest seal
glad nest
#

a server running ipv6? I don't see why not

deep turret
honest seal
#

Alright cool thanks

deep turret
#

you should have firewall settings on your box

honest seal
#

So it has a setting on there

deep turret
#

then add a rule opening udp port to your server machine
and share your server ipv6 to your friends

echo lintel
#

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

echo lintel
#

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?

echo lintel
#

The server also doesn't respond on any exit commands when typed in console

echo lintel
#

I tried copying the old server to the new folder, but the problem still remains

#

What software related issue could this be?

brave ice
#

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 ๐Ÿ™ˆ
->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.

gray night
hot mortar
# echo lintel

I had this problem with U8 and adding -DisablePacketRouting when starting the server solved it for me.

shut saffron
#

ah

#

can I dm you the link, Alphonse?

echo lintel
#

Did you also have to bind the ip -multihome=<ip address> ?

#

I don't know if this got to do with anything?

gray night
hot mortar
echo lintel
#

Wait nevermind, I forgot there was a second instance running, that caused the shutdown

#

Holy crap

#

It worked

echo lintel
#

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

hot mortar
echo lintel
#

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

gray night
echo lintel
#

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

hot mortar
gray night
#

FactoryServer.exe -DisablePacketRouting -log -unattended

echo lintel
#

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

hot mortar
echo lintel
#

The ports are definetilly open and accessable

gray night
echo lintel
#

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

gray night
#

I had deactivated the firewalls still the same thing
He just tried it just now and still the same he sees the server offline

echo lintel
#

Lol @hot mortar I accidentally set the port forward (7777) transport protocol to TCP instead of UDP

inland sequoia
#

Hi everyone, I run my server at 120 but sometimes it goes down to 30 tick.

desert walrus
#

Why the higher target tickrate?

#

But the solution to that would just be to run it on more powerful hardware

inland sequoia
#

I run the server with 2 cpu and 84 gb ram

desert walrus
deep turret
#

2 cpus really used by game in scheduling is straight bad for performance

#

you always want to pin it to a cpu

hushed canyon
#

Any update on fixing signs in dedicated server?

hot mortar
acoustic pivot
#

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.

desert walrus
#

On experimental?

acoustic pivot
#

I'm not sure which one it installed

#

did through steamcmd using ID 1690800

#

I guess that's just Satisfactory Dedicated Server

acoustic pivot
sinful nymph
#

make sure they're not tcp forwards

acoustic pivot
#

They are all UDP

#

on server firewall and router

#

I've hosted about 20 different game servers

sinful nymph
#

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

acoustic pivot
#

It is something with this game

sinful nymph
#

not if you can connect and they can't

#

experience doesn't mean you're right

acoustic pivot
#

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

sinful nymph
sinful nymph
summer pivot
spare orbit
#

runs flawless for us

#

it being garbage is user error

deep turret
#

what -beta option ?

stuck cloud
#

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.
loud minnow
#

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

stuck cloud
loud minnow
#

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..

stuck cloud
#

Ahh I see

#

I was trying to make it run on 8GB but the wiki does say to have a minimum of 12

loud minnow
#

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..

stuck cloud
#

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?

loud minnow
#

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

stuck cloud
#

you got more ram then (:

#

is it possible to download more ram?

loud minnow
#

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

stuck cloud
#

I have VPS with Epic EPYC 7282 2ghz and 8gb of ram

loud minnow
#

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'

stuck cloud
#

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

loud minnow
#

nope.. why would it is a different game with different devs etc...

stuck cloud
#

cus its through SteamCMD

loud minnow
#

people always asume ohh i hosted other games on this machine it should always work NOPE thats not how it workds

stuck cloud
#

ok buddy

loud minnow
#

this game DS is very unoptimized is pretty much slapped on the game..

loud minnow
loud minnow
#

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

loud minnow
# stuck cloud ok buddy

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

inner edge
#

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

desert walrus
#

Yeah, easter egg of sorts

inner edge
#

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

loud minnow
#

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

desert walrus
#

Something that'll be improved before 1.0 but not a top priority atm

inner edge
#

Ah gotcha, normally just host from the local machine, so i was never looking at it til i wound up with a dedicated machine

loud minnow
#

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

stuck cloud
hot mortar
chrome pumice
#

Yet it still does.

loud minnow
#

blame the devs lol

hot mortar
#

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.

loud minnow
hot mortar
#

And I saw behavior similar to what you described when I was running with less than the minimum RAM requirement.

deep turret
hot mortar
deep turret
#

you don't get my message
I never said it was not a bug

hot mortar
#

then we agree ๐Ÿ˜…

deep turret
#

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

hot mortar
#

early access lyfe.

deep turret
#

-multihome=address have been workaround

#

unless that workaround does not work anymore it's not ultimately a problem for experimenting the u8 DS

compact rapids
#

This just started this morning... Anyone else seeing this?

loud minnow
#

Thatโ€™s just just the timeout error meaning your server didnโ€™t 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

compact rapids
#

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...

