#dedicated-servers
1 messages · Page 54 of 1
Is it usual in experimental after every patch, it forgets who everyone is and re-places them into the world as new people?
If you’ve linked your accounts before, yesterday’s patch would give you a new character, so you would see your previous character offline hanging out where you previously were.
The temporary solution was to find your old character and hit it with a weapon and then retrieve your items
If you did this, Today’s patch will result in the same situation, you will go back to your original character, so it will once again seem like you got a “new character” even though it is now back to the original
What this means is that if you didn’t play yesterday at all, the expected behaviour should be that you don’t get a new character at all, you shouldn’t be affected.``` if you read the patch notes it woudl tell you whats going on but yeah it seems like it but idk read the patch notes on updates to inform of any changes
wow. I got reset again. another 100 power shards gone
basicly what i did was backup the saves, delated everything in saves folder, deleted the satisfactory installation. ran install for update 7 and ran the FactoryServer.sh -multihome=<server ip>
oh. looks like I might've gotten a crate this time at least
Anyone else having insane issues with tick rate lag since updating to the newest update? Running on powerful hardware that easily handed the dedicated server before
I am regularly falling to like 7 tick (instead of 30) for minutes at a time
Network is stable and plenty fast
nope on 8.2 i can run 119 tickrate no issues even when i have a player is connected it stays the same for me
how do I check my ticks? lol. my server is running way more smooth after the update.
you can see it the server manager screen
oh. I guess I'm 28
yeah thats normal 30 is default
how do you get 119? some server setting?
Does the dedicated server use a GPU? I thought it was entirely CPU bound
no GPU on my server
yeah you can change it in the config file etc the wiki explain how
no is all about CPU/Ram speed etc.. you dont need a GPU
ok. I'll look that up. I vaguely remember spotting it but never acted on it
It's a intel i7 12700 should be PLENTY for a good experience
32gb 3200mhz ddr4
What are the upload speeds you guys have?
the highger the tickrate the mode load it will put on a single core as this game is very single core heavy... so is all about you IPC and clock speed for hosting this game
and your not playing the game on the same machine correct.. as that will give you horrible performance
no way to multi-thread the server, huh?
idk depends on how they have it set up hardware is one thing but if its set up horrible that something else
upload speed dont matter but i have 1Gbps connection
Yes but what is the requirement
Of course it works fine with 1Gbps connection, I am wonder how close I am to the bare minimum lol
lol idk unless you on dial up lol... you will be fine for internet.. that doesn't effect tickrate.. idk minimum would be 20Mpbs or something low like that lol
Okay
post you log like this and it will tell you a lot of about the specs that is running
is the FactoryGame.log file but like i said the onyl thing that effects tick rate is single core speed /IPC
Well like I said it's running on a i7 12700, the single core speed should be totally fine
Unless the game is trying to use one of the e-cores, not the p-cores for whatever reason
or if you get neofetch it would tell you a lot.. well the only other thing would be something is wrong with that provider server
well then if you using a VM or something with that and is not set up properly that could be an issue... lot of things could cause it
my old machine. lol.
lot of people with their "home labs" like going to complicated and creates problems i just run a simple linux debian 11 with docker image by wolvix in my "home lab" no issues..
thats a 3770 not a 12700 on that server btw
The issue is just not the hardware, it was working fine before this newest update so if anyone has any ACTUALLY helpful ideas please tell me
yay! I finally found one of my old bodies.
well if its not hardware then is your set up
cant think of anything else
Well it's not running in docker
It's not in a VM
It's running in a user on the machine without any sort of layers
then yeah you shouln't be seeing that issue... with low tickrate something is wrong or something is not liking your set up.. maybe it could be something with linux and the e-core who knows man... and if it was working fine before then blame the devs lol... like i said is something with your particular hardware combination and set up this is what i use no issues using docker compose https://github.com/wolveix/satisfactory-server
I need a kill all players console command so I can find my other crate
here is my ip 75.85.199.1 and port are defaults if you guys want to join the test save i have running
so how do I use a docker image thing with proxmox 8
it's interesting that some walking sounds disappeared like walking on tubes, rails, and ladders
BTW i never user proxmox but i can use google and damm nowadays you can even use CHATGPT... learn how to search things or use other tool my friend...and is this simple all a did was use GPT 3.5 and here: Using Docker with Proxmox 8 can be a powerful combination to efficiently manage and deploy containers on your virtualization host. Proxmox 8 is built on top of Debian-based architecture, so you can use Docker just like you would on a regular Debian-based Linux distribution. Here are the steps to get started:
-
Enable Nested Virtualization (if required): Before you can run Docker containers inside Proxmox VMs, you might need to enable nested virtualization. This is especially necessary if you plan to run Docker within a virtual machine. Check your CPU and BIOS settings to enable nested virtualization if it's not already enabled.
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Create a Virtual Machine (VM): If you don't already have a VM set up, create one. Make sure it's running a compatible Linux distribution like Debian or Ubuntu.
-
Install Docker: SSH into your Proxmox host or access the VM console.
ssh user@proxmox-host-ipUpdate the package list and install Docker:
sudo apt-get update sudo apt-get install -y docker.io -
Start and Enable Docker Service: Start the Docker service and enable it to start on boot:
sudo systemctl start docker sudo systemctl enable docker -
Pull and Run Docker Images: You can now pull and run Docker images on your Proxmox VM as needed. For example:
docker pull nginx docker run -d --name mynginx -p 80:80 nginxThis example pulls the official Nginx image and runs it as a detached container, mapping port 80 on the host to port 80 in the container.
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Accessing Docker Containers: You can access Docker containers running inside your VM just like you would on any other Linux system. Use the VM's IP address and the mapped ports to access the services within the containers.
-
Manage Docker Containers: You can manage Docker containers using Docker commands such as
docker ps,docker stop,docker start, and so on. For example:docker ps # List running containers docker stop <container-id> # Stop a container docker start <container-id> # Start a stopped container
Remember that this guide assumes you are running Docker within a VM on Proxmox. If you want to run Docker containers on the Proxmox host itself, you can do that as well, but you should exercise caution, as it can impact the stability of your virtualization environment. In that case, you would follow the same steps but on the Proxmox host directly.
@green wharf now that i gave you a fish and told you how to get more fish go and fish so you can feed yourself instead of asking for fish in discord lol
yep pullin out the golden lure
just curious, i thought the game + server were UE5, but in the crash dumps it says UE4 lTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) [C:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:378]
It's just the name of the directory 
why you all have kernel version in x.x.0
usually .0 builds are not the most stables
I made a test (as @loud minnow suggested) with a mini PC (NUC) avoiding use of VM and it is working, so I guess that in last releases they introduce usage of some hardware acceleration or some specific hardware resource that are not available in a VM environment.
I noticed an error about audio module in the VM, it seems more a warning than an error, anyway I tried to enable audio in my VM, but that didn't fix the issue.
This is a basic install of Debian 12. Not on a experimental patch or anything
So not sure honestly
I haven't had any stability issues that I can directly tie to the OS
Actually before the last several updates, the dedicated server was incredibly reliable, both in uptime and performance. It was still buggy as hell but it worked fine
So I believe that the issues are coming down to something with the trains. If the other players in the server are not interacted (or, from what I can tell, even near a moving train) the server's tick rate is mostly stable (avg 59 or 60 for sure). But as soon as someone is near or in a moving train the tick rate drops to either 7 or 14 (sometimes lower, but usually those values).
I suspect debian is renaming all the patch versions to .0 as you have package version 5 12 etc
that is nasty imo
because for instance 6.5.3 is not 6.5.7 is not 6.5.5
if they were just writing 6.5 -15 it would be fine, but no, they write 6.5.0 -15 which is wrong
Maybe yes
@acoustic bronze yeah that was my suspicion as well. I just didnt have a bare metal machine to throw it on at the time. Guess Ill just keep waiting it out and hope that Guru comes up with something for me! lol
BTW I am also waiting for a release fixing that VM issue since I cannot use that PC all day for running Satisfactory server
my vm is working fine though
what OS are you under?
and what hypervisor?
Im on proxmox with ubuntu 20.04. Someone yesterday suggested it might be with the kernels which would make sense why some VMs are working and others arent. But also above my head to figure out how to fix lol.
Hypervisor: Proxmox 7.4-17
VM: Arch Linux kernel 6.5.7 (16GB RAM, 25GB disk free)
VM: Debian 12 kernel 6.1.55 (16G RAM, 30GB disk free)
I am also curious (as @sour crown) to know which hypervisor and distro you are using.
Host is: Archlinux kernel 6.5.7 with qemu-kvm/libvirt custom settings through commandline
vm is: Archlinux 6.5.7 too max 32GB RAM with 8GB allocated at launch
though I would note I have nested virtualization always enabled (I consider it should be default and is a requirement for transparent running an operating system as lot of sub-system could be using hardware acceleration partially)
I'm running on Ryzen 5900X which have good transparent nested virtualization cababilities
(it's been part of why I chose that cpu)
Well, if yours is working correctly using Proxmox and VMs, then that only leaves two possibilities: either they don’t have it set up correctly OR something that has to do with the combination of hardware and the VM setup
en promox version maybe
I dont use proxmox though
what you use??
as I said, archlinux qemu-kvm/libvirt custom settings through commandline
But using that, you can't have a Windows VM, correct? It is only for Linux VMs (pretty much like docker lol). And with Proxmox, from what I researched, you have more flexibility, but it is WAY more complex. So I'm thinking it has something to do with them using Proxmox and something with a setting or configuration that is causing the crash when trying to load the world...
nope, I use it to test windows 11 latest features too, it's very different settings though
Oh, okay, cool to know. Yeah, I’m guessing it’s not something simple to do. But anyways, to my point, I think it’s something with the hypervisor Proxmox configuration. If not, it’s something the Dev changed that is affecting something with Proxmox, who knows lol. Not my issue. Just keep it simple, IMO.
unless you know you way around the program lol
At least if it work on my setup it means it is not entirely tied to being in a vm thing
also anything that qemu-kvm can do, proxmox can also do it, because if I remember right proxmox also use qemu as some of its components
yep looks like it uses qemu-kvm too as its basis
you do not use vm right ? (I want to make sure I didnt miss the "not my issue" point)
my setup is like an equivalent to proxmox one but custom made, with very low control (fully xml/commandline)
so I basically dont know what "default settings" mean for a vm
well depends how you categorize docker lol is kinda like VM but just cant run a windows VM on it..
is different but the same lol
But now thinking about it, I might make another little machine to install Proxmox to mess around with it and see if I can get satisfactory running just to prove that is something that they are doing wrong lol hahah
Although I have never used Proxmox, I can certainly use Google and chatGPT lol.
docker relies on translation/container capabilities
it's made to run applications
you can't run operating systems in it
yeah that what i mean you can have services run in their own environments but is not running a Full OS with is own Kernel etc..
trying to keep it simple terms with out going all technical about it lol
Installing and using Proxmox is quite easy, the hard part is finding a beefy PC where to install (and a disk to entirely dedicate to it).
