#dedicated-servers
1 messages · Page 51 of 1
second one will still try to bind to ipv6 when its existing
.1.221
I know but I have it so they can try either one see what works for them
when you have it from home pc and completely configured on both ends it should work
i know i'm part of the problem, many of my services are ipv4 only. in fact... all are
but still many people dont have that
ya i do have an ipv4 and ipv6 public ip and local
that's some progress. i don't even know how i'd get an ipv6 ip, and i'm on fibre
i have my normal ipv6 and a secure ipv4 one
so the 4 is basically one way
and shared between many people
so we go ipv6 to isp, then this will access the stuff on ipv4
if needed
because there arent enough v4 anymore
comes with the advantage, that the ipv4 just leads to the isp and nowhere else
thats the case for most people now
ya cuz 0.0.0.0 use to work before with satisfactory and i never had to change it but i got a new isp and ip and such and now i gotta redo all my network cuz of the ipv6 lol and my all in 1 is in bridge mode and my pfsense router does all the work
so i tryed putting multi home as my local ip and it dident work but now when i set it to my public ip it dont allow my server to start
it needs the ip of the systems its running on
so the local ip got u
the public ip of the server is the local ip in your network
it cant know the outside one, since its not using it
the router does the routing
so multihome takes the nat ip you showed in the screenshot
ok now its back to local ip of 192.168.1.221 and server starts but its still not showing up on my public ip it shows on my local tho
So that simple you have a networking issue so sometimes in your set up is not allowing the connection through if is working in the local network
Simple but that depends on your particular set up
thats what i thought too but idk where its messing up cuz my firewall rules looks right and port forwarding looks good so where else could i have messed up
im using pfsense
we had someone previous having the server in the same network and cant access over public ip.
wasnt the problem, that its basically your own ip?
So if the server is running on your private network and you have forwarded the ports so that people on the outside can reach, sometimes that is separate from the question of "can I reach it on its public IP from inside my network". I would check that the ports are forwarded correctly, and if so, check if someone on the outside of your network can reach your server (by your public IP).
so the router contacts itself. and that handling depends on the router i think
Is something with that I’m pretty sure
And can’t help you with that as that is all you brother lol
so yeah, would first test with someone outside of that network
when that works, wouldnt care and just connect via internal ip tbh
externally connecting to myself is a weird concept
ya i do have a friend who is screenshareing with me and refreshing and its still not poping up
You can by using a vpn provider to test that all I use them for lol
yeah, 3 things they are good for.
- you are away from a network where you need to work in
- you need to see how stuff looks from outside
- geoblocking
whats odd is that before i got my new isp it worked fine now its broken some how lol
We’ll all I can tell you that the server is ruining just something in your set up is blocking outside access
ah wait
what isp and you are sure you have an ipv4?
and not a shared one
because if shared, it will never lead to you
so impossible to get accessed
idk where to check that with my isp
Go Jonny go go go
your router
That all I can think of when reading your name lol
lol
no address at all?
no it shows an ip but i covered it up
Lol
thats the first router directly to outside?
search for "what is my ip address" and often the search engine will tell you (or the first hit will be a web site that will)
wont work
it cant tell if its a shared ip or not
he'll be able to tell whether or not it matches what's in his router config
(and yes, if it's different, that's a problem)
the router shouldnt show an ipv4 normally
like here it just shows ipv6 and says ipv4 is dynamic
because the router never uses ipv4 because it doesnt get one
it really depends. my ISP only gives me an IPv4 address. I'd have to create a tunnel to reach IPv6 addresses. but I'm in the U.S. and we're known for our wasteful ways 😜
so you have all the v4 addresses of the world
we have so low amount, that everyone has a v6
and like a hundred people use the same v4
Suck to be in the UK lol
lol so im confused now cuz my wan on my router said 1 ip and when i go to wan on my modem it tells me another ip
Or Europe
nah you can tell that he's in Germany from the IP address he posted 😅
only the first router to ouside knows the outside ip
well, ping wise the best internet 
Yeah I know that is why I said Europe
also having v6 as main and v4 only legacy support is actually nice and progress
so when tomorrow v4 just vanishes, we are good, everything already works
some larger ISPs here NAT their customers over IPv6, especially on mobile networks. but I use one of the smaller providers and they're too lazy for that
Yeah if that ever happens… not in our lifetime I bet.. but we have IPv6 here too just nobody uses it lol
Yeah mostly mobile uses that
but yeah, because of the topic i could think the isp change made this as well
no actual ipv4 anymore
so my firewall/router vs my modem
does that look right then ?
cuz the 2 wan are diff
different is correct
that are different networks
we are talking about the outside ip
doesnt matter whats between modem and other routers
"it depends" though; it sounds like your traffic might be routed twice - once for your router and once for your modem. in that case you would need to port-forward from both the router and the modem.
ah yeah, you basically have two routers, one behind the first.
so either open all ports on one and handle everything on the second or do everything twice
uh, idk how a bridge mode one that device would work 
from my understanding it allows my pf sense to all the the routing so all of the ports are open on the modem
in that case it should work
uh, can you check the outside ip the modem reports if its part of an isp portrange fpr dynamic use
it's confusing that you would have two different IPs if you are in bridge mode though.
or does it lead to you
ikr thats what im like WHAT lol how does that work
would say the pfsense still doesnt get the outside ip.
it still gets an internal one from the modem, just that the modem lets everything through
if your pfSense box has an IP address in this range, it won't know how to forward the traffic correctly: https://en.wikipedia.org/wiki/Private_network
so its the same here in datacenter actually
yeah, there are a lot of possibilities. it's possible that the "WAN IP" of the modem is just used by the ISP for management. otherwise it's unusual that the modem would need know the WAN IP in bridge mode, unless it's acting as a DHCP proxy as well 🤷
woul say just dhcp with all ports opened
bridge mode should mean "the modem passes traffic through directly to the ISP without routing it", which should mean the modem doesn't need an IP address of its own. leaving it up to your ISP how to assign the address.
that wouldnt work with many hardware branded connections
like the login to our isp is actually the modem
some ISPs will give you a public IPv4 address the first time you DHCP but if you bridge multiple PCs through your modem (or get a new router) they will fall back to giving you non-public IPv4 addresses
is there any desription what bridge mode does?
Can you look at https://en.wikipedia.org/wiki/Private_network and tell us if the WAN IP on your router is within one of the stated "private" ranges on that page?
you wanting to know the bitblock ? for my local ip
?
im still vary new to networking
but still learning
basically if it starts with 10., 192.168., 172.16.-172.31., or 100.64.-100.127. then it cannot be routed on the internet and that is why you are having this issue
well locally it was 10. but i changed it to 192.168 but for public ip is 50.
that's fine and normal if your local addresses are within this range. if the WAN IP of your pfSense box starts with 50. then it is a public IP address and should be usable.
ya like other servers work fine like i can run farming sim just fine and web servers but for some reason satisfactory is like NOPE lol
actually I think I see the problem. if your pfSense config, you have source ports specified. only the destination port needs to be specified. the source port is determined by the client connecting to the server and is totally random.
so if there is a way to remove the "source port" from your forwarding config or specify "any" I would try doing that.
well i got the port and ip set for any for source and still nothing
what is also odd is when i use fing on my phone and i check for ports on that ip only port 22 is showing up even tho on the linux box i did 7777 and 15000 and 15777
ya so im vary lost of why its not working
oof. does fping check UDP ports? Satisfactory only needs UDP connectivity. A lot of apps only use TCP
port 22/tcp is typically for SSH so that makes sense
not sure i can check if it has a udp setting
for the satisfactory.service file, do I need to also include the '-beta experimental' in that? Or just in the initial steamcmd command to install?
Here's what it looks like, and the second one is the "factoryserver.sh" file
Since updating, I'm having trouble connecting to it again. It seems to see it initially, gives a ping and says it's an ongoing game, but won't connect.
The update seems to have worked, though, because if I try to access it on my U7 install, it says the game versions don't match.