loud minnow
#

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 donโ€™t see on mine

compact rapids
#

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.

loud minnow
#

You can try -multihome=<ip address>

#

See if that helps

compact rapids
#

<ipadddres> for the server I assume?

loud minnow
#

Well you only posted a very little part of the logs

compact rapids
#

Yeah outside of that little bit the logs generally look normal.

loud minnow
#

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 canโ€™t really help you out..

loud minnow
compact rapids
#

I'll adjust that and the client timeout to 60 and just see if that helps.

stuck cloud
fierce minnow
#

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

fierce minnow
mint junco
hasty dome
#

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

mint junco
hot mortar
#

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).

mint junco
# hasty dome short question

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.

hasty dome
#

We had DisablePacketRouting on and it worked for five minutes.

hot mortar
hasty dome
loud minnow
deep turret
hot mortar
deep turret
#

๐Ÿ‘

marble berry
#

are signs bugged for everyone since the last couple patches?

deep turret
#

but at least it connects

hasty dome
#

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

desert walrus
#

English only server ๐Ÿ˜ข

hasty dome
#

sry

#

xD

sour torrent
#

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

sinful nymph
sour torrent
#

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

loud minnow
#

That wonโ€™t fix your issue that screen is just the basic timeout screen just saying that your server didnโ€™t 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

loud minnow
sour torrent
#

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

loud minnow
sour torrent
#

i have 36GB of ram

#

so its not that

loud minnow
#

That donโ€™t 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 donโ€™t offer anything above 10GB of ram

sour torrent
#

i have 6GB thing with them will that not load a large save

#

or will it just take longer

loud minnow
sour torrent
#

ah right

loud minnow
sour torrent
#

i have a large save but i only need a server for 2 people so i would hope it would work

loud minnow
#

I have an 800h test save and is using around 8GB-10gb to be able to load it.. so just depend on the save

sour torrent
#

i have a 400h one

#

how can i find out how much it is usingh

loud minnow
#

But I donโ€™t 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

loud minnow
sour torrent
#

i dont have any spare hardware

#

otherwise i would do that

sudden tusk
sour torrent
#

i have followed that but it dosent seem to work so i can only assume my save file is to big for the server

sudden tusk
#

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

loud minnow
#

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

loud minnow
sour torrent
#

i cant find the logs

sudden tusk
#

There's a "How to Find and Share Server Logs" on the shockbyte knowledgebase

sour torrent
#

does this give any issue on it?

#

info*

loud minnow
#

FactoryGame/Saved/Logs should be in that location but your using a provider so idk

loud minnow
sudden tusk
#

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.

sour torrent
#

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

loud minnow
#

Just post the whole txt file

#

Just drop it in

sour torrent
loud minnow
#

Thank you

#

That log only shows a successful session instance start up but the save hasnโ€™t 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

deep turret
#

is it u7 or u8

sour torrent
#

7

deep turret
#

u8 is better ram requirement wise, that's why I asked

#

but u8 unstable so dont worry to much about it

sudden tusk
sour torrent
#

yh im going to wait till full realease

loud minnow
#

Yeah if this is update 7 you will need at least 12GB minimum

sour torrent
#

ah crap

loud minnow
sudden tusk
#

Ah, alright that makes sense. my b

loud minnow
#

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 thatโ€™s a buggy mess so just play single player I guess because thatโ€™s what the devs care atm

sour torrent
#

why does it have a 6gb thing anyway if it cant run it

loud minnow
#

Because all provider donโ€™t care to read the wiki or keep up with development of games so they all suck imo

sour torrent
#

i only wanted the server so my game is stable till update 8

loud minnow
#

You can try it

#

Will it work idk

sour torrent
#

are there any server providers you would reccomned

loud minnow
# sour torrent Rip my ยฃ3:30

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

loud minnow
#

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

deep turret
loud minnow
#

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

deep turret
#

but u7 works better than u8 without lot of arguments though

loud minnow
#

True but when using a provider could be different.. your statement is correct when hosting on your own hardware etc

deep turret
#

if I remember right ovh does not do obvious infrastructure firewalling

#

so it is easier than behind a home box

loud minnow
#

Ok ๐Ÿ‘ good.. I donโ€™t used them so I canโ€™t tell you how to do it but good news for this guy @sour torrent lol

deep turret
#

ovh actively do spam throttling, but not direct firewalling, but I may still be wrong

sour torrent
#

servers are just shit, even in minecraft i had lots of problems

deep turret
#

depends what kind

sour torrent
#

i would host the world but my pc cant handel it rn

deep turret
#

the best you can rent is baremetal hardware

loud minnow
#

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

sour torrent
#

hopefully U8 saves me

deep turret
#

if it is a performance problem u8 will not save you

#

if it is ram requirement problem then maybe

sour torrent
#

its more multiplayer

loud minnow
#

Just donโ€™t hold your breath as DS have been getting more unstable as the update progress blame the dev that they donโ€™t care for DS is all single player for them first