I am double checking all VM parameters, but they are pretty standard and my VM was correctly working with previous server version, so I cannot see what went wrong in my setup. I've also tried to change some parameters, adding a virtual GPU and adding a virtual sound card (due to an error related to audio stuff), but still not working. I am making my tests using both Arch and Debian VM. No clue where the issue could be.
I meant that if you have tried everything you can think of, then it is simply the fault of the developers. If it was working fine in 8.1 and then crashed when they updated to 8.2, then something they changed is causing the crash during the loading of the map. I checked the log you posted and it gets past everything, but the part that fails is when trying to load the map for some strange reason.
I cannot really test it right now, as I don't have a machine running that, but it seems that the other person running Proxmox is also having the same issue.
and then you have @deep turret running VM but not using Proxmox and not having issues... sooo.... yeah idk lol..
Yeah, it looks like something changed between 8.1 and 8.2 that in some way is impacting the execution inside a Proxmox VM, but as @deep turret was saying, Proxmox is using QEMU at its basis, so our hypervisors should have lot in common. My guess is that I need to change some parameters due to some changes introduced in 8.2, but don't know what and how 😮 I was thinking something related to GPGPU or CPU specific acceleration, so maybe they introduced some accelerated computation made using GPU and my VM has no GPU or some special parallel CPU ops, while I guess @deep turret has a more transparent VM that gives access to all its hardware resources. Just guessing anyway... I hope @whole meadow will answer to @sour crown
Hey guys ! I come to you because I have a problem with my dedicated server. I have two friends who can join without problems, but two others where the game says he can't find the server. Do you know why ?
If we think about it…. maybe the two other friends are doing something wrong.. if the people can join outside your network that means that the sever is open and working and the other two people are doing something wrong.. now if the two people are inside the network and the two people outside the network then that means your port forwarding is incorrect or not set up..
and if is more than 4 player then you have to change the config for that...
Nop, all four are off the network, that's what's weirdest!
We tried to connect to 4 maximum, to avoid problems
the the only answer we have left.. two other friends are doing something wrong... or something in their network is preventing them form connecting.. now is more of a networking issue between you and those two friends..
Okay, thanks for your help 
And the strangest thing is that these same two friends also can't join my Project Zomboid server. x)
well see then is an issue between you and those friends connection
I dont have any audio device, the audio warnings are there because the dedicated server does not embed the media assets but the checks for these media assets are still there
@halcyon gyro that really sounds like your other two freinds might be on the wrong game version
also there was a bug that audio problems could crash the server
maybe these class of bugs are back
From what I saw in their logs, it has something to do with the physics engine.
[2023.10.17-00.03.08:717][225]LogNet: GameNetDriver NetDriverEOSBase_2147482176 IpNetDriver listening on port 7777 after that line that when the game start to load the world file and thats when they get the crash this was @sour crown log file
Fixed ! Just by creating a shortcut on the desktop 😂
That really sounds unlikely
They probably just didn't wait long enough
I can't really said if it's this or what you say, but well.. 🤷♂️
Did you find a solution to this? I had no luck with it
Still getting occasional disconnects while driving in vehicles but no more issues falling through the map upon reconnecting... The vehicle storage sometimes glitches with the graphic showing the storage open and the vehicle workbench/storage inacessible, but logging out and back in seems to fix that. This patch has been a major improvement for me.
from what I'm reading in what you highlighted to me, it looks like it's failing inside glibc or similar linux library dependencies
there was a bunch of glibc updates and fix lately in arch, maybe that's related
I would still advice people to check for updates
it would also explain why it is crashing in some vm and not in others
anyone know how to set network quality to 3 on dedicated? FG.NetworkQuality 3 gives me a command not found, is there a proper config I could edit? I was thinking game.ini but heard it gets overwritten a lot
for linux*
Running Debian Turnkey GSM
Fix servers
If it's only certain people, besides the usual of repair install etc, have them try a VPN in case the issue is a routing issue closer to their side than yours, something as simple as different ISP or distance can cause it
GameUserSettings.ini
just after [/Script/FactoryGame.FGGameUserSettings]
add mIntValues=(("FG.NetworkQuality", 3))
Much appreciated thank you sharklienx
My local dedicated server guest machine was reporting my ping was around 50, is there a relay option I can turn off?
Ping to box was 1ms
you are not using any vpn ?
what do you mean by "local"
local network ? your home network ? connected to the same box ?
sometimes the ping reporting is wrong when the server is loading
it should drop when you are in the game
Nope no VPN here. Yeah home network gigabit local with 500 megabit up down external.
It might just be reporting wrong
They're on the same switch, I didn't know if there was some sort of relay related to any nat punch through or steam relay solutions
I don't think I did unfortunately.
2 parentheses?
Yes, its two
where can I get the U8 servers
Check the wiki
Did you read the wiki?
It's at the very top
I couldnt find the actual wiki
ok thanks
You were the one hosting and running client on the same machine right?
If you are using Steam for the dedicated just change to U8 in the Betas tab of the game/app properties, but yeah wiki will show you how to do it too
@loud minnow looks like the same critical failure that im getting also. I have shared this with Guru as well as my system specs for my VM so hopefully they come up with something soon
lol yeah is your log lol
i dont have that issue lol
oh RIP lol
lol
yeah Gunter said something about the physics engine also. Still keeping my fingers crossed for Guru.
according to @deep turret this is what she said #dedicated-servers message maybe give that a try idk
hyper tubes are quite a lot faster now, huh?
thanks
GameUserSettings.ini on U8 server.
This is network quality ultra and autosave interval in seconds.
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=(("FG.NetworkQuality", 3))
mFloatValues=(("FG.AutosaveInterval", 3600.000000))
These were already in the file.
The autosave was set to 40 hours by default in mine which was why my autosave wasn't working.
I figured that out yesterday.
I didn't change any other settings.
But that's what you need to look for and in that file.
If network quality isn't present recommend to add it.
Define undefined?
The console commands don't currently work, but you worked that out :0)
Sorry I have not been active here; can someone help me in quickly compile list of issues that you guys are facing? Dedicated servers crashing on boot up?
Only on specifc configs ? I know that @sour crown is having a chaos engine crash on booting up dedicated server in proxmox VM.
But any other issue ?
Unable to load into my save on Pterodactl (which runs a linux version of the dedicated server).
I'm planning long term to move all my game servers to Pterodactyl.
Presently my dedicated server is on Windows.
This post above.
#dedicated-servers message
Thanks for your reply, I'm having the same issue that @sour crown is experiencing
This is the log of the crash: #dedicated-servers message
It is happening as a game session is created and then at the boot of the server.
I am running the server inside a VM.
Hypervisor: Proxmox 7.4-17
Tested on two different VMs with the same issue:
VM 1: Arch Linux kernel 6.5.7 (16GB RAM, 25GB disk free, default Proxmox settings)
VM 2: Debian 12 kernel 6.1.55 (16G RAM, 30GB disk free, default Proxmox settings)
I've also tried to using the @sturdy gust docker container (inside a VM) and I have same issue.
The issue is not happening running the server on a real hardware (NUC i5 with 16GB)
I think I solved the issue @whole meadow @sour crown (FYI @loud minnow), I will make more tests this afternoon, but it seems to work.
I just changed the CPU type of my VM (in Proxmox) to "host", this seems to make the CPU virtualization more transparent
Do you feel the performance is better with 'host'? I haven't had any crashes on proxmox with turnkey gameserver running linuxgsm at this time.
oh you're using a full VM not a container
I am using a VM running in Proxmox hypervisor
Yes I understood that, might I ask, is your choice of VM instead of a container a security one?
@acoustic bronze I was just curious because I really like running LXC over VM
Also FYI Proxmox 8 is out but you have to manually upgrade
https://pve.proxmox.com/wiki/Upgrade_from_7_to_8
doubt you will need much more than 1mbps tbh
ofcourse it may be unstable if you upload anything else while the server is running with such speeds
I'd reccomend 3-5mbps per player for a good experience
Got your question, I am running a full VM, not a LXC, AFAIK LXC could be troublesome when your applications inside the container are quite demanding on resources (especially RAM), I mean it is less controllable than a VM, but that is my understanding, maybe I am wrong.
Thats not burst rate
LXC typically should have a higher performance than a VM as it doesn't have the full stack of the OS to deal with, the downside is usually a security one
Yeah, I am just waiting a little before upgrading to 8, you know... Sometime upgrade could be dangerous 😉
Yes, you're right, but since they are closer to the hardware (less layers in between to the bare metal) are less secure (right) are less controllable.
yes. you are relying more on your firewall security to make it secure.
Is a game server who cares lol who is going to hack his satisfactory game haha lol
It's more of any service that can be hacked could lead to a machine takeover which can then act as at the weakest it can pretend to be a router and re-route your traffic including passwords to it, or it can launch attacks from that machine against your local network.
Hahah nice dude glad you finally figure it out lol took you some time but hey if it all works that all that matters lol nice work..
where normally your NAT would protect you, it no longer will, so any machine that is not updated with latest security is extremely vulnerable in the latter case.