This is typical on U8 and you probably want a workaround like this: #dedicated-servers message
No need for -beta in the server command itself.
gotcha. So for trying the multihome command, I would use the server's internal IP, right? Or should I try 0.0.0.0 first?
I'm not sure because I use the 2nd one 😅
haha ok no worries. I'll try it out and see which works lol. Thanks!
Sadly it is more difficult to check UDP ports for connectivity (unlike TCP there is no connection handshake). If the exact same configuration worked with your old ISP I would start leaning toward "my ISP might be blocking the traffic". 😞
Like I said nobody in here can really help you out they can suggest thing but this come down to your set up and how is all connected like I said this game had a very bad implementation of DS so blame the devs lol
It works as long as you keep it simple lol
Regarding the "-DisablePacketRouting" launch option, does that go on the 'ExecStartPre' line or the 'ExecStart' line? Or does that need to be added to my .sh file?
Added to the FactoryServer.sh arguments.
It works! Thank you
found out my issue it was a nat issue that was not set right 3 check box later fixed it lol
what wasn't set correctly? (asking in case it helps somebody else eventually)
idk, never happened for us
it basically act as a switch instead of as a router, and drop managing the network
it is usefull when you put another router behind, so there is only one router
Oh, something I just remembered - if I want to increase the number of auto saves on my server, where is that done? Server management in game?
is normal?
any idea why when I try to connect to a server hosted on my own network I am getting these errors?
I don't have experience with this, but it looks like in the dockerized server they specify it here: https://github.com/wolveix/satisfactory-server/blob/8e0c880a83fdd064a5b4fcb44e602d11a7dd3515/Engine.ini#L43
Yeah, I see that too. I think that is because the server is running as an "anonymous" steam user. So "this is fine".
This is likely to be the known issue with update 8. See also: #dedicated-servers message
So I had tried the -multihome=<ip> before, is there any way to tell from the console output if it actually worked?
like, this is what I did
I also tried with multihome=<machine's IP> and it didnt work
I am guessing this is the problem?
I don't know of anything definitive. I'll watch my server console the next time and connect and let you know if I see anything. When it's in the failure mode, I do see it trying to connect.
Although now that you've pasted the screenshot, I see the problem. Try changing that to:
FactoryGame -DisablePacketRouting "$@"
By combining the $@ and the other argument into a single quoted block, you're asking the shell to treat them as a single parameter.
Also, it looks like you're modifying the actual FactoryGame.sh? I think that ships with the server; typically instead of modifying that you would want to add the argument to whatever is calling FactoryGame.sh.
yea I realize it would get wiped in an update, I was just trying to connect for now
using that I see no connection at all in the log @hot mortar
OOOHHH i rebooted the machine and it worked
I think I did something weird with steam it didnt like
ah maybe the server was still running. I was out of ideas. 😅 I was going to suggest shutting everything down and then running ./FactoryServer.sh -DisablePacketRouting (or -multihome instead; up to you)
yea I ended up using multihome cause I think something is acting weird and it was trying to use IPv6 for stuff
thank you
ipv6 support seems fucked given that disabling the ipv6 traffic has fixed so many people's problems
not fucked, just not configured for many while being default
so people open ports for ipv4 and wondering, why v6 doesnt work
also some dont even have v6 address
or the server still doesnt have v6
many reasons and the game is actual new and uses v6 as default
as its recommended
Hello and good morning,
its afternoon
i have a quetion with the meu of advance Game setting. for 2 weeks are the menu on but now i cant find or open the advance game settings menu in launge menu or on server menu.
you have a savegame with it enabled?
for 2 weeks it was on. But now i no see it.
you need to be on a save that has it enabled
so not in main menu or on any save where its not enabled
ok, but how can i enabled the sav game? what for a program?
when you load it, there is a checkbox next to the load button
ah ok thank you
i have seen it and make it, thanks for help
Is there a way to override "
route from <IP> to <IP> hasn't been used in more than 300.000000 seconds. closing it.
"?
I would love to have my server online all the time. ^^
mine is onine all the time without changing anything so....
Hmmm, thats weird...
That is about closing the route, not the server
What does that mean exactly? 😅
Hi, I am running my Server on Docker but lately the logs just end with these lines:
[2023.09.17-06.43.46:155][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2023.09.17-06.43.46:155][ 0]LogNet: IpNetDriver_2147475228 IpNetDriver_2147475228 IpNetDriver listening on port 15000 [2023.09.17-06.43.46:155][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent () [2023.09.17-06.43.46:155][ 0]LogNet: Created socket for bind address: 0.0.0.0 on port 15000 [2023.09.17-06.43.46:155][ 0]LogInit: BSD IPv4/6: Socket queue. Rx: 262144 (config 131072) Tx: 262144 (config 131072) [2023.09.17-06.43.46:151][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart [2023.09.17-06.43.46:155][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0 [2023.09.17-06.43.46:155][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick). [2023.09.17-06.43.46:149][ 0]LogActorComponent: RegisterComponentWithWorld: (/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Actor_2147479889.SM_Door_Basic_01) Already registered. Aborting. [2023.09.17-06.43.46:149][ 0]LogFactory: Warning: AFGBuildableSubsystem::AddBuildable, A instanced proxy were added without a static mesh. Make sure this is intended. Actor name: Build_PipeHyperStart_C_2147312791 [2023.09.17-06.43.46:148][ 0]LogFactory: Warning: AFGBuildableSubsystem::AddBuildable, A instanced proxy were added without a static mesh. Make sure this is intended. Actor name: Build_PipeHyperStart_C_214731280
Did anyone recognize this behavior?
The server is offline and stays like this. Recreated Container and updated Doker allready.
Just post the whole log file
You can drop the whole txt file on here because that doesn’t mean anything what you posted
If it just closes and you have it ruining without anyone online could be that it crashed or you don’t see any error but for that just have a restart script to bring it back online that all you can do
Hey guys. I own a dedicated Linux server and am trying to host Satisfactory but I can't connect to it and always get a timeout. Can anyone help?
what is the setup and what have you done to make it work?
there's nothing to go on here. just to take a blind guess, add -multihome=0.0.0.0 to your startup command for the server, and I'll bet that fixes it.
Running dedicated server experimental and experimental client. Still have the trees randomly regrowing thru my base issue that's been around since Satisfactory 3.0 lol. The ones that come back I can't even chainsaw down, any way to deal with these so they stay gone?
honestly i dont see anything wrong from the logs just that it was running and it stop no crash or anything so might be something closing it down
I just deleted all gamefiles maybe this fixes something
Hello all I am running a server and in the server log shows Warning OSS. Is this normal or what is it trying to do that it cant?
does the server work otherwise y/n
i've seen this before. It appears harmless.
Works fine
Just as I say that server crashed I think .. weird.
Yeah just crashed the CMD window closed.
Anyone have any idea why my dedicated server would have randomly stopped accepting external connections? I've checked my port forwarding and all that, It still lets me connect on my LAN, but its not getting the requests from the external. I have other servers running on this pc too and those are recieving connections just fine. I also tried setting the -multihome=0.0.0.0 as well
So the server has now crashed 2 times .. its happening when deleting items on the map. (F) key remover.
question, do i have to play on the experimental build to play on dedicated servers?
"route" is closing a specific connection
so the server is closing your connection, not the world
however there are settings that make it so the world runs/doesn't run when people aren't online
there's a non-experimental dedicated server and an experimental dedicated server
Hello.. I had an issue trying to log into my dedicated server with a couple of client crashes. now I have two offline players just sitting there, one witth no doubt all my gear on it.. how do I get rid of these offline players and get my gear back ? 😄 I tried turning it off and on again already.
kill their bodies
😄
I've just managed to log chat messages and when someone joins a dedicated server to a Discord server 😄 Going to test it out for a few days on my server before rolling it out on the Docker image 👀
Just gotta figure out logging disconnects
says the person whose profile picture is the logo for the klingon empire 😓
i assume you didn't kill them because it would be without honor
Hey guys. would anyone be willing to help me fix the Timeout when connecting to my Satisfactory server? Using -multihome=0.0.0.0 didn't work
Most of the time is networking issue like maybe your usb blocking access for some reason we don’t know and that’s is something that won’t show on the logs if you already did what was mention and nothing worked
I managed to join the server and play on it for 5 minutes. I left the server and tried joining again but I keep getting timeouts again
Well idk look through the logs see what’s wrong if your using a provider maybe that’s the issue.. if not and you live in Europe/UK maybe is your isp idk so many things that could cause issues
sick!