deep turret
deep turret
#

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

loud minnow
#

Yeah that why I told him donโ€™t hold your breath Lol ๐Ÿ’€ because it might be couple of year before we even see some good DS coming from this devs

deep turret
#

couple of years

#

that's pessimistic imo

#

they will not change engine that often

#

they probably want to settle with 5.2

loud minnow
#

We will see with time how it all unfolds.. Iโ€™m 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

cinder mortar
#

Hows the experience on experimental for dedicated server im looking to start one using nitrado

desert walrus
#

Not very good, I'd stick with u7

spare orbit
#

nitrado, no idea. self hosted, almost flawless, way more stable than u7 atm

desert walrus
#

Unless signs

spare orbit
#

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

deep turret
marble berry
#

I've pretty much resorted to walking all the way across the map. lol

#

which is why Project Skybridge has started

marble berry
#

even drones glitching when they fly by super fast is crashing me. lol

sudden tusk
#

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

chrome pumice
#

Multihome should be pointed to the private IP of the server. From my experience using 0.0.0.0 doesn't work some times.

spare orbit
#

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?

sudden tusk
#

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

sudden tusk
spare orbit
#

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?

sudden tusk
#

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.

deep turret
#

how do you start it ?

sudden tusk
#

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#
spare orbit
#

everything after log and unattended gets truncated

sudden tusk
#

ugh

spare orbit
#

also you are on linux, why is it even there

#

wiki says dont

deep turret
#

what is ?listen

spare orbit
#

wat

#

our server uses like 5 gb

#

ive never seen any server hitting 10

deep turret
#

ofcourse you've seen plenty

spare orbit
#

nah, only a few

deep turret
#

it's not for u8

#

u7 always hit 10

spare orbit
#

since ive run u7 on a 8 gb server, i doubt that

deep turret
#

did you check your swap

sudden tusk
#

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
spare orbit
#

i always disable swap

#

*on gameservers

spare orbit
#

localhost will always connect, even when completely misconfigured everything

deep turret
#

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

sudden tusk
#

It's not localhost, it's running on a server on my local network. Not my desktop

spare orbit
#

though the server binds wrong

sudden tusk
#

I can connect fine via the 192.* address and play the game

deep turret
#

your starting command line is wrong

spare orbit
#

its at least weird

deep turret
#

-log and -unattended are not meant to be before actual settings

sudden tusk
#

I honestly don't think that matters

spare orbit
#

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

sudden tusk
#

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

spare orbit
#

it binds to random

deep turret
#

yes because it does bind but not correctly

sudden tusk
#

oh, okay.

spare orbit
#

so it can randomly work local

sudden tusk
#

right

spare orbit
#

but routing it specifically from outsie doesnt work

sudden tusk
#

right. that would explain why the port forwarded ports listed above aren't doing anything

spare orbit
#

the game outputs it binds to port 0 at address ::

deep turret
#

can you explain the ?listen I can't get how you ended up with that

sudden tusk
#

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

sudden tusk
spare orbit
#

ddoesnt matter what anything else says. the server shell says different and thats what counts

sudden tusk
#

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

spare orbit
#

tbh, wouldnt use random software of someone completely unable to read the wiki and constructing a not working exec line

deep turret
sudden tusk
#

the docker container has almost 2 million pulls. I'm sure it's fine lol

deep turret
#

that's just what it request/open on the kernel

spare orbit
#

also, idk why people make it so complicated, i just start the server with screen an only -multihome

sudden tusk
#

well, I'll pull down the repo and build a custom image with the params swapped

deep turret
#

and most people just lurk

#

or read the official doc

spare orbit
#

yeah, and many had linux and random unattended and log in the command at random places

deep turret
#

or even just give up

spare orbit
#

yeah, but this command there wont work

deep turret
#

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

deep turret
spare orbit
#

yeah, u7 bound default to ipv4 and u8 to ipv6
and gave some headache before seeing that

sudden tusk
#

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

spare orbit
#

im still confused about the whole -log -unattended ?listen part
ive never seen that in working commands

deep turret
#

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

sudden tusk
#

and netstat shows the process is still correctly binding to the default ports

spare orbit
#

also whats this? -NoSteamClient

sudden tusk
#

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

desert walrus
#

Can I get an issue recap?

spare orbit
#

no, i also dont bind the server to an ip thats not the outside one. its behind a hardware firewall

sudden tusk
#

oh, interesting

spare orbit
#

would just use the normal server an not some miswritten command from github

sudden tusk
#

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

deep turret
sudden tusk
#

yeah I've got all that

spare orbit
#

check if the server actually binds to the correct ip in the server shell

sudden tusk
#

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:*                           -
deep turret
#

it it's not network then it's server config
double-check you shut it down before retesting starting arguments also

spare orbit
#

what does the server say

#

it directly says where it binds

sudden tusk
#

hmm. netstat is telling you were it's binded

spare orbit
#

no

sudden tusk
#

is there some satisfacotry server command I should be running?

spare orbit
#

?

deep turret
#

well yes, but not what the server is doing about it