Yeah that all fine but is a game server to play with your friends this is not a server that has personal credit cards lol is a GAME SERVER.. who is going to waste their time hacking some guy pc who host games.. yeah what your saying is all correct if you had a giant company with sensitive information not a simple game sever
It's not necessarily seen as a 'game server' it's just a server. you don't have to attack the game, it could be SSH, or any service running on the machine that is exposed to the internet. Once you have access to that you can then go from there.
Same reason you don't use WEP in modern age, it can be hacked in less than 3 minutes, sure it's unlikely someone will but those that will can then access the data of any PC on your network or any data you send online, like if you log into your bank, your bank details are then captured.
It's not that they're hacking a game server, if an exploit for unreal comes up it would be added to a list of things to scan for.
they don't waste time by the way, it's all automated
Lol yeah that fine but nothing is going to happen that’s all I’m saying.. here is my ip 75.85.199.1 what are going to do with nothing.. I do have a test save running if you want to join lol hahah.. I just find it funny with all the security freaks that come on this channel lol haha like I said nobody is going to take the time to hack in someone personal machine/server lol…
Yeah all your saying is correct but no point to worry about on a game server to host game for your friends to join lol hahaha
It is risk mitigation and most of the risk mitigation is invisible to the user. For instance way back when before updates were shoved down everyones throat there were tons of worms that would just replicate because of outdated machines.
I remember about 20 years ago it was really bad
ah my link got auto removed, you can look up slammer worm, conficker,
Yeah back in the old age of the internet yeah old myth nowadays you have router with firewalls your your system has is own firewall even Linux has one like I said I can you give my ip like I did before and what your going to do with nothing lol.. when we host game server your give your ip out yeah you can set a dns etc lol.. but people/companies still have it there is no reason to hide it.. hahaha I just find it funny the how the “security” freak react on here but anyways..
any service that is port forwarded could have a potential vulnerability, if it gets exploited you are trying to mitigate what that machine can do from there.
It's why for some things you want to host them outside of your network in the cloud if you can
Yeah but unless your a idiot you always set up passwords etc for stuff expose like I said myth of the old age of the Internet lol…
even in 2000s we had NAT and firewalls
It's kinda like where people say they don't need an antivirus because they have common sense, your browser can execute files. It's just best practice for a potential scenario, unlikely yes, but if it happens better to have the least of worst things happening
Btw I like how you just repeat common sense stuff like I sad you can’t do anything even if I give my ip which I did lol.. so my point was who care if is not update or less secure if it works for him that all that matter imo.. later security freak lol
Lots of people can and will do anything given the chance
I have a server exposed to the internet on port 22, getting thousands of attempts per day
yep
Same here lol but what are they going to do nothing lol
if given the chance on your local network they may do a lot
I have tor nodes blocked on my servers, it helps.
Key point given the chance but if you have everything set up correctly NOTHING they can do
we'll never know before they do
I'll be honest Ace I don't think you in particular have anything anyone wants so you should be safe :^)
and that is also a chance we have not set up everything correctly so it's no point exposing yourself where not needed
Like I said guys what you guys are saying is CORRECT but it doesn’t apply to hosting simple game sever in your “home lab”
i do believe it does
like i dont necessarily believe that someone will hack you but htere is no point to increase the risk by posting your ip randomly
Yeah that’s fine but no reason to just say.. ohh need to upgrade or change this because people can hack your information..
there is a saying "better safe than sorry" which very much applies to IT-security as well
Suppose that Satisfactory has a vulnerability that allows buffer overflow (e.g.: using some wicked packet on port 15777), somebody could inject malicious code in the server and execute it, if the server is not well segregated from your home network this could allow them to take control of entire your network. I know it's quite uncommon, but it could happen and it has happened a lot of time.
Yeah but who is going to take the time for that lol.. that’s my point yeah is all correct but is not something people should be worry’s about on here as long as your running the sever and your friends can join fine with me.. and sure you want to be an practice web security on your “home lab” sure that fine but is not something that people who just want to host a sever should worry about
@acoustic bronze @whole meadow @loud minnow Can confirm what Kill said, changing my CPU type to host on my VM did correct the failure. I am in my saved game. Good catch Kill!
Lol I knew it was something with the configuration if @deep turret had it working would make sense
We were looking at the call stack and we saw nothing related to our code in there. Good catch; but if something else pops up feel free to ping me
what do you mean, that password are useles if the server get hacked, that's also why you want to use docker btw, it is isolation
Yeah, you put me on the right track! Thanks!
Never said that lol.. I said unless your an idiot and don’t set up passwords for your expose ports or services on your system.. different wording but same meaning lol
it is not focusing on the game server itself, it looks like you are too much focusing on hacking the server itself, an hacked server then can be used to easily hack anything else, it is basically takeover
and I said it is not a matter of putting passwords, it's a matter of elevation
I like how your always so technical about it lol hahaha.. yeah you guys are correct but nobody is going to take the time to hack into a satisfactory server that my whole point..
ofcourse lot of people will do
what do you think about, we are not talking about a custom software here
Yeah and if it does then the devs have a bigger issue then just fixing bugs lol
we are talking about something that may be selfhosted by thousands of people and a game server is not armed like a security cia software it is mainly developped to perform well at gaming
But like I said nothing for regular peeps that want to host a game sever need to worry about.. and if you want to practice “security” knock your self out
you are basically saying one should let go basic security fencing because "anyway game devs should be good security hackers", spoiler : not at all
I'm entirely talking about the common peeps, and that's why me and other are so enclined to talk about it here
it is not a detail
but sure why not give your credit card info below your home fence, anyway no-one is going to look right, not even your neighbor wink wink wink anyway what could go wrong, you are not a corporate multi-billionar wink wink wink
We’l I feel like a broke record lol like I said killin got it working that what matter and there is no reason he should upgrade his proxmox just because is less secure if he got it working now and then he upgrade then change something and now is broken again so my point as long it works all that matters who cares about the security is a game server to play games lol
Well new plot twist, I got dropped into a new body and cant kill my old one lol. But i saw in the patch notes they were working on that.
you get features with upgrades too, not just a security thing
he's running his game on a VM, I am running mine on a less secure container which is closer to the host machine.
hence why he had issues and I have experienced none
I run mine on docker haha lol and no issues either and it wasn’t the vm is was a configuration issues
Docker is a container environment
it's poking the wrong gap
we were talking about you saying "just set up passwords and you're good" when that is completly useless if you dont check isolation too
Thanks google
why do you think I run my dedi like this :
do you think that is "too complicated for peeps"
that is literally just several lines that just stay there and you can play and forget
nice
why would you want to advocate for literally opening things up
Ace doesn't wear a seatbelt because the chances of a car accident are unlikely
never had a car accident, don't need one
Same reason cars today are built to crumble, have seatbelts, airbags all over. just layers of safety
Don't need to bash anyone, I am pretty sure all here appreciates security even though he worded himself poorly in this regard
I've been rather friendly all things considered...
but he said that it was not worth having a single think about it
ofcourse it is not worth studying system security, but basically understanding that you can NOT trust the server to keep itself safe and so it is appreciated (ofcourse not mandatory) to isolate it is always welcome and should be encouraged
Lol why don’t you ask this guy #dedicated-servers message hahaha that’s fine no issues with me but explain that to him and see if he can understand it that my point
I'm pretty sure they can understand that concept
where they struggle is learning commandlines and such instructions
Not everyone should be hosting servers imo
does anyone know how to keep running miners and everything when there's no players left on the server
That’s my point you think he cares about security no he just wanted to get up and running lol..
uncheck the "pause the game when no player is connected" in the server manager setting tab
thank you 🙏
so you are saying to my face that what I'm warning is useless just because you are assuming they dont want to know ?
how does that work socially speaking to you ?
how is it making thing better for anyone here ?
Lol I don’t care I enjoy it kinda bored anyways.. I just find it funny
See now that your wrong as you have more changes of getting into a car accident then getting you satisfactory sever hacked lol
I am pretty sure everyone cares... even though they don't know enough about it
I think it should be encouraged to have best practice on security regards, not discouraged
what do you get that from ? hacks are literally happening on a daily basis in every piece of software that is common enough to be run on thousands machine with usually unsecure setups
Yeah that’s fine no issues with me.. the only issue I have is when people condemn other people for showing their ip in their logs on here for troubleshooting and then you have security freaks condemning them.. yeah is good practice but some people treat like is the end of the world lol..
I haven't seen a single person freak out for that
Yeah sure but how does that effect a person just wanting to set up a satisfactory sever
If you been here long enough you will see it lol
I'm treating saying to people that it does not matter which is completly wrong as the end of the world, and yes it can be the end of the world, sounds like you are still writting with a mechanical writting machine (you probably are not)
Can't do much with an IP if the remote instance is not accepting connections.
but it is accepting connection
I can even probably crash yours if you give me your public ip and port
You can read a little bit on exploit-db, you search game you will find games and game servers
I already did that with my server
I'd believe it
https://github.com/wolveix/satisfactory-server you can post any link like this btw lol
that's silly, thanks.
you can post a lot of thins this way to get around lol
at least you can't directly click it so it's still more respectful to the mods
lol
depends on the mods I think.
I didnt say "enough" respecful
maybe they don't care as much here but some places get upset lol
I just said more respectful which is always true
ye
that was a fun security talk guys lol
New challenge for yall, loaded my save up. A lot of the hostile plants are back (some even inside foundations I have placed) and I cant destroy them. Hits with the xeno do nothing. Any ideas?
now that more a dev issue lol hahaha some peolpe say put thing on passive like the wildlife
can help
yeah thats probably what its going to become. cause one of the firefly plants is right in the middle of my powerplant and its gonna piss me off constantly getting attacked lol
even when there is no fundations ?
I've been destroying hatcheries left and right
I honestly wish there was a server way to clear all player created loot boxes, the ones from disassembling stuff with a full inventory
I dont know about new ones, but ones that I had previously destroyed are back and I cant hit them
I looked at save editing but apparently the editors are not updated to a new engine
yeah satisfactory calculator online was the way i did that back in the day. might still work, but not sure.