Can someone help me figure out why my server keeps crashing? It's only happening during delteing itmes from the map.
Windows 10 Pro VM
4 Cores @ 2.60GHZ
20.0 GB Ram
150 GB SSD raid 5
anyone know what this meens
2.6 ghz quadcore sure is way too weak
also ssd in raid 5 sounds really weird and is actually not really suited for gaming etc
it tanks the performance quite hard and has nothing positive for gameservers
its for databases that are mainly fo reading many tiny things
the cpu chills at around 10-20% most of the time.
it has hyperthreading, right?
I'm running my own home server with SSD based storage on raid 5 with cache controller. Raid 5 is fine I get more the 2GB/s read and write.
ESXI
vsphere
so to explain the cpu utilization.
the game is single threaded, and with hyperthreading a single thread has 12,5 % of the whole cpu. so the maximum you can reach with that and few helper threads is around 20 %
so yes, you running at limit
the game needs single core performance, thats the main limit
I can reboot with a singel core to see whats up
and 2.6 ghz is like nothing
Not at all
it is scuffed. let me tell you that as a sysop
you do 1 socket and then core.
not 2 sockets when you only have 4 cores
I changed it b4 Screen capture. THe host has waaaay more than 4 cores
no need to tell me, its a cute xeon
but yeah. 3.6 boost is kinda low
Its a E5 lol not a i9 😛
unsuited for gameservers 
Nah its more than fine.
trust me, its not
Have a good one.
the server just runs on one thread. and 3.6 ghz is at most okayish
so its limited by that
Right so your first saying with Raid 5 is weird and its a scuffed setup. If you truly knew HV servers youd know how this is setup and how Hardware Based Raid works with cahce. This raid 5 is not a SW raid. Ill get er sorted out.
also hw raid 5 isnt suited for gameservers
Tiz fine when backed with all SSDS non HDDS
still lower performance than just a normal ssd. but thats not the problem of the game you have. its mostlikely the multi socket virtualization and too low single core performance
This game seems to be very low disk activity anyhow. Only 2 players non public.
it is low disk needed. works on old hdds
Point proven ... Riad 5 is fine.
worse than not having it, but fine to use. wasnt the point that it doesnt work, just being suboptimal
but yeah the actual problem might be, uh, multi socket scheduling on win10 is, lets call it garbage, to name it still half nicely
win10 has problems and fucks up scheduling with
- multi sockets
- different coretypes
so all recent intels with big little fail as well as amd with mixed ccds on x3d cpus
and servers doing not specifically server stuff
11 fixed all of this
and many other performance poblems
Ill kick it over to win 11 and give er a go. I just fixed the stupid core bs with VMware tools who knew. THat may help it talk to the host better.
you fixed what?
only single socket now non dual. also its reporting to the host properly now.
I had to install the VM tools so the VM can talk to the host.
that shouldnt be needed for most things
i skipped 10 and im happy 11 fixed most problems
though im not running windows on our servers
btw, what exactly does the A in the name of the cpu stands for. never came in contact with one
Do you know how to fix all the OSS warnings? or is that just normal junk
only know they are quite rare
The "A" means active, and that indicates that the processor needs and active fan to work properly.
huh. thats for most xeons when you actually have load on them
oss as in open sound system or something else?
This one
ah. EOS SDK is the epic online services
idk about that specifically, but i guess its the same as with all other warning: normal and no problem
looks like some firewall stuff
request failed and then some other stuff it does
Actually per the wiki it’s not single threaded. It just prefers a stronger core over Ht. But it will HT.
games always have one main thread and several helpers
but its always limited by the single core performance
the client has two mains, but the server doesnt have to manage any graphic stuff, so it doesnt use the second one
also: thats the deprecated and non official wiki
the games threading loosely is like this
one main thread, one drawing thread. many of almost nothing threads
and you always cap with that one main thread first for obvious reasons
thats why most datacenter cpus are a really bad choice for stuff like gaming
many cores, but fail with the needed single core performance
because games are unable to parallelize much
thats why i also get different types of servers for different types of work. for games thats often run by a desktop cpu, because you need single core performance and not many threads
I’ll see if Linux helps less overhead costs
Can someone maybe tell me whether is possible to manipulate the amount of inventory slots that the player have on dedicated server?
everytime i open my VM to open server. My ip change...
is there a way to keep my rooter port open for that vm?
set a static IP on your VM instead of DHCP or set your DHCP to always assign your VM the same IP
Hey guys! Hope everyone is doing well. I wanted to ask a question and I apologize if it's been answered but I also didn't want to spend hours reading discord. I have a dedi server set up on separate hardware, I have gotten it running and I can connect to it from another computer on the LAN, but my external friend cannot and the ports always say closed when I check on a port checker. They should be open, as other games on the server work using albeit different ports but set up in the router the same way. I am using an MR60 Netgear Mesh network and the server is running Windows Server 2019. Any ideas?
you would have to post the complete logs to see what the issue is.... but 90 percent of the time is networking issue and you might have to try -multihome=<ip address> or -DisablePacketRouting in your start up options for the server..
Thanks! Ill try that
Hey, does anybody run a satisfactory dedicated server using pterodactyl. Im having some issues that might be stemming from using pterodactyl that im not quite sure of.
I get the feeling the egg might be too out of date, but I've not personally tried it
If you're getting any kind of error or anything, would be wise to post it anyways since it's entirely possible someone who's not using Pterodactyl can still help you
it seems more to be a port forwarding issue more than anything
its self hosted using pterodactyl on a ubuntu server
LAN connection to the server works
however port connection give me a timeout
Have you tried other games?
tried everything under the sun to get it to work
not yet
and you've gone through your router's settings and port forwarded everything?
I suppose one way you can check if it's working by disconnecting and trying to connect to your panel from outside of the network
with port 80/443 open or whatever
unless localhost doesn't work either
in which case... no idea
so then probably not pterodactyl
the server however is being recognised by satisfactory just times me out in 20 seconds
I know I've had issues with a specific router in the past and I could not get port forwarding to work at all
oh. that's a different story. The egg was last updated for update 5, so part of me thinks it's just too out of date in some regard
yeah, we have had docker minecraft servers running fine, just wanted to use pterodactyl to run a satisfactory server so i didnt have to pay for hosting
doesnt explain why it works locally tho
unless it was ports that have been changed
I think I misunderstood
it says it was last updated for UE5
3 months ago
but i think its a port based issue
oh UE5 I misread that
server is just closing connection immediately after clicking join with no reason
um... well I guess make sure the ports that are open are UDP ports, not TCP
Yeah that was the first thing i checked, i think the way the querry port redirects from 15777 to the server port could be the issue but im unsure as that would take a long time of digging to find
I'd test but I can't since my server is ARM64
wdym?
So, from my understanding 15777 is a query port, so it takes a connection from that port and then redirect it to the game port which in pterodactyls case is port 27015.
my assumption is that when it attempts to redirect, it closes the connection and causes a timeout
or atleast thats what seems to be happening in the console log
wait what where did you get 27015
Can you perhaps show your Pterodactyl build config?