I think that is consistent to how the game works, you could always come by an old crate and be like "oh damn, my old crate !" and that's part of the game too to clean your stuff when building new factories
though could be nice to have a toggle on allowing dismantle without enough inventory space
could have 3 mode : partial dismantle, no dismantle, crate dismantle
one of my newer players made a very ugly skybridge and took it down while having a full inventory....
so now I have sky crates
I would think it would be easy enough to have a command or button for in the admin panel
well must have been a fluke, i reloaded the latest autosave and put them on passive and now i can destroy them. shrug.
god mode enabled ?
For @whole meadow
Hello there, my V8 server is very unstable. Lot of lag / Crash is there any tweak we can setup for better stability ???
is the u7 dedicated server more stable? seems like u8 is just too new and the focus is rightly on getting the game stable . wondering if i should find an old save and load up 7 for me and a friend or work with 8. I came to find the save file on 8 after its uploaded and saved, its not the Saved dir in FactoryGame dir
It is a feature... free endless protien!
TRUE. I ran into the issue of hatcheries being invincible, think a restart fixes it tho
I'd say work with 8, it's in your appdata local. I was on 8 for listen server and it worked till it just randomly stopped so I moved the server to a dedicated instance
under 'FactoryGame' if you want thirdparty software to find that faster, I like 'Everything'
windows only*
I'm thinking of hosting the server on a windows machine instead of linux (buggy at the moment) any of you have a server under windows ?
with last version of expérimental and no bug ?
i cant even get u7 to run. u8 run fairly ok, just weird crappy bugs like having to add server to find it everytime and little stuff. im on an ubuntu vps, so no appdata. tubes dotn work smooth(you dont go into flying pose sometiems) trains are all rubbery. im on a free tier oracle vps with 4 cores and 22 gb of ram, btu mayeb the cpus are just to slow
It won’t make a difference… running it on windows all your getting is way more overhead than running on Linux lol.. it runs the same executable just for different OS.. if is buggy then blame the devs lol
yes but I have tons of message like that on server : ''[2023.10.19-19.36.01:770][682]LogOutputDevice: Warning: [Callstack] 0x00007fb4b34af9e3 libUnrealServer-FactoryGame-Linux-Shipping.so!UFGGameEngine::Tick(float, bool) [C:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/FGGameEngine.cpp:13]''
Looking for some c:/ Files on a linux disto
Yeah that’s fine you will get them on windows also.. those warning have been there since DS came out of the sever is working and you can join that the best you can hope for lol
I was thinking maybe right now it's better to start it on windows instead of linux
Lol ok
My server is running "well", untill it crashes eventually and we lost all hjahaha
Yeah just set up and auto restart if it crashes and make sure to set up back up if the save files and that’s it.. lol
wdym no appdata ? it's in ~/.config/Epic/FactoryGame then
you may want to increase the auto save frequency
Probably not enough power, you can check the tick rate. think default is 30.... adding the server I don't think it's a bug, it's a feature
This is just what you have to deal with on dedicated.. my server holds a solid 60 tickrate and still has connection issues with belts/pipes, trains stuttering (they curl up like a snake then quickly move to the proper positions), remote throughput/efficiency issues (when a pawn is not NEAR the build, the precision is off but when you are close it runs just fine) when you are running high precision (0.1/m) builds.. I still have train stations/trains that get stuck 'docking' and never clear without manual intervention (this has been around since Trains were first added).. in any case lots of problems but you accept that since its experimentally experimental 😄
In my case the good of having the server up all the time, producing and whatnot outweighs the bugs/issues I encounter vs playing singleplayer. Plus I am helping to test the dedicated servers by running them long term and with large builds/worlds so.. hopefully that helps CSS as well
ok ideas Ihave updated the server at least once per day for the past 3-4 days
Still getting Game version 259808 Server version 249836 Any idea what I can do?
Should I not be using the lastest?
thansk for th info peeps
you using -beta experimental install flag? try validating it?
steamcmd +force_install_dir /home/steam/satisfactory +login anonymous +app_update 1690800 -beta experimental validate +quit
yes using Steam
Installing the -beta experimental version
its strange because its done it for the last three server updates since Monday. been a differnt version each day
i moved from 8 to 7, and 7 to 8 , but i have been deleting the directory before i do it, but its seems to be working for me to give the one that matches the experimental client
that is interesting thank you let me try.
hi peeps ive just logged on tonight and my entire base is full of trees that i cant cut down any idea whats going on and has anyone else had any issues?
@empty flax Ia the bomb, thank you that resolved it!!!!!!!!
Had a work around by closing the server and restarting it now everythings back to normal
anyone knows how to access a body thats not a chest, but like says player offline dead, can be revived but like the player is not offline
Tried using old autosave, but didnt have one that works
Is the pawn just sitting drinking coffee?
if I'm continuously crashing server-side is there any useful crash reports i could psot to get help tryign to figure otu waht's causing it so i can stop causing it? I've spent the last 40 minutes playing for 5 minutes, crashing, force restarting my server, fail to find server to reconenct for 15min, reconnect, lost all progress, play for 5min, rinse and repeat, and i'm getting very frustrated
I'd liek to find out the cause of the crashes so i can rectify it if possible
Linux, Windows? Are you hosting it yourself?
linux, apex hosting, no mods, 10gig dedicated server
only player currently conencted is myself
i have both of the 2 crash report folders with 4 files in them each from tonight
unsure which file is most useful to share/what any of the data really means
No idea if they give you access to the logs but if you can see the server directories you can pull the FactoryGame.log or see the Crashes folder
yep I have full FTP access
Ah yeah, in that case the CrashContext runtime xml would contain everything
i'm building out a factory's logistics floor currently, yes
Oh you are on U7 as well.. hmm thats interesting thought that was pretty stable on DS
oh yeah, early access, not experimental, but i didn't see a non-expiremntal dedicated server channel and was unsure where then to post it 😅
You can ceratinly try to move to U8 and see if that helps, though I would make a backup before you try to load it into U8
Well EA or not Dedicated is still experimental lol
i figured yes
based on the channel name saying update5
i figured it meant the entire feature was still deemed experimental
Only other option is to copy+paste that into a new post on questions.satisfactorygame.com, though I wouldnt expect an update on EA at this point
😭
U8 dedi is pretty stable imo, there are a few current issues that I would suspect be fixed in short order as Lym mentioned they have a patch with some fixes in it, just not sure when that will come out
If he is on update 7 10GB is not enough that could cause issue on bug saves is enough to load a save but not a big save
if that's the problem throwing more money at the RAM is an easy solution that i'm more comfortable with than moving on to an even more experimental branch of EA software. 😅 (I tend to hang personal hangups about playing EA games entirely, and avoid them for the most part. i've successfulyl stopped myself jumping into satisfactory for 3 years because of the EA state, despite a deepseated desire to play it. i finalyl caved last month lol)
128gig on the machine, 10gig partitioned to my VM probably?
Assuming you meant they offer 10G networking (which will have zero impact and is just sales gimmicky)
I don’t think he meant 10g network lol
Though Ace has more exp with U7 Dedi that I do, I kinda skipped U7 EA and played when it was exp and came back for u8 exp
nope 10gigs of ram. they do also offer 10gig networking, but again like u said, thats mostly marketing gimmicky at this point as nothing consumer grade will saturate that uplink
Well, in that case increasing the mem could fix it
EASYDAY, i'll try that bit first
The wiki says you need at least 12GB but that in the low end I’ve seen some save use around 14gb on update 7 update 8 is WAY BETTER at ram usage
then if that doesn't solve it at like 16gigs, i'll consider switching to experimental like you mentioned
But you will still get crashes just depend on what your doing why we’ll the game is very unstable in multiplayer and in DS
Lol so just set up auto restart scripts and back up best you can hope for in DS lol
yeah i don't mind the occasional crash, and we've been dealing with that since we started. when it's one or two issues a day (when we game for like 10-12 hours on it that day), it's tolerable. but twice back to back in less than an hour with <10% playtime was irking me enough to ask for help
Yep, thats what I do. 5.1 was very stable for DS for me, 5.2 had a few crashes thus far but didnt lose much progress at least (I do hourly saves). On Windows dedi using NSSM and it just restarts it after a crash automagically
yeah it has a 5min auto restart script, the every 5min saves from satisfactory's save manager, and then an every 12hour backup thru the hosting service as well. it hasn't negatively impacted our ability to enjoy it so far
oof 5m autosaves would have me stuttering like crazy hah
i wish i could change it to every 30min or every 1hour
The save interval takes about 15s currently for my ~9M save file
especially since it only keeps the last 3
With U7 you can change it via the console very easily
U8 need to edi the ini files
And the retained files too
do you know the command, i will do that in a heartbeat
FG.AutosaveInterval iirc
just type that in the console followed by a time period in assuming seconds?
yarp in sec
epicccccccc
one day i'll be as familiar with all the file data in satisfactory as I used to be with Minecraft >:) just not there yet
the new wiki doesnt have this, but the old one does, look for "Autosave slots"
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
noice jsut changed it to 30min saves
I thought the numsaves was a command but i guess its ini file edit
i just do 1h saves and keep the last 48, always been more than enough
which ini, do you know?
amazing thanks 😄
updated my ram to 16gigs, updated my save interval to 30min, updated my total saves to 48 hours worth, good day 😄
Well hopefully adding the memory fixes the constant crashing
Well the reason why saving make the world stutter because is all done by a single thread the saving of the world.. so if you don’t have a pc with fast IPC and clock speed you will feel it while playing you can make them longer it will help but that’s the only thing on you can do hardware
also increased the timeout delay in engine.ini as i think that might be a cause of some of our initial connection issues 🤷♀️
i know apex told me, after my last issue i asked for help, that they moved me to one of their machines that had the most recently upgraded hardware, so i don't know that I could do more for hosted-server unless i went full hardcore mode and rented my own dedi where i have control over the hardware in it. Which, i've done before, and might end up doing again, but is a little more pricey than I wanted to pay rn 😛
although honestly, it might be worth. lemme look at OVH prices, it's been a minute sicne i rented a dedicated server (and by a minute, i mean like a decade)
sigh
Yeah I don’t rent hardware as I think they all suck for what you pay for but some people just don’t have extra hardware laying around from upgrading their main rig lol so I do self hosting way better than anything you can get out for the money imo and it was all spare parts lol
meanwhile you have me, who has adhd and executive dysnfunction, and has 3 decent to high end gaming rigs laying around, and could easily selfhost, but it's less effort to pay someone else to do it for me
That’s call being lazy to me lol
but i've also been using a laptop as my primary daily driver for nearly 2 years and not my literal $5,000 custom water cooled custom built desktop because i cba to flush the loop and re-install the gpu after moving 2 moves ago and removign the GPU while moving
so like 🤷♀️
I used to do custom loops.. now just AIO on the cpu and gpu and call it good
Dont care enough anymore.. but yeah I have an actual server room in my garage with its own power and AC, full rack
my dedi is my "old" machine which is still a 9900k w/ 32gb ddr4-3200 and a 1tb nvme, so not a wimp of a machine, just no gpu
For looks is cool but people who done it a long time know is a lot of maintenance lol..