Pterodactyl auto assigns game ports based on the ports you open, that port shouldn't do anything
its just a placeholder for 15777 to redirect to
so what is the port you used in Pterodactyl's allocation?
might have figured it out, one sec
just testing a theory
we didnt assign port 7777 to satisfactory so maybe that caused an issue
testing now
nvm didnt fix it
what allocations do you have for this server
27015, 7777, 15777, 15000
why do you have 4 D:
27015 being the game port for pterodactyl
is that the port you have in the build configuration?
when I said build configuration I actually meant "startup"
I forgot that it gets moved to that once the server is created
I guess also show the "allocation management" section of the build configuration
the alllocation section only has the ip and the port 27015 in gameport
just trying to up the timeout and see if that helps
possible that 20 isnt enough
20 seconds? if it takes that long, expect tons of lag
well its aussie internet so i dont expect much
but its always hitting the 20 second timeout
Well, can you show allocation management and your startup settings?
welp your gonna hate me but the dude hosting the server just got off so unfortunately i cannot show the startup and allocation management
sorry if ive wasted your time
no problem
you would have to post the complete logs to see what the issue is.... but 90 percent of the time is networking issue and you might have to try -multihome=<ip address> or -DisablePacketRouting in your start up options for the server..
Pterodactyl adds -multihome=0.0.0.0 by default
Yeah I don’t use Pterodactyl I used it once and it was pretty trash imo because u had to use eggs(thier own version of docker containers) is just for a pretty gui but is just simpler to use wolvix docker img imo but that just me but if it does… then he should be able to connect if he can’t than is an issue with either the software or his machine blocking the connection..
or maybe has has to use -DisablePacketRouting instead
Same for me. Tried different startup options and server providers. I always get a timeout
i've just installed a fresh version of ubuntu server and im testing docker steamcmd once it's downloaded
hopefully the fresh install fixes the issues
maybe it could be related to ongoing network binding issues ?
how do i make a server on sf that people can join in here?
do you have hardware for it
widm
a server computer or something in the cloud
like a digitalocean droplet
hetzner vm
you're going to need something high end for this
hm?
wait i cant find it now
what are you looking for
never mind i found it
??
what pass he ask for?
that should be the admin password set when the admin took ownership of the server
normally the passwords are set when you first connect to the server
ok.... but should be a place when i can see it?
I think you need to find your ServerSettings file and delete it https://www.reddit.com/r/SatisfactoryGame/comments/y5eifu/forgot_admin_password_for_dedicated_server/
I'm guessing the password is encrypted on the disk so probably easier than trying to decrypt it
IIRC it is not, but it should
if you just upgraded u7 to u8 then just delete the ServerSettings.port file in the save parent folder
(what Jabba already said but with some other info, and phrased differently)
i dont have that folders
you should, it's where the save are put in
looks right
that says what i need to open ports right?
all work THX!!!
How to catch griefers in a public server anyone ? I'm a moderator in a semi popular discord server and someone logged into one of our servers and wrecked roughly 5 hours of factory building which was a lot of production. Unfortunately we dont have autosave backup from the time before the grief
you cant
no backup for over 5 hours is like the worst idea ive ever heard of.
as well as unprotected public servers
but no way to see in the past who did what
when you know exact time and nobody else was there, you could get minimal information out of the logs
You're right I'm discussing with the Owner about implementing backups on the hosting platform. This server only had two players so it would be easy to see who logged in. Was only earlier today
for real!
maybe if you logged coordinates of players occasionally on the server. like every x seconds log each players world position, then you should be able to cross reference that with there ip , epic, and steam info. requires admin to configure a bunch of stuff, good for future greifers
having an bi-hourly or even hourly backup is common amoung most other games i play on at.
I go for 30 minute backups storing the past 72 hours
Yeah we've got a few hundred in our server but griefings never been an issue pretty peaceful for the most part. This is new for us
always assume malice
my azure server backs up the entire thing every 12 mins in the background transparent to the users behind the normal game bckup.
ya first time i heard of it,
Is there a way to discover a players steam or epic ID using the satisfactory calculator?
I found the player that griefed on the calculator and their player ID
ask the satisfactory calc server discord.gg / 0sFOD6GxFZRc1ad0
they would prob know best
the servers does backups itself
just set the amouunt it keeps higher
nothing special needed
@whole meadow my save file as requested.
Thanks Coffeestain, it helps a lot :0)
did you set user password on your server ?
I recommend you changing it if you want to restrict who can log in
that's the only real way of preventing people to connect without your aggreement
Change the port of the game simple as that the only way
? wdym Ace
there is user password, if they want preventing anyone external from connecting
even though you may want to change port too, that's not the only way for that
What the limit on the amount of saves you can have?
Is there an out of game/menu way to create a new game save?
No
No
the limit is your folder size
for filesystem like ext4 or ntfs that's over millions files
this is a silly question... I forgot the password to my sever, how do i fix? lol
i was gonna troubleshoot you for server issues but then i remembered what channel we are in
server works, I just can't login to it as adminstrator.
hmm, do you have acces to the server, as in you are hosting it on your PC?
yeah
there usually are commands to reset passwords, or change them
wiki says the server config is in the save games folder... I can't even find that
but i haven't set up a satisfactory server so don't know what those are
oh, for the saves
this is a server setup with steamcmd but I'll look
then you should check the commands that were used, it probably has the save folder in there somewhere
nope, nothing in local D:
I think I'm just going to nuke it and reinstall it. I'm sure it's in there.. but I don't really like that it installed in c:\
that is another solution
but even then, i recommend you find where the saves are
just in case
Yeah if people know the port to your game because you use default just change it to another port that they don’t know and is fix now they can’t join because they don’t know the port only way to prevent people from joining if they already know the port.
well after nuking the sever... it still remembers the password
but that's not the only way, as I said you can set password so they are meet with password and they dont have it so they cant enter the game
it's along server save files, it is not in server software files
same as here
here on windows
In Linux :
~/.config/Epic/FactoryGame/Saved/SaveGames/
In Windows :
%userprofile%\AppData\Local\FactoryGame\Saved\SaveGames\
when using the user the server run as
From what I know the password you set if for the admin stuff like loading a save etc but when you join a dedicated server and you put the ip and port it just joins the sever if is already running without asking for a password
there is another password
it is not set by default
when you go in server manager with admin, you can set both
Ohhh I see
I would just change the port but I guess it must have been added recently or I never bother to look lol
I didnt notice either first, but it's here since 0.7.x
I see well learned something new lol
thanks
learn something new everyday ty for sharing
you can look in #looking-for-group-old
Anyone know how far away we are from stability on dedicated experimental servers, been doing a build for the past few years but reached a point lately where it crashes so frequently I've felt forced to give up with it.
physics will get a fix in next update so maybe it will be more stable but don't hope too much
is there a way to convert the game save to the normal branch?
Nope
waiting for normal branch to catchup
how can I run experimental 8 dedicated server ?!?
you'll want to read through https://satisfactory.fandom.com/wiki/Dedicated_servers
My friends are able to join a dedicated server but for some reason I'm not able to even see it online. I did a lot of troubleshooting but if anyone can help, I'd greatly appreciate it. A reddit post took me here and this is kind of my last shot. Only thing I can think of is either my ISP is blocking it or some type of cached file. I turned off firewalls, don't use VPN, and I can ping the IP
did you forward the port to the server?
different game version?
we're using the same version but I haven't forwarded the port to the server
I need to forward the port on my router?
should not need to port forward unless you are looking to host tbh
are you able to join them directly?
no I can't join through the friends list or server manager
only explanation i guess is your game version then tbh
I had an issue like this when i hosted on ipv6, my friend wouldnt be able to connect through satisfactory, but otherwise able to interact with the server. And i had no issues connecting to it. Opening the ipv4 ports too fixed it for him.
if I understand correctly, your friend is hosting the server
do you know how ?
your friend maybe missing something
They're using a hosting platform to run the server, my other friends can see and connect to it. We're using the same version, I validated game file integrity, and reinstalled
Pinging the ip doesn't mean udp ports are open 😄
Make sure their own ufw isn't blocking them
Solved the issue, it probably has something to do with my ISP blocking the hosting IP or port. I used another hosting service to go around this issue.