I had two pumps fail within 3 years.. no more of that crap since you cant really run the machine without the pump
A like of people like to brag about custom water loops etc but most of the time they just bought them already assembled that’s no fun.. the fun part is bending the tube your own way etc.. yeah my server pc is just all air cooled my main rig is using an AIO right now lol..
Nicee not bad mine is 3950x 64GB 3466mhzcl16 dominator platinum ddr4 kit in an x570 master mobo lol all parts left over from upgrading my main rig which is a 5950x, 128gb 3600cl16 trident z neo, x570 creation mobo, 3090 is getting old now built it back when the 3090 release and it will join the sever in 2025 lol
is it possible to get a custom server address so im not handing out my ip when telling people how to join my server?
Yeah buy a domain.. but it don’t matter if you give you IP
Or use some type of free dns..
whats that?
DNS translates names into IPs, so no
You cannot hide your IP
With dedicated, there is no sessionids (which I could also find your IP once connected, so who cares) and must use IP
ok
once Update 8 is stable enough it will soon land in early access anyway
because Update 8 is on a fully new dev branch and engine
they will be very much more comfortable dealing with early access issues soon ™️
early access is pretty much staled right now because of that
and a lot of update 7 issues actually are fixed in update 8
it's just .. Update 8 created a whole bunch of new problems
update 8 make my gtx1650 go brrrrr
valid yeah. was def a "i did this becasue i can not because I should" and was way mroe effort than it was worth. but makes for fun pics to share with other computer nerds like me 😄
oof yeah my new system i'm mid-progress on (and part of why I haven't finished the original system put back together) has an external 400mm radiator with a dual pump setup for redundancy. i wanna go SFF w/ external rad this time
YAAAAAAAS thank you, nah I did my whole machine myself 😛
lol yeah I just ran soft tubing, screw hardline
Still not worth the effort in terms of cooling vs AIO
Also, if something breaks I can just goto best buy and get another one I dont have to wait 2-3 days for a new pump/whatever broke to show up
i started with hardline, then my physical disabilities made that more effort than it was worth, and swapped to softtubing
the (currently half-assembled) first water-cooled PC build.
it's slowly sliding into #off-topic-tech territories
@signal grotto you can make sure to only give it to people you want to come to your dedicated server
but as they will connect to your dedicated server they should physically be able to 'locate' it in the network
-> know the ip
now you could have VPN or VPN like services for your server, but it would cost you more and be less reliable and more complicated for almost nothing better
and if you simply want to give address in a more human/abstract way
especially if your ip is changing often
then you want a dns address as people already said
looks.likethis.whatever address name
like 'www.youtube.com'
I meant to respond to thank, discord skipped the response part sorry
its fine
getting a fairly consistent crash when placing railway signals, then trying to swith to a delete tool or open the construction menu.
Started happening on the new version and when running a dedicated server and connecting to it from the same machine
error is below:
Version: 259808, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Assertion failed: mIsBlockVisualizationEnabled [File:C:\BuildAgent2\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\FGRailroadSubsystem.cpp] [Line: 891] Invalid chaining of EnableBlockVisualization/DisableBlockVisualization. Counter: 0
Indeed, known issue. #satisfactory-experimental message
ok cool thanks for letting me know, i can live with it as long as it isn't a "Works on my machine", kinda issue haha
I would really recommend looking into some free dynamic dns service...
You most likely do not have a static IP, dynamic dns service till make sure your domain name will always point to your IP
Most modern routers have support for this now or i can name a few different programs to update it automatically (on linux atleast...)
so this keeps happening on my server any idea why these tree and bushes keep coming back after ive already cut them down? Plus i cant recut them down but i can pick up the leaves but dont get any resources back?
it might be a nice idea to be able to put tress and bushes back making a nice feature in the base
funnily enough this is causing my game to crash when i boot it up. when I change this setting under SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer\GameUserSettings.ini it causes my main game (client) to insta crash on boot. Lol
did you switch your client to ultra as well ?
yeah
makes no sense to me, i was trying this as a workaround since FG.NetworkQuality command is not recognized in the console
if you simply copied the setting I show
then there is no reason it would make the server crash
do you have a full config file i can try? maybe im just missing braincells and cant follow the instructions lol
you can just show the line with the header and following line in yours
I would tell you if it match or not
i have tried both of these
theres more to the config file but this is the relevant bit i assume
do the mFloatValues=() was default ?
thats what was there originally yeah
so its actually not causing the server to crash but its causing my client to crash
ok. Somehow this was breaking my client. I verified the client game files and it caused the entire game to redownload. now it works fine lol
on a different note my dedicated server has been crashing every once in a while when placing / upgrading / middle mouse clicking a belt. It's like a 1/100 chance every time i do any of these. Has been happening to my buddy too. is this somethings that's known/common?
Many trees cannot be cut down on dedicated server.
https://questions.satisfactorygame.com/post/648f533387a1e63b6cee587a
I'm having some serious console spam on the dedicated, anyone see anything similar before? After a while it seems it'll just disconnect all players based on a timeout, although everything is still running.
same here, 11gb log's in hours
linux server ubuntu 22.04 and LinuxGSM, update experimental banch now, and continue spaming the log
Is there any hope that hypertubes on dedicated get fixed sometime? 😉
you talking about the collision thing/not flying pose that happens intermittently?
what issue are you seeing? mine seem to work
sometimes you dont eneter flyign pose and you get collisions and desync. they dont work through the wall mount holes ever
but after removing and rebuildign the wall hole sections with non wal holes, they work 70% of the time.
Last time played 4 weeks ago and there hypetubes were unusable on dedicated exp
But maybe the new patches helped, will check it
its frusterating cause they work perfect most of the time
I'll stick one through a wall and see if it works. I've had no issues with them so far recently
I do get this now: Build Mode :NA
#screenshots message
have to change build mode for it to work
using an oracle amd vps instance with 22gb ram and 4 ocpu , which is 8 threads, but i suspect the single thread speed is just to slow. turning creatures to passive and blowing up gas hives nearby seems to help
I just ran a test through 5 walls and 3 floors. no issues on mine @empty flax
thx for checking. are you gettign that console spam the other just reported? I am, i wonder if the cpu is bogged down from that and desyncing sometimes
No. I'm running on a 5900X CPU though
not that the dedicated server uses much CPU now. it's much improved over the update 7 version
do you get the train rubberbanding? feel like thats cpu too
I'll load up an old save later to see. I've not put trains in this save yet
using the free month of oracle vps to play around, i think it just has low cpu priority in their cloud and most of the problems i see are that, thabnks again
What environment is it running in? Are you running out of system memory?
windows 11 and no
I have 32 gigs and when under load im using at most 19
the server only uses 1 or 2 gigs
Then what's the issue?
It keeps running out of memory
How do you know?
I get a big pop up ingame that says it then the server and game closes
Can you send the popup?
I can try to get it again
how much ram is used by server
and what version are you running
if its update 7 it should sit between 10 and 16 GB
if its update 8 it should sit between 3 and 10 GB
Did you manage to fix it? I still have this issue 😭
Just wanna thanks DEVS for this weekend patch ! Server is a loooooooooot more stable
question is there a epic DS for debain linux?
im lookin for non steam DS for linux (using debain)
Yeah, just changed CPU type to the Proxmox VM from the default one to "host" (see #dedicated-servers message)
The issue is that it's not a virtualization so I am not sure what to change though. Using a Windows Server
Hello, is there a way to turn off the auto restart of the server, or change it to be in other time/day?
depends how you host it
No such thing you either have Linux or windows executable that’s all
I'm sure you've all answered this enough, but I can't find anything
anyone got a clue why a dedicated server simply stopped appearing in game?
if I downgrade it to early access it is recognised fine but complains about versions
when back on experimental it show as offline when it isn't
im currently using steam DS for linux, was hoping for epic version, ah well
Probably multihome or disablepacketrouting would help there
ya i have to use -mutlihome=<machineIP> for work properly
anyone else getting factoryserver.exe crashes when launching the dedicated server after updating to the latest release of the expermential build? The server was up and running with 8.0 earlier this evening. I updated it to 8.2.2 and the server crashs. The logs show some assertion failed and a ton of errors. I've searched this channel and haven't found any hits on the errors I'm getting.
This is the first line of the error log:
[2023.10.21-01.50.35:972][ 0]LogWindows: Error: Assertion failed: false [File:D:/TC_agent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Serialization/CustomVersion.cpp]
after this, I get Call Stack errors
[2023.10.21-01.50.35:973][ 0]LogWindows: Error: [Callstack] 0x00007ff8124cf1ac KERNELBASE.dll!UnknownFunction []
[2023.10.21-01.50.35:973][ 0]LogWindows: Error: [Callstack] 0x00007fffe2c282a6 UE4Server-Core-Win64-Shipping.dll!ReportAssert() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1625]
[2023.10.21-01.50.35:974][ 0]LogWindows: Error: [Callstack] 0x00007fffe2c2a4c6 UE4Server-Core-Win64-Shipping.dll!FWindowsErrorOutputDevice::Serialize() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
[2023.10.21-01.50.35:974][ 0]LogWindows: Error: [Callstack] 0x00007fffe2ba5e80 UE4Server-Core-Win64-Shipping.dll!FOutputDevice::LogfImpl() [D:\TC_agent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:61]
Is there any way to stop the log?
my batch file has the log flag. Are you suggesting I remove that flag and see if that helps?