For Anybody experiencing issues with pterodactyl
Just run the steam cmd using docker and run it normally if you are only going to be running one server
its not worth the pain
it would not make much sense
it probably is more the hosting provider that was blocking / not seeing your ip / isp correctly
Hello Satisfactory friends! I need some help with my dedicated server. I went through the SteamCMD and got my server set up with a created .bat file. I went to my router's page and set-up port forwarding, but when I try to connect to the server, it says it's unavailable. I went into my Windows firewall settings and added 3 Inbound Rules for the ports. I think I'm having issues on my router side (not sure which IP addresses to choose).
Did you forward the right ports? Do you have your router's public IP right? Do you have your private IP correct for the server?
makes sure the rules are right port and are UDP (not TCP)
This is a side effect of trees which cannot be cut down on dedicated server, buildables are placed in the air.
https://questions.satisfactorygame.com/post/648f533387a1e63b6cee587a
The workaround was to move the save over to single player where I built all the foundation touching components (at 9fps).
Now resave and move it back to the server where I can finish it off at 60fps.
Of course this doesn't solve the problem with trees which cannot be cut down but works around the issue for long enough for it to not be a problem.
After moving the save back to the server the floor was still clear.
Then after going to pick up some materials all the trees are back.
Foliage grows fast in the Swamp.
I'm sure this has been discussed but I found a bug with the hyperloops that seems to be a server/client error. If you build the hyperloops from point a to point b the server seems to consider it working normally but the client will boot you backwards going point b to point a from the last b section. After a while the server will teleport the player to point a. Only work around was to delete the last section and recreate it going from point b-a.
I haven't tested it in a private world yet, but in dedicated servers I play when I use mmb on pipes, the mode goes to > N/A and I can't build the pipe
doesn't really affects gameplay but its very annoying
known bug
I think there will be a big patch package about all that stuff on next update as snutt talked about a new network management being in work
Hi can anyone advise what the Steam App ID would be for the None experimental dedicated server ?
So we have been using satisfactory steam CMD -beta experimental for ages. We are seeing issues with stability now. So wanted to revert to the none beta. So I removed the -beta experimental from the CMS line it updated but the game version is still the same. So uninstalled it and fresh install with no -beta experimental still the same... any ideas?
Well if you read the https://satisfactory.wiki.gg/wiki/Dedicated_servers you would know that you have to leave -beta and just change the experimental to public but I guess you didn’t read the wiki that is on top of this discord
the ID is for the game
every branch of the same game have the same id
all is controlled by -beta flag
Are mods supported? I can’t seem to figure out how to get them to work multiplayer
Some mods support multiplayer but mods are currently unsupported on dedis
Ask on the modding server for more information
Appreciated, done that and it now crashes upon load. Also done a fresh install no change.
Well depends on the specs of the server update 7 RAM requirements are pretty high to even load a map you need at 11GB free but the best option is just to post the logs to see why it crash you can post the whole log in here..
Hello i have a old dedicated server, how to i find the map path directory on the dedicated server (SteamCMD)
the map path ?
what do you mean ?
are you searching the save files ?
Worked fine until changing to the public branch rather than beta.
and that's what Ace is talking about
early access is update 7
experimental is update 8
and update 7 have very high raw RAM requirements
Hi, i got a weird thing going on with my linux server: configured the game.ini with ConnectionTimeout=60 and i still get sometimes booted from the game with timeout exceeded 30 ... like it somehow doesnt pickup the server settings. Any ideas?
is this acceptable?
it launches in powershell. the desired effect is if it crashes, it'll relaunch it on it's own without any input.
Hi @twilit fox Did you mean that for me? I apologise because i was a bit unclear in my previous post. I do not get completely booted out of the game but out of the session with the following error.
And i know a bit more now after some testing: It happens when a save is going on (both manual and automated) every time it kicks me out of the session with a timeout.
And i have set both server and client to the same timeserver and timezone.
there are multiple timeout values both on the server and on the client
iirc some of them are not correctly provided in the wiki
note that it may be the client that decides to timeout
you may need the current common network fix scheme (-multihome=x.x.x.x) in your start script, after you checked you correctly opened and forwarded ports
I run it as a service on linux, so i suppose i have add it to satisfactory.service file at end of the line : ExecStart=/home/your_user/SatisfactoryDedicatedServer/FactoryServer.sh ?
Thanks for the suggestion and i was able to configure it with that option (and reload daemon etc)...
However unfortunately it did not solve my initial problem that i get kicked from the session to the main menu on save.
Edit: even did a hard reboot of the server but still the same issue. It's really weird 😖
what option did you use in this line exactly ?
-multihome=0.0.0.0 ? (this is the most basic way to use that setting)
note the = and value must have no space between them
did you check your ports ?
● satisfactory.service - Satisfactory dedicated server
Loaded: loaded (/etc/systemd/system/satisfactory.service; enabled; vendor preset: enabled)
Active: active (running) since Sun 2023-10-01 11:28:36 CEST; 4min 10s ago
Process: 646 ExecStartPre=/usr/games/steamcmd +force_install_dir /home/kara/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +q>
Main PID: 914 (FactoryServer.s)
Tasks: 32 (limit: 18664)
Memory: 14.6G
CPU: 2min 10.609s
CGroup: /system.slice/satisfactory.service
├─914 /bin/sh /home/kara/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=192.168.1.113
└─923 /home/kara/SatisfactoryDedicatedServer/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome=192.168.1.113
And currently i don't have the firewall enabled as i only run it locally on my lan.
I can connect to it ingame and manage it trough the gui so the ports are (should be) open.
as there is multiple ports, sometimes the main port is working, but the other ports are struggling to connect
sometimes it's because the server confuse itself in the network linux stack, that's why using multihome setting is recommended to prevent that happening
is the 192.168.1.113 address the local address of the server ? (it should)
if it is the local address of your client (machine/computer/pc) then it will not work
usually local network connections are working fine
It's the server adress
and its also a static ip
but you mentioned that the client also has some timeout settings, whould you know where those settings are located?
ok, then maybe it's a more general problem, I suppose you are running on update7 (public/early-access) ?
I see it uses almost 15GB of RAM, so it's a quite big save file I suppose
I should dive back in my own settings to not say stupid things, but IIRC there is 2 timeout settings for server and for client, so 4 in total
(That is the virual memory that is shown. ie what the server would use if it 100% would all libs that are loaded with satisfactory server software) the actual mem use is around 10 gigs
there is the server connection settlement timeout, and the game connection settlement timeout, and both the server and the client are watching this, and timeout if the other does not activate in time
so you have free RAM available on your server machine ?
Yea it has 16 gigs
free/available RAM ? or total on the machine ?
because only available is interesting here
total so about 6 gigs free but tbh it was never an issu about 2 weeks ago... somehow it suddenly started to act up
you can test to see if the server runs the game by checking if the game time increases on the server front tab
it does, it runs normally otherwise... itjust times-out when a save is happening (either manually or automatically))
and you have that setting disabled :
And i configured the engine.ini on the server to timeout after 60 sec on bot the server and client
(sorry for delay, I launched my server to screenshot it)
but this is still ticking ?
what I'm trying to do is to check the server is actually running the game even if can't connect
uff moment pls , accidently started a local game >.<
Ok perhaps there is an indication now... (i have unchecked the " pause the game when no players are connected" option)
But on the moment the save starts, the servertime (game duration) stops updating.
otherwise you are seeing it updating/ticking ?
with normal gameplay, yes
I mean rightnow ?
oh yes also (sorry for the confusion)
ok, then you can re-enable pausing the game, if it is ticking alone, it means the server game runs fine
i forgot about an option to see a live log... let me see what that will show.. ( journalctl --follow -u satisfactory.service )
so now for timeouts, I currently have these settings set on the server, but only one file-set is really applying, I dont remember which one, but I think it is the Game.ini one now :
it will be very verbose / long to read
Wait in game.ini? i added it to the engine.ini
(yea it will but perhaps it will show something there
the key thing to keep an eye on is the master [setting/name] thing in the top of the section
you always need your settings to be below the right [setting/name] section
Ok i have done that , I have this currently:
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=130000
MaxInternetClientRate=130000
NetServerMaxTickRate=20
LanServerMaxTickRate=20
InitialConnectTimeout=60.0
ConnectionTimeout=60.0
(yea tick 20... old hardware, this keeps it from stuttring while playing lol)
but my client still shows that 30 sec timeout >.<
put it in Game.ini as in my screen then
and do the same on your client to make sure it is applying everywhere
but you need to gracefully restart the server for it to get the new settings
where is the path on the client that has those config files?
or rather... what is the path on the client?