OS - Server 2019
Ram - 32gb
CPU- 4core I7
How are you starting the server up?
why would you want that if you already installed it successfully ?
found another issue where belts change to mk1 belts randomly. infuriating lol
[2023.10.21-13.49.48:821][262]LogNet: NotifyAcceptingConnection accepted from: ip....
any ideas what's wrong?
1 makes sure you have enough available ram tu run the server
2 makes sure you opened ports and maybe forwarded them too
3 makes sure you let the server time to load properly
4 makes sure you enter the right port in your game server manager
running a patch file that calls the EXE -unattended -nosteam.
I ended up figuring out the issue. when I ran the STEAMCMD command to update to the latest, i used just the -beta switch and not the -beta experimental switch. (Thanks to @empty flax for posting the switch). Once i added the experimental switch, the server updated and prompted for the UE pre-reqs to install. After that the server booted up just fine.
if you mean arbitrary port for a single live server
then : No
If you mean any custom server instance port in command-line settings then : yes
where would I add those?
Anyone else have issues on dedicated servers where belts straight up just stop working? only way to get them moving items again is to delete and replace...
Any idea on the Ghost tree reappearance once you leave a zone and then re-enter it. Hate it when you clear a rail path of trees and rocks, all is good until you leave the area then you come back. Everything has reappeared but unable to remove it as if the database is not updating on the client side.
Yeah, I have seen the belt issue, but they just sometimes don't start for me, haven't had them stop while running. Rebuilding them a few times makes it work like you said.
yes "on the Belts" have to delete and rebuild to get them to start back up. Especially when making batteries seem to be the worse.
my map is not revealing as i travel, have 3 players, 2 are offline, am i missing something for the map reveal on dedicated server?
hi
so @loud minnow it looks like the ram didn't fully solve the problem, or my server jsut hates foundations for some reason. 😭
libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
libUE4Server-Core-Linux-Shipping.so!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
libUE4Server-Core-Linux-Shipping.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
libUE4Server-AbstractInstance-Linux-Shipping.so!AAbstractInstanceManager::ResolveOverlap(FOverlapResult const&, FInstanceHandle&) [D:/BuildAgent/work/78a794e88763017d/UE4/Games/FactoryGame/Plugins/AbstractInstance/Source/AbstractInstance/Private/AbstractInstanceManager.cpp:541]
libUE4Server-FactoryGame-Linux-Shipping.so!UE4Function_Private::TFunctionRefCaller<AFGRainOcclusionActor::ResolveTracedEntries()::$_9, void (int)>::Call(void*, int&) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Templates/Function.h:548]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >::Process(int, TSharedRef<ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >, (ESPMode)1>&, ENamedThreads::Type, bool) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:179]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> >::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:134]
libUE4Server-Core-Linux-Shipping.so!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> > >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasks() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1065]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:887]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadBase::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:540]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x76da)
libc.so.6!clone(+0x3e)
</CallStack>```
Hi , can i help me ?
yes you can, by describing what you want to discuss
Small question, Is Onboarding available on Dedicated Servers?
quick question how do you put yourself as admin on your server?
the first time you connect to it elect you to admin by asking you its name and then the admin password you want
Ok next?
How do I then log in in admin mode?
you are automatically the first time
then you just have to go to admin panels and enter the admin password
because before I was admin and mtn Client
where is this sign?
it's good
it's good thks for help
I still encounter a problem I have set up a dedicated server I can join without problem but not my friends?
When I click to see my party id it marks me InvalidSession
Ping me i u want the soluce
you must have the ports correctly forwarded and accessible from your friends
if you have the dedicated server at your home you must setup all the networking
@grim mica looks like your suggestion of upgrading to update 8 might be the fix I need, i have twice more crashed when placing foundations 😭
libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
libUE4Server-Core-Linux-Shipping.so!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
libUE4Server-Core-Linux-Shipping.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
libUE4Server-AbstractInstance-Linux-Shipping.so!AAbstractInstanceManager::ResolveOverlap(FOverlapResult const&, FInstanceHandle&) [D:/BuildAgent/work/78a794e88763017d/UE4/Games/FactoryGame/Plugins/AbstractInstance/Source/AbstractInstance/Private/AbstractInstanceManager.cpp:541]
libUE4Server-FactoryGame-Linux-Shipping.so!UE4Function_Private::TFunctionRefCaller<AFGRainOcclusionActor::ResolveTracedEntries()::$_9, void (int)>::Call(void*, int&) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Templates/Function.h:548]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >::Process(int, TSharedRef<ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >, (ESPMode)1>&, ENamedThreads::Type, bool) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:179]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> >::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:134]
libUE4Server-Core-Linux-Shipping.so!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> > >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasks() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1065]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:887]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadBase::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:540]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x76da)
libc.so.6!clone(+0x3e)
</CallStack>```
I follow the step from https://satisfactory.fandom.com/wiki/Dedicated_servers#Windows install dedicated server without -experimental, have no idea why server version is far new than game version..
When you install you need to use -beta public to get u7
I'll try
I install the server with steamcmd.exe +force_install_dir {MyPath} +login anonymous +app_update 1690800 -beta public validate +quit and launch it with FactoryServer.exe -log -unattended , no lucky get the erroe msg
😭
I'm having some issues with my Dedicated Server. It appears to crash on boot. But it was fine when I logged out last night.
The server is not hosted locally with Hamachi but on my own metal bar machines. I manage to get along without any worries but they don't for a moment two succeeded then then only 1 at a time could get along and now no more people besides me arrive
On my machine I have gmod 7 day to die server, project zomboid and more I have no problem
Just a fast-ish question, what is the "target" tick rate for dedicated servers on experimental?
I'm getting average 30 tick rate and that seems fine, but just making sure that is the target tick rate and its not like halfed for whatever reason
why are you talking about hamachi ?
hamachi is specific trick and have almost nothing to do with what I said
I asked if you were hosting it at your home
any machine in your home network is "local" to that perspective
default is 30
so looks like you are fine
Alright, thanks :D
So, it works, but it's a bit ugly... maybe one day we get nicer parsable logs for that purpose (or even some API?) - a notification for players joining or leaving the game. I connected it via telegram bot to our telegram user channel. If anyone like to have something to start with (or even likes to improve it), I'll share my few ugly lines of bash script here:
#!/bin/bash
SatisfactoryLogfile=/opt/steam/game/FactoryGame/Saved/Logs/FactoryGame.log
userId_to_name() {
userId=$(echo "$1" | tr -d '\r');
grep "LogNet: Login request" $SatisfactoryLogfile | grep -F "$userId" | sed 's/.*Name=\([^ ]\+\).*userId: \(.*\) platform.*/\1/g' | head -1
}
sed -n "/^\[$(date -u --date='1 minutes ago' '+%Y.%m.%d-%H.%M')/,\$p" $SatisfactoryLogfile | grep "LogNet: Join succeeded" | awk '{print $NF}' | tr -d '\r' | while read playerdo
echo "$(date) Player $player joined the game"
telegram-send "$player connected"
done
IFS=$'\n'
sed -n "/^\[$(date -u --date='1 minutes ago' '+%Y.%m.%d-%H.%M')/,\$p" $SatisfactoryLogfile | grep -F "LogNet: UChannel::CleanUp" | grep "PC: BP_PlayerController" | sed 's/.*UniqueId: //g' | while read userId
do
playername=$(userId_to_name "$userId")
echo "$(date) Player $playername left the game"
telegram-send "$playername disconnected"
done
just need to add a cronjob that runs it every minute...
bash is not really suited for somewhat complicated programming operations
that's probably why it looks ugly
Instead of running it with cronjob, you can just tail -f the log file and pipe it through sed and grep, the notification will be instant and it greatly reduce the script size
I replied to you also and hamachi uses our network so I thought you were hearing about that. Also like to specify only game where I have problems so I tried everything nothing works.
then tell what you tried so we can know what you didnt try
you may want to test -multihome setting, but first recheck your network setup
Agree. I’ll likely change it. Advantage of cron it’s daemon less though. Ah and with tail we’d need to monitor log rotation somehow
I didn't think about the log rotation yes 😅
I don't know if the log rotation could break tail input 🤔
can't the buffer be cropped from head and stay open ?
if it resets the log buffer then it sounds like shit imo
but would not be the first thing badly implemented
The behavior would be stupid yes, but meh, it won't surprise me though
does anybody know what the error codes mean? google is giving me nothing
im getting error code 3 every couple of minutes
error code 3 ?
are you sure you are not confusing with segmentation error at 0x00000003 ?
nah, i use a script that auto-relaunches the game if it crashes, and its telling me error code 3
an error code without context means nothing
perfect!
so what is giving you this error code in what context
@echo off
::run satisfactory server batch file
:run
@echo Run Satisfactory Server
FactoryServer.exe -log -unattended -nosteam
IF %ERRORLEVEL% EQU 1 goto end
IF %ERRORLEVEL% EQU 0 goto end
IF %ERRORLEVEL% NEQ 0 goto error
goto end
:error
@Echo server exited with error code %ERRORLEVEL%
goto run
:end
@echo exiting
for instance a web page 404 error means something only because it's a webpage that you tried to open
if windows give you a 0x000404 error for instance, it is not related and have completly different meanings
this is the script btw. The server just crahses, restarts and the log tells me its from error 3
what log
hold on, im trying to get a screenshot
it's like if I was asking
"I can't get to my work office because it says it miss some water"
and "I googled 'missing water' and found nothing interesting"
instead of saying "when I trying to start my car to go to my work office, the car screen says it is missing water and it can't cool itself correctly and refused to start the engine"
lol, i googled "satisfactory dedicated server error codes" and found no guides
looks like it was a windows issue, sfc and dism commands seemed to do the trick
so my dedicated server tells us its going to restart, it seems random, is there a setting for scheduled restarts in the ini?
random steam thread said servers restart after 24h to prevent a crash, so maybe that's it
should the average tickrate always be 30 and does it mean the server is too weak when it sometimes goes doewn to 29 28 27
can I somehow activate no-cost on experimental dedi?