%userprofile%\AppData\Local\FactoryGame\Saved\Config\Windows
Ahhh. yea i have nothing set over there
Ok, next test 🙂
ok adding it locally to the game.ini didnt solve the issue now also adding it locally to the engine.ini
next test
Allright i have it!!!
engine.ini is the one to adjust and now i also have a possible reason on why it happend
I kept building ingame and simply just play and so increasing the save size. I suspect it got so big that it needed more time to save than the standard time of 30sec allowed (it took about 35 sec to save now)
And now also an other weird connection timeout also disappeared.
When i started the game i was always 'locked' in place for a few secs and unable to move... that corrected itself after a while and was able to play normally. I guess the load time also was borderline on that 30 sec limit
Because i can now move immediately when i enter that savefile
Thank you for your help and time to troubleshoot this pesky thing!
so it worked nicely after you put settings in Engine.ini on the client ?
nice
you're welcome
Yep that was the thing... BUT the game has to be closed before editing or else the ini file will be overwritten with the old values.
the same applies to the server usually, I forgot to warn about that
though, my modified server setting files are locked, so it can't be overwritten, that's probably why I forgot about that
Hello. I have a question that may have an answer already, but I can't find it myself.
Is there some way to show dedicated server status (online, current players, ticks, time - same parameters that in server status in game) on site/discord/etc (outside Satisfactory).
nothing officially supported yet
No worries, i'm already really happy i/we finally got to solve this irritating thing!
thank you!
@deep turret i do have to go now , rl calling, but have a great day!
only very experimental and AFAIK third party modding things as been in development, and it may even be staled for now
have a great day too 
wow. Sounds dangerous.
I'll try to parse logs then 🙂
modding community may have something for you to try though, if you feel adventurous enough
we already discussed whole server management connected to discord servers here at some point, there are people who do this, but it can't have supported insight on the game itself currently
Got it. Thank you!
if you have a link to discussion I'll be glad to read it.
it is spread a bit accross time, so it is not really consistent but I can give you an entry point in the conversation
By the way, on my opinion, it shouldn't take a lot effort to implement (or open existing with some authentication and documentation) some API with few endpoints related to status
there are 3 key points though :
- the game must work in a predictable and stable way, so you do not need to change the api very often
- the api must be carefully designed to give the most of power users without requiring a lot of knowledge, a lot of development, and without opening security/issues for non-power users, and be flexible
- it must be updated to match the game current state and engine, it is still a bit more work than no api at all
all that makes for it to be even more experimental than the dedicated server itself in the first place, and not everyone agree on the 3 key points tradeoffs
https://discord.com/channels/370472939054956546/906213950524379186
(btw, you have my point of view on these points, in the linked discord thread)
Are game lockups still a known issue for v0.8.1.3?
This floor at my Blue Crater turbofuel power plant consistently locks the game up.
It doesn't crash the client, it just freezes completely and the sound also stops.
I already have a QA post for this issue.
https://questions.satisfactorygame.com/post/648f4f0187a1e63b6cee5858
Reloaded, a few minutes in frozen again, not clicking, just moving.
Grabbing these screenshots with the snipping tool as Steam F12 is not working.
it looks like client hang
Gone again... I wonder what's special about this location.
did you check gpu vram?
did you check server RAM/CPU state
I usually restart both the server and client in these situations, because then the server just lock again and again
The server is fine, it's a client issue.
Here's another type of client lockup.
In this case I've travelled from Blue Crater to Grass Fields via hypertube, multiple hops.
On exiting the hypertube the game has frozen but is still animating on screen.
I can't move, no keyboard inputs work.
F12 works though so I've captured two screenshots showing the game is still animating.
If you click between them the hypetube entrance animation is still running.
Task manager showed the game was still running.
On re-entering the game I'm miles back from that location.
No.. that was ment for anyone who'd have input. It's a powershell script to check if the game is running, and if not start it.. it's satisfactory, it crashes alot, and my servers headless so I have to be home, and login to it with vnc.
If you're timing out during saves, maybe your save file is too big?
I had issues with clients dropping when I had a ~12mb save. It took so long to save that connections would time out
usually linux is more designed naturally to do that kind of stuff, that's why most server run on linux
what I mean is, ofcourse learning linux can be hard, but once you slowly get to study hard things to make it work on windows, you also start to notice it's not harder to just learn linux instead and use that
that's how someone goes from windows to linux usually
Meh, windows is easier, quicker, and dirtier.
Hi Wolfgrimm, i came to the same conclusion and found a solution. The client has to edit their engine.ini to increase the connection timeout and that will solve it.
Headless and vnc? That doesnt sound right tbh. Do you mean ssh perhaps? (headless means no gui)
Ok AND no peripherals to be technically correct.
Oh im beeing a dumb dumb... 😦 its windows my mistake
Hi, maybe silly question here. Me and my friends bought a dedicated server. He can play it but I can't. I assume that it has something to do with the red triangle exclamation mark in front of the Server Manager (in game, not in the mod manager). I have disabled the mods from the mod manager. But it won't go away. I have tried looking here but found nothing
Headless from my understanding was no display and keyboard.
It can still have a gui. Or multiple if you want to count VM's
Does your friend have mods enabled on the server?
Hello, I'm trying to install the dedicated server from Epic Games and play with a friend remotely. Is there any video with the step-by-step process? I followed the steps from the wiki and still not working.
And one question. If I Install the dedicated server, if I'm offline, my friend can play? Or he needs me to be online? Maybe can we install it on a virtual machine in the cloud like AWS?
you could install a dedicated server with steamcmd on a vserver
you dont need a licence for the game and could login anonymous
if you instal it local your pc needs to be running to enable your friend playing
And do you know any video tutorial? Just to follow an stepbystep tutorial so we make sure to install it properly hahahah
thanks btw🫶
if you want it easy
ok, i am not allowed to give links. but 4netplayers have dedicated server
there is a link on how to install steamcmd and for different os
hope that helps, no problem
I tried to install it following this wiki and I can't do it hahahaha I'll try it tomorrow
Thanks anyways
what os?
Windows
That's the exact guide I followed. I didn't have any issues
what was the problem?
that triangle will stay
it is here to warn you it is experimental feature
when you say bought, you mean online ?
is it possible that the server is configured so it is closer/easier to your friend to connect to it ?
it is probably related to server network settings and your personal network does not match it so you can connect correctly
other people have shared some provider problems in inconsistent networking here
I had to get my own modem to self host... my isp modem router is a locked down pos
any ideer why this is appening the port are free all of them after this it’s just closes
are your server ports opened in UDP mode ?
Both yeah
All the Port even tried without my fire wall on
There are three ports to open actually.
Also, could you describe what the game is showing you while you try to connect ?
does it try to connect then give a error message, or just does not show the server connection at all ?
it would give information on what the issue is coming from
Alle the port are open
After the error show the cmd just closes
Have a question maybe someone can answer. If I run a game multiplayer, not dedicated server, every time it saves, my game lags for a few seconds. If I run a dedicated server (even on the same computer) as I run the game, it never lags when it saves. I find this also super odd since the file size is relatively small for the save (3-5meg) and I'm running all nvme drives, decent cpu, etc.
The host has to pause to save
On a dedicated server, the client keeps running
When you're hosting in multiplayer that can't work
I know this question probably gets pretty deep, and I think I know where your going with this answer, but I'm still trying to understand why the clients can't keep running in both situations?