Dedis themselves don't cost anything, just the hardware to host them on
If you have the hardware, they're completely free
Lol
Yeah, when you load the save there's an option to enable ags which should give you that option
where this option might be located?
There's a little checkbox when you select the save to load
I just updated my dedicated server (experimental), and now it just crashes with the following, after a ton of output which looks like it is going to load, but right after the start, it just crashes.
0x00007f6084954677 libUnrealServer-UnixCommonStartup-Linux-Shipping.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [C:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
0x00007f607f6c8f45 libc.so.6!__libc_start_main(+0xf4)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
[2023.10.22-19.54.02:786][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted (core dumped)
ok, checking updates
where did you find server logs?
running it command line. I run it in a screen
Oh. I use NSSM to have it handle like a service.
should the average tickrate always be 30 and does it mean the server is too weak when it sometimes goes doewn to 29 28 27
nope, didn't work. Updated all outdated packages, and still crashes with the same error
This is also a very old machine with Ubuntu 14.04
is it a vm ?
it's a KVM, so technically yes, but the host uses Proxmox, and a few other VM's that I do other things with it
Before the last patch, experimental worked just fine
there is a glibc racing bug that could be amplified by running in vcpus
it would take a lot of doing, because I would have to do a complete backup of that machine, and then see if updating to the latest will fix or completely destory the thing. heh..
bring it up to 22.04.. .14.04 is way old.
just looked on launchpad . net, and the report for glibc in 14.04 is non existent
under /lib/lib32, there is libc-2.19.20
ok, more digging, looks like I will need version 2.20 or higher, and since 14.04 only packages up to 2.19, I get to this the hard way LOL
yeah, seeing 2.38 also
but also ubuntu 15.04 was the first time they added 2.20 or higher for glibc
If anyone has a moment? https://ptb.discord.com/channels/370472939054956546/1165670669976076469
most recent experience, travelling east in a truck, server disconnects me, I join back in to find Iam falling through the world, server starts repeatedly crashing. learned my lesson to change the amount of saves, didn't know it was such a short time and interval.
huh?
Anyone know a way to stop hostile creatures from respawning? I have my server set to continue playing in the background if nobody is online. Every time the server is empty, the next time someone joins all the hostile creatures and all the power slugs respawn. Love the slugs, but the creatures are annoying as all get out since theyre in the middle of my factories.
ngl it took me way too long to figure out where my saves were after i converted my dedi server to a windows system service
Crabs everywhere
ok, did complete upgrades from 14.04 to 22.04. Current glibc vesion: 2.35, tried to force reinstall, but all it does is validate. It still segfaults with the same error as I posted much earlier. 😦 For the life of me, I can't remember the steam command to force install over an existing, even if it is "current" hehe
also, I noticed I'm using:
./steamcmd.sh +force_install_dir SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
where before I was using -beta public before, but I think that's when U7 came out and went public.
Backup your saves and do a fresh deployment if you're using a vm
It'll give you less grief for sure
yeah, was thinking of that as the next / last resort. heh
It will be so appreciative if some one have time on #1165877712716583005 😢
This stopped happening to me after the latest update. I still DC but no longer fall through the map.
when do it crash exactly ?
I'm thinking it may be a systemd restriction thing
@trim epoch @deep turret I've tested for tail, by default tail -f follows the file descriptor, so if the file is renamed it will follow the renamed file. To prevent this with can use the --follow=name or -F option instead, so it will always follow the file name, like this the tail command will never be broken by the log rotation 🙂
We can even add --retry to prevent a buggy state if tail struggle to catch the new file buffer
It works fine
@jagged harness I realized we had been talking outside of dedicated-servers. Curious why you went with ubuntu server over debian ?
I might set up a debian VM instead of the LXC I have been using
Can someone help me with server
I'll pay you 1 euro
easy fix for u
I think
if ur smart enoughy
just started with ubuntu and had the iso ready, any distro will work as long as you can install the dependencies
o ok. I'll probably go with debian because that's what proxmox is based on and it's supposed to be more reliable. Ill just have to update sources
anyone having problems with crashing because of placing conveyor belts?
Hello everyone does anyone have an idea why my server does not start after uploading my world?
Log file from the server attached.
Same issue like all the other people you guys are using a VM you have your config set up wrong killin found a solution for his so I’m guessing you guys are just not setting up correctly #dedicated-servers message
proxmox
before updates last week it ran without any problems
I will test that now
Right.. but engine changed so there are some different requirements, wasnt sure I realized it was a linux-based VM
Did you test from a new save to make sure is not your save…..
My save loads in singleplayer.
On the server it no longer loads since the update.
I would not like to throw away more than 600h of playtime
And how do I get the savegame fixed then?
Does a new save load in the sever tho.. that was my question
Like can you start it up with a new save you can just make a back up of the save file then just re upload it later
But just test if the sever can load up an empty world first and if it can then the issue could be with the save..
Your save worked fine on my bare metal server, it isnt the save
Its nothing to do with the save also because you told me a new world doeesnt work either
Well that was before he change the settings.. but I’m pretty sure is something with his configuration as is always the people using VM and are not set up correctly who are showing up here
Can you not run the Satisfactory dedi on the bare metal rather than the Windows VM?
Oh a new crash file, let me see that one
Certainly a new error lol.. no idea what that is crashing on
I see HAL in the crash but not sure if that is relevant.. given the previous issue perhaps is still related to processor extensions exposure
Most of the time is people who found some güin on YouTube about having a “home lab” and needing to use VM for this and that but they don’t understand that the more complex you make it the more complex it will be to fix issues but I know is something with their configuration for that VM
Yep, agreed
The reason I just run the server on the bare metal.. lol
I can virtualize it, but why..
Yeah it make sense on cpu with 64+ cores where you have the memory bandwidth etc to do thing like that not in your “home lab” which we all know people who use the world “home lab” is just a pc somewhere running proxmox or some type of VM hyper visor
If your going to use the word “home lab” better be using equipment that’s cpu alone are 5k usd and actual sever hardware then sure use that word all you want but if is a pc that you use to host game or other small services then is not really a “home lab” lol like for me I just use left over parts from upgrading my personal rig but I wouldn’t call it my “home lab” lol that’s my point lol
When is the server going to be updated? I'm getting yelled at for version mismatch.
Do you mean.. when is YOUR server going to be updated?
First thing I immediately notice: Vegetation isn't respawning, nor are hatchers close to my base.
Take that back, hatchers are back. Some nobelisk will fix that.
I take back everything.
I completely agree that usually people too easily say "home lab"
and I like to notice I never used it to describe my own setup
even though it's made for professional reasons
sorry for the useless ping

Hahaha is all good I just hate it how people use that word when reality they don’t really have sever class hardware in their home..to be consider “home lab”
oh new patch for inputs stuck, nice :D
I consider thing to be a home lab either when you have complex multi-vm setup with different settings and virtual networks on a sufficiently graded hardware for that
or when you have similar setup but with a lot of machines interconnected
AND
you use these for running different services that are either here for experimenting with it or for professional reasons in networking/dev/sysadmin fields
otherwise it's not really a 'lab'
and I think most of people doing so don't say it often
That's pretty elitist.
Yeah make total sense.. and i agree with you.. and true the real people who actually have “home labs” don’t really use that word lol.. I just funny that it all come from YouTube and the make you own home lab title videos lol
I think waking people up to the fact you can have a home lab these days is nice
(as in you can improve your sysadmin and network skills that way)
but I don't like the trend of going for only similar minded or smaller thing and calling it the same
I mean what you do with it and how you do with it matters much more than what kind of stuff you have for that
well anyway I can't be unbiased on that topic
maybe latter when I will have much more stuff I will talk a bit differently about it
but that people say it too easily probably will not change in my mind
uuuuuuh its been a long while since i had a dedserver. is there only experimental for DSs anymore? i created an experimental one by mistake copying the text from the wiki and its worked fine. reinstall without '-beta' and it looks like the server is trying to boot satisfactory the game. i also noticed theres only a channel for Dedservers experimental. no regular DS channel. so only in experimental?
Dedicated servers are doubly experimental, it seems.
Alright, so I have one of those random piles of sulfur laying about. I hit E to pick it up and it does nothing. I picked up all the leaves around it, and I can't build through it (invalid placement), what do?
Build around it. 😂
I am, it's messing with my head, but that's what I'm doing.
do host cpu
not sure what hypervisor you're on but in proxmox you go to cpu>advanced> and set host CPU as the option
Oof, just had a nasty client crash while on the server.
@native willow the server still crash while loading my safe. I will test later if the server run with an empty save. I will also test satisfactory in docker. Hope that works
Someone can help me ? I have a timed out error
also proxmox
If you are running a vm you must set CPU in host mode for this version of experimental
Lxc is fine though
guys is there any way to increase player limit on dediserver experimental?
Yes. The wiki has the answer
there is glitch
when u try to break any big stone it glitches
and u cant mine anymore
anything
and u need to restart server
it starts spamming console
restarting the server fixes it?
Probably should put it on QA
okay
didn't work for me
How to fix console spam?
it solved after 5 minutes of console spam and tickrate back to normal
How does dedicated handle with two decently fast cores? I gave it the recommended amount of ram, seemed fine now, just worried about larger structures.
then the FAQ needs to be updated.
@golden roost ya missed something
anyone know how to get my dedicated server to automatically update and restart itself on windows steamcmd?
is it possible to turn off the rain on a dedicated server?
There's rain? 👀 I don't think I've noticed rain in my 400 hours of factoring.
Hi everybody, I got my world running with Docker Server https://github.com/wolveix/satisfactory-server on a debian 12 lxc with 12 GB RAM.
when did this happen , trying to establish a repro case
Yesterday at 0606h UTC.