The client can run in both scenarios, but the host needs to pause
And when you're in multiplayer instead of on a dedi, somebody has to be the host
So when the server pauses to save how come the clients don't desync, assuming that's the reason for a pause for the host?
They can on longer save times
or does it just not because it's a different database access, something I'm also not great with =)
For save times of less than a second or two the server can just sort of catch up to what the clients did
That makes sense a bit now like when we did dedicated server, we were both lagged a few seconds behind at times when we built.
Just weird that we can't do the same thing as that with the host i guess but makes a little more sense now. Sorry I like to try to understand things a little more then most sometime.
Yeah, don't worry about it
the ss is the last thing you see after that it jsut closeses
fixed itslef
dont know dont care still thx
ok
hey guys, im trying to use the FG.autosaveinterval and fg.networkquality and both commands says its not reconized
i have a server pc in my basement who is running a server.. but when im joining the server my friend is able to join to.. but when i leave the server he is getting kick'd out from the server and are not able to join again.. have tried a lot of solutions the last couples of days now and getting empty for any ideas.. is there any one here who can help me out? 🤔 😇
where do i get the server files for experimental
Experimental branch selection
To download the Experimental branch of the Dedicated Server, add -beta experimental to the end of your SteamCMD invocation.
how do you join and leave ?
how is the basement machine connected to internet ?
you can change it from .ini server files when the the dedicated server is down
Wire
Join: Server Manager --> join game
Leave: ESC --> Exit to Main Menu/Desktop
and it kicks your friend as soon as you leave ? and they can join as soon as you connect ?
I mean the wire go directly to the home router/box ?
Is anyone able to assist me with some troubleshooting advice for my new dedicated server setup? https://discord.com/channels/370472939054956546/1158408547646853264
correct
Router **--> Cable <-- **Deco M5 mesh Main device <--> Wireless --> Basement Device <--> Cable <-- ServerPC
and your pc is wireless on M5 main ?
nope, another mesh node.. my mesh system is running as Accesspoint and not as an router
how is your friend running the game ?
wired directly from router
how do i host a dedicated server
do they use the server manager ?
There's a guide on the wiki
Yes👍
This page needs a refresh button.
If the status reports as server offline I can see no way of refreshing it.
Previously I had a dead server in the list and clicking between them would refresh the status.
I removed it and now there's apparently no way of refreshing the status of the remaining server.
Or am I missing somethng?
https://questions.satisfactorygame.com/post/651d169dd0053b102f18af4f
you are not missing anything
is there anyway to turn off Advanced game settings?
Not after you turn them on for that save
Hi, I appear not to able to join my server (hosted on my own Pterodactyl instance), throws an error of:
Hey guys, I don't know if you remember me from the other day, but I'm looking to troubleshoot what happens. I get kicked from my dedicated when I drive from or to certain areas. You guys suggested it was the ram, so I threw another 16GB in it to make sure and it still happens. If I drive a train that same distance or just walk, nothing happens. I actually had crash one time message, but dumb me forgot to copy it.
This only happens on experimental
Greetings,
My buddy and I put in almost 400 hours into our experimental dedicated server (hosted by Indifferent Broccoli) only to have it become unusable. Is this a problem linked to update 8 and if so when is it going stable???
More than likely an issue on the hoster's end without knowing any details
Everything was running fine, was using drones, a single train, but when we started using blueprints heavily to build out from our main base, it became super laggy and my buddy was unable to properly log in. Our server is advertised to have a min of 128 gb of ram
My buddy and I are running machines with 9th and 10th gen i7s respectively, 16gb ram, RTX 2060 and NVME drives
Oh, and it would crash multiple times a day & the sound got super choppy
new server installation. This is message im getting. doesnt appear to have an update on client side. Did i oops and setup my server with experimental branch? if so, how do i downgrade it or should I just play with the experimental branch?
nvm i answered my own question by looking at the command i ran for the install.
You have to contact the person who is hosting your server only way
you would have to post the complete logs to see what the issue is.... but 90 percent of the time is networking issue and you might have to try -multihome=<ip address> or -DisablePacketRouting in your start up options for the server..
How stable is Update 8 for multiplayer? Starting a new game with some friends and trying to decide if it is worth the trouble
if you start a new game, then it will probably be fine
especially since you may get next patch before you hit middle game which is where it starts to get some troubles currently
Also if you manage the server carefully it must not be much trouble (you can either install in an other folder or get ready to reinstall early access version)
Any working tutorial on how to setup satisfactory server on oracle free tier arm?
Seen some tutorials mentioning box86 but cannot achive this.
some have tried but arm is not supported
Yeah i was thinking about some emulation but still cannot achive this
would have guessed that an arm is not powerfull enough for this
also it needs 64 bit, maybe thats the reason why
what is your hardware?
It will never work with ARM simple as that
arm64bit is a thing and is the common arm now
but it still is not compatible anyway
Only because it is Common doesnt mean his is...
but that's not the main problem probably
because the main problem is satisfactory is not made for arm
And like i said I don't think the arm could handle the emulation and the server itself
You saw that he wanted to emulate a x86 system?
That was the reason I asked if his system is 32 bit
Either his hardware is more wrong than just arm or he just uses the wrong software
But he definitely won't have fun with that server xD
I believe more than just the abi is a problem
several other dependencies and mechanisms may be needed
Maybe, but if he want to have fun with it, why not xD
Hi there, I ve successfully started server on ARM machine using FEX-Emu at least that's what im hoping for
This is the message I can see, i opended all of the ports on my machine, can just ping it from the console. However still cannot join the server any ideas?
What arm machine are you using?
Was playing on minecraft server month ago on same machine so hosting server deffinitly possible
(Dont look at memobery and core here)
Running server with -multihome is crashing it.
Can provide logs
helloo, i was wondering if anyone could help me set up a dedicated server?
im playing on epic games and would like to have more than the max available 4 players on at a time.
and i cant find the early access dedicated server help so i just asked here, hope thats okay
try to look on the wiki, satisfactory.wiki.gg
Did, was unhelpful, and too complicated
Didn’t actually tell me how to get on the dedicated server
anyway arm64 is possible, it just needs to be adapted a bit by coffee stain
:(
and yes, arm64 is powerful enough
sorry can't help you more, never did a satis server before
made a suggestion to add arm64 server support, here the link: https://questions.satisfactorygame.com/post/65207a19d0053b102f18b0c3
It does in fact tell you that
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Installation
At the moment, that is not possible
Many of the dependencies of the software are not able to be used on arm
@icy oar did you ever figure out your issue or do you need more help?
hello me andmy friend are trying to change the autosave interval on our windows sat dedicated server but its not actually changing the value to what we set it too
anyone else having a problem where when autosave happens that everyone crash ? also im having a world partition issue where it goes to critical alot idk if thats just a me thing im hosting it on my i9 server so should not have anyissues lol
What is the problem with the wiki?
its not very clear, id have to write a ton of commands, rewrite files, and then it just never told me how exactly to actually get onto the server (if i actually got it properly setup, which i never did)
Just use docker if you find the complexity of installation hard
Hey guys, starting to get a lot of UNet errors on our dedicate server, i've restarted and updated some of the timeouts in game.ini but not much luck; any other good pointers?
That's all optional for the most part
how
please explain how its optional
i have no idea how i would be able to add more than 4 players to the server, or how to connect to it
whats docker?
https://github.com/wolveix/satisfactory-server
not very eager to help people who are not bothering to try
You get a lot of those in here.. who just want everything done for them and not even bother to do some research on how to make it work and get it up and running… they just want you to do it for them lol..
i mean, i did do a lot of research, but my tiny little brain cant comprehend this stuff
satisfactory just makes sense for me cus its 3d building
Then this is not for your tiny little brain then and just go play single player that simple.. if you can’t figure it out either pay someone like a provider to do it for you or find out how to do it your self that’s the only two option you have maybe your tiny little brain can comprehend two simple options..