Successful connection to updated dedicated server.
Is there any web control panels around for satisfactory, currently having to ssh into my ubuntu server
not that I am aware of
its that or an auto updater
I am wary of auto updates for servers
I can't find the Dedicated server in the Steam tools library, am I doing something wrong?
You own the game on that steam account?
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Installation
As a free download, I don't need to own the game (otherwise it's not free). I don't own RE6, Reign of Kings, or SCP yet those are available.
That's one way, yes.
Up above it tells you that the steamgui version is only avaliable to accounts that own the game
It says no such thing
It is true however
The Wiki should be clearer then if that is the case.
I'll fix it
I've been slowly working on improving the page for dedis bunnies slow going
\o/
Is steamcmd part of steam or something separate?
Separate afaik
Google for SteamCMD, valvesoftware.com is place to get it
👍🏽 thanks
Also, I'm guessing if you don't own the game on Steam you own it on Epic, you can simply download Dedicated server via Epic as well
I already have it on Epic, I want to do some experimenting w/o having to have Epic or Steam installed. It'd be nice if there was a truly independent download of the server software, tbh.
Ah alright. And yea that would be nice, however having it on Steam and Epic allows host providers to support the server without much work :D
That's essentially what the steamcmd version is
Oh I get it 100%, but if the Dedicated Server is 100% free, then don't tie it to ownership of the game? Anyway.
Yeah that's a limitation of steam
They're working with valve to resolve that
Fair, but still requires installing a third-party tool to get it outside of a browser. Anyway, no big deal, thanks for all the help.
I'm going to disagree on that, I have access to servers for paid games I don't own. anyway. off to do experiments and teach my daughter about the importance of being organized and tidying up after oneself.
sorry for taking so long to reply. It still crashes immediately after it calls the start() command. Exact same place as when I first reported before I did the full upgrade of the OS from 14.04 to 22.04.
0x00007fcddb5b9d90 libc.so.6!UnknownFunction(0x29d8f)
0x00007fcddb5b9e40 libc.so.6!__libc_start_main(+0x7f)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
[2023.10.25-16.51.42:924][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted (core dumped)
you don't need to own it on epic either
you still can access it freely even if it's not straightforward so calling it completely free is true
you don't even need steam account or epic account to install one
Well, I own the game on Steam since U3 so don't have experience with Epic version 😅 But good to know thanks :D
Always learning something
(steamcmd +login anonymous )
automatically update? Maybe.. but it'll be jank.. automatically restart the server if it crashes? that's pretty easy with powershell.
if you want the powershell script to restart the server if it crashes, I can paste the one I made. you'll just have to update it for your path
If he has the ability, he could use NSSM if he's using Windows.
Can someone help me after i open the game its shows me this What to do?
That's the server console output. Now put your details into the game client server manager and go to town. Did you follow the wiki instructions for setting it up?
Hi, I'm trying to set up a server on Windows via SteamCMD, I logged in anonymous, installed the dedicated server, wrote a start.bat file. I then set the ports 15000, 15777 and 7777 as udp in my windows firewall and also opened them in my router, a fritzbox 7490. i think i did everything right, but other people can't connect to the server. it shows as offline. What can I do?
So I just updated my dedi and the server seems to be shutting down. [2023.10.25-19.23.06:264][226]LogSave: Warning: New/Old Root size mismatch! [2023.10.25-19.23.06:294][226]LogGame: World Serialization (save): 3.765 seconds [2023.10.25-19.23.07:301][226]LogGame: Compression: 0.993 seconds [2023.10.25-19.23.07:301][226]LogGame: Write To Disk: 0.002 seconds [2023.10.25-19.23.07:302][226]LogGame: Write Backup to Disk and Cleanup time: 0.003 seconds [2023.10.25-19.23.07:310][226]LogGame: Total Save Time took 4.778 seconds [2023.10.25-19.24.41:642][641]LogCore: Engine exit requested (reason: ConsoleCtrl RequestExit)
Do we need to wipe with this update?
No, you should not need to make a new save due to the update, post the full log from a fresh startup
I assume it works internally for you but nobody else can connect externally? Try using multihome or disablepacketrouting switches
so you mean i should like buy a network switch?
Why would you need one of those?
Network switch won't solve that.
also, what exactly is a disablepacketrouting switch?
To be honest. I don't think it's generating a new log. Looking at it I've restarted a few times and it doesn't look like the log is changing.
A switch in this case is a parameter passed to the server:
.\FactoryServer.exe -ServerQueryPort=15000 -log -unattended -AUTH_LOGIN=unused -AUTH_PASSWORD=[redacted] -AUTH_TYPE=exchangecode -epicapp=[redacted] -epicenv=Prod -EpicPortal -epicusername=[redacted] -epicuserid=[redacted] -epiclocale=en -epicsandboxid=crab
Everything with the - is a switch.
https://satisfactory.wiki.gg/wiki/Dedicated_servers <--- very good document to get you started
thanks im gonna read trough that tomorrow.
gosh someone should just make a 5h youtube tutorial explaining this shi*
@thorny shore and how do i use the commands shown there? for example the steam cmd installing command?
I haven't used steamcmd, you'll have to look at it's Wiki. I'm going to be experimenting on another computer in the near future, then I'm going to see about having multiple dedi servers on my network.
which powershell is really nice. It's my Windows default.
ok can someone pls help me with this? i have now installed steamcmd in C:\GameServers\SatisfactoryServer and its running. if i open op powershell and type in
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
it tells me the following:
What do I do
did you port foward?
i opened the ports in my router is that what you mean?
You can also try to connect through your external ip locally.. if that works then other people will be able to connect.
im currently trying to use a command switch
ik
Should only need to open whatever port you have set as the beacon. default is 15777 the others arn't necessary
unless you've changed the beacon port to something else. After that port is open then your issue will be either your modem (esp if ISP provided) is refusing the connection or a firewall issue on the local host (your server)
I think steam cmd has to be run in command prompt
i will first try that one setting someone told me to and then ill try the rest
dedicated servers should really get more love
they run really well actually
I've even got mine running in a VM and it seems to do okay. a few bugs with dismantling causing the server to crash, and some desync issues every now and again
I've not had any problems that couldn't be attributed to ID10T errors.
that's my forwarding settings for satisfactory and astroneer...
oh i had massive problems and there was nothing i could do about it. there is this bug that when you die, you get a new account assigned and your old npc keeps respawning, with no chance to get your stuff back
granted.. I'm running u7 dedi... u8 has enough bugs on single player
same
that's an interesting bug.
should i put my external ip address in the multihome switch?
But like I said. if your network is ISP modem/router -> your router you HAVE to foward ports in your ISP modem router.
i got like a normal fritzbox (some german shit) and thats my router, i've opened the ports there. there is nothing i can open anymore
Well, check your firewall on windows. if you've got that port fowarded, and a static ip for your server then it should(tm) be reachable
when im trying to start the server now, its crashing
log?
little ping if you haven't seen it already
btw here come my port settings in the router
do you have a save for it to load?
it looks like it's trying to load a save or something
if you don't have anything in your appdata/local/factorygame/ folder then try running the steamcmd install commands again
oh i got smth there my local saves cuz im currently trying this on the pc i normally play satis on
I don't know if that'll cause issues or not.
but shouldnt it save in server/factorygame/saved/savedgames/
it does lol
this correct?
cuz it still crashes
and you see, i read the wiki and stuff but this still doesnt work
did you change the config or something, I think you mentioned something about modifying config files eariler.
i did not, but look what i found
Yeah.
that'd be it. you can't really run a server and client on the same machine.. just use normal multiplayer xD
or setup a VM and run it in there.
if you've got windows 10 pro you can use hyper V and setup a windows 10 VM in like 5 miuntes
im doing it trough teamviewer that way i only gotta do it once
and im waiting for it to download the third time today
ok now its starting to get shitty
it doesnt work on the server either
oh now it works
i removed the multihome switch from the start.bat
OMG IM FREAKING OUT
What does/doesnt work? relax a bit.. give us the details and not the commentary 🙂
it works
finally
and the problem was my damn router
it gives out seperate ips for opened ports
Accidentally hit respawn, now I can't do anything at all and it's not respawning.
and thats one of the many problems with dying i satisfactory
My server auto-shutdowns or smth showing this
Is that supposed to happen? Can it be stopped by changing settings?
now it shows this
hi guys, anyone experienced that all the map markers dissapeared suddenly?
I think you get disconnected somehow
But not really a shut down
I didn’t even join. After these messages, the server shows as offline
Ah you coudnt even connect? Did you try connecting against the query port in server manager?
I did not follow the whole conversation, but are these your port forwards?
bc they are not sufficent, 3 kind of ports need to be forwarded
One query port, one beacon port, and one game port
For example, I used this as startup, note that I used port 27000, 27001, 27002
FactoryGame ?listen -Port=27002 -ServerQueryPort=27000 -BeaconPort=27001 -multihome=0.0.0.0
do i have to set the ports in the startup if I'm using the dafault ports?
.\FactoryServer.exe -log -unattended
No, but I would recommend it. Because if you dont set them, UnrealEngine might take a higher port if their occupied, and that makes things harder to debug, bc you wont get any error message
or the error message might be somewhere at the beginning hard to overlook or so
It was specified in the script for Linux I am using, im not 100% sure. You might do not need it on windows
should i send you the log?
No the log does not help
make sure to specify the ports, you can also specify the standard ports. Then try first to connect locally, by using something like 127.0.0.1:yourQueryPort in server manager. If that works you can try to connect from external
fact is, I can connect from external, but if I don't join for 300seconds, the connection shuts down
ahh you can, well then indeed its a different issue than I thought
but you forwarded the 3 ports right?
hay im looking for online players. ive been playing for about 30 hours now. want to learn more and i thing playing with other player will help.
hmm thats indeed weird, it also says that the route from the baecon port was not active for that connection
I would try to specify the BaeconPort, otherwise I do not really have ideas. At some point the network connection seems to get lost