@loud minnow be nice
@icy oar I didn't realize you wanted extra players, I'll help you get it all set up when I'm back at home in around 4 hours
I’m sorry, but sometimes you just have to tell the truth. Because I’ve read all the posts, and not in a single one did he even try to figure it out. He said he read it, then came in here saying, “I can’t do it.” But did he really try? We don’t know. All I see is them trying to get someone here to make the server for them so he can just join. That’s all they really want.
no worries, thank u tho
:( i have friends i wanan play with though...
and i dont have any money to pay for a provider
you're not very nice
i did try! i just didnt get very far, because none of the attempts i made seemed to work
Okay, so @icy oar where have you been getting stuck?
ok so, ive gone as far as downloading the "dedicated server" off of epic games, because thats where i have satisfactory
and trying to follow the instructions on the wiki,
but the instructions just kinda say "do this, but do this if you wanna do another thing" and then never gets back on track
Epic Games
You can install Dedicated Server Tool DLC by visiting the Epic Games Store Page and adding Dedicated Server Tool add on to your library. Search your library for "Satisfactory Dedicated Server" and select install.
Okay, so you've downloaded the server from epic but can't figure out how to start it, right?
That's the step they have done
Seems no problem with epic
yesh
whenever i click on "play" it just pops up with a console with a bunch of text and stops at the same two lines
no matter what i do
Oh, okay
That basically means the server is started
uhuh
So then you just need to connect to it
how do xd
Do you have satisfactory installed on the same machine?
i do
Actually, before we go further, why do you want the dedi?
because i really want more than 4 people to play on the same server
You can also do that in regular multiplayer
The only advantage of a dedicated server is that it is decoupled from the game client
we cant though, we tried the editing the game.ini file
thats what we want
i have another mini pc i can run it on 24/7
Okay, just wanted to make sure
Every player has to make the edit for normal multiplayer iirc
Okay, once the server is running on the desired machine, next step is to connect to it & configure
we did, didnt work sadly
Did you only change the game file or the server file too?
@fickle owl you're really misunderstanding this convo
theres two?
Only did it in steam but there were two as it was an extra installation
Is it installed on the mini pc?
not yet, but its planned
That's the next step in config
But a little side question. Do you know what portforwarding is and how to set up a dyndns?
We'll get there
i know the concept, but i have no idea how to do it
i really appreciate your help
could i borrow your help whenever i get home and can set the mini pc up :3
Yup
:D
I have two servers that are pretty comparable in specs, one running Windows and the other Ubuntu. Is one of those options generally found to be better supported or should you be able to pick either for hosting a dedicated server?
[S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/steam/.steam/sdk64/steamclient.so
[2023.10.07-22.19.25:080][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
anyone know what this is or why i keep get time outed
We got that on multiple clients
Linux has lower overhead and typically better stability
and kinda better support here too
nice, thank you!
Hello, I have set up a server on an old PC running Ubuntu 22.04.3. The setup went smoothly, and I was able to connect to the server using the local IP address of the computer.
Afterward, I wanted to make the server accessible to my friends. To do this, I opened the necessary ports on the server using ufw and allowed the ports in my FritzBox router settings. However, despite these configurations, my friends are unable to connect to the server. According to my ISP's FAQ, each router is assigned its own IP address, and the public IP is also pingable.
Does anyone have any ideas and tips on how I can make it possible for others to connect?
Hi, we had that happen on a server, when there was not enough RAM available, and the Server would crash when someone tried to join.
How do set how much ram the server can take?
the server itself have 128gb ram
Well, I think 128 GB should be enough,pretty sure coffee stain recommends 12GB...
So its propably something else...
I have 64GB on my gaming machine.
ja true
Same Problem here 😄
bruh 🫠
We got it working!
-multihome=<ip of server here>
Use that as argument when starting the server
Owo?
well just start the server on linux with
sh FactoryServer.sh -multihome=<ip of machine>
90 percent of the time is networking issue and you might have to try -multihome=<ip address> or -DisablePacketRouting in your start up options for the server..
check the available ram, do not just take the machine ram amount
if you have 10 game servers in there it will not work still
i try
already checked it
make sure your routers rules are with UDP
and that the public ip you are sending to your friend is up to date
Also indicate if you are using update 7 (early access / 'public') or update 8 (experimental) version
Currently its still on Update 7, and the IP has stayed the same. The only thing I kind of have hope for, is that Snutt has in #multiplayer-troubleshooting a whole range of ports to open. I will have to try that, but the problem is, my dad has controll over the FritzBox and I do not knwo the password...
maybe your dad forgot that it needs 3 ports to be open
or didn't check that it was forwarding to the ip of the server machine
no, we checked that together, and we forwarded all tree ports for the server machine
how did you check the public ip to be sent to your friend ?
'curl ipinfo.io/ip' in the terminal
and by using 'whatismyipaddress.com' on my desktop
both returned the same ip
I use api4.ipify.org personally
but ok, then it seems reliable, and you did that recently then
Just tried that, also returns the same IP...
omg working 😁
as with others you can try the -multihome=<your_serve_ip> option
also makes sure you have only a single instance of the server running, and that it is running with the right port settings you forwarded for
could be a bit problematically, I set it up as a service, is there a way to add '-multihome <>' to that?
yep
if you set it up as a service either you have access from original files
or if you use systemd you can also work around with override, but it is probably easier to edit the service unit file directly
in my setup the systemd service unit call an environnement file with the settings in it, for the server instance
(my setup supports multiple instances)
I added the multihome flag to the /etc/systemd/system/satisfactory.service file, but now the server does no longer start properly, its stuck in a restart loop...
Have issue with SIGNAL 11 and then server crashing when using multihome property however without this multihome cannot Connect to the server
Seen this without multihome property set
And server crash with spam of "Signal 11" when I set multihome
its not the public ip its the server machine ip
also dont forget to systemctl daemon-reload
ok, thanks, i will have to try with my friend later. I just hope it works...
I have another problem, I can see in my log file that
However my machine have 24gbs of RAM
and how much is available
(Only trying to run satisfactory server, still with issues. Think is cache is old satisfactory servers that crashed
"Think is cache is old satisfactory servers that crashed" what do you mean ?
Im trying to start satisfactory server on this machine for past two days, running with lot of issues. Right now, after start i can see 'SIGNAL 11' spam in console and crash.
Found this in logs also
However cannot set any port, always this error will occure
And port is not used.
Wait, its used xD
I will restart machien
but why it's ipv6?
After machine restart I've started the server
But still cannot see it in game
This is my config on oracle cloud still canno see the server in game.
Okay, got it, started satisfactory server on free-oracle tier using some emulation to install steamcmd
hey, im truly sorry, but i wont be able to get my mini pc working, as the gpu i had planned for it, refuses to work in that specific pc, so i unfortunatly cant get the dedicated server up and running, i apologize for wasting your time
the 3 bottom rules are wrong, and are a security issue : delete these
the 3 top rules are good execpt the third one : put the third one in UDP mode instead of Tcp
It doesn't have an igpu?
All you need is a display output to set up the server
Thanks for info, will do everything from scratch right now, found way to start satisfactory server on FREE-TIER on oracle ARM machine.
wait, whats the minimum requirement, for a dedicated server?
Outputs display
To configure
Otherwise you don't
what are you talking about, dedicated server are configured from the game
im confused
They want to install the server and bypass the 4 player limit
You have to do that from the host machine
ok so the little mini pc i have has a 2600k, 6gb ddr3, and 180gb ssd storage, will any of that be a problem?
and the only gpu that works in it is a hd5550
ram may be
It might
The server prefers more ram
Yeah that's perfectly fine
i could get more really cheaply
update 8 is mandatory
I would reccomend that
but i tried running the game on the hd5550 and it barely scratches 15 fps
The server software doesn't render anything
oohh
the server is server you dont need a screen at all
that's why I was confused by Fight or Flight saying as a requirement
you can do everything with remote control
I really don't feel like walking them through that
but wouldnt i need to like, download the dedicated server and set it up and stuff