#dedicated-servers
1 messages Β· Page 55 of 1
there is no need to hide 127.0.0.1
k k just wanted to make sure
it's the so called loopback address, it is only on the very machine you are connecting
the connection timeout you were talking earlier is ok
is this the server logs ?
yes
and also sometimes the client miss the server and show it offline, it's a feature bug of some sort, you can restart your client game (not the server) when that happen, to see if it show the server up again
ok then its probably just that ig
or delete/re-add the server
do you have ports setup in the server launch script ?
as Sapd said #dedicated-servers message
i just did that and now i can't connect and it just spams this in the command prompt
what port did you setup
50568 is not default at all
are you using update 7 or update 8 version ?
im using update 7, i set up the default ports
also, the situation with my router is critical. i can connect to the server (in my home network) trough my local ip (192....). the router shows an ip titled "ip address in the internet" behind the opened ports. i can also connect to the server with that. my friend however, who is not in my home network, can't connect trough that ip and neither trough my standard external ip
ok I confused myself, that line does not provide a lot of informations
full log? i can get you that
usually "external ip" in forwarding rules is about external ip restrictions
I'm more interested in the starting commandline
its the ip i get when i google whats my ip
at first
starting commandline is -log -unattended
if i add the ports in there, it doesn't work
then you still didnt set the ports as I told you
keep the ports in there and tell us when it does not work smh
what is the point of asking you to try something if you give no feedback
well i told you what it does
that lines gives nothing out
if it does not work like that it means you probably have multiple instances of the server running
oh
or you didnt setup ports correclty
but I still dont know because you didnt share your starting commandline with the port setup
.\FactoryServer.exe -log -unattended -Port=15777 -ServerQueryPort=7777 -BeaconPort=15000
thats what it takes to spit that out
if i remove the ports, it works in my home network but still not outside of it
that's not default ports
also it needs to be before the -log -unattended
ok
then what are they
.\FactoryServer.exe -ServerQueryPort=15777 -Port=7777 -BeaconPort=15000 -log -unattended
huh
ok changed that, lets see
it works in my network but not with the extern ip
do you need the log?
did you forward the 3 ports ?
in UDP mode ?
and opened it on the server's machine firewall as well ?
@flat heron
its the result of the firewall command in the wiki
ok then it must be fine, as long as it's listed as enabled
i really have no clue why it doesn't work
do i maybe need like a multihome parameter or smth?
usually not needed for update 7
can you try to check the SelbststΓ€ndige Portfreigabe box ?
ofc
also did you communicate the connect port to your friend or you let them use the default one ?
if they use the default one its fine, but if you communicated the wrong one it is not
nope, works locally but not with the 170.... ip
its default, he uses that. 15777
do you have a save button somewhere on the setting page
ok π
yep and its saved
you know what i will set it as an exposed host just to try it
you can reload the setting page to make sure the settings has been registered
yep, its saved
is DESKTOP-6OOGP3P your server machine ?
even as an exposed host, it doesn't work
wait I just recall you are using you own pc as server probably
i tried that yesterday just to test it, but now its running on a seperate pc
100%
ok so make sure the firewall settings and the network forward are really setup on the server machine
not your usual pc
(easy for you to check, but not for me so I still ask)
yep
its the one in teamviewer
you can do a ipconfig cmd command on it to check if it match
yes please that would be wonderful
wait a sec, i'll just try to open the ports on a other device mybe thats in fact the actual server
nope, thats not the one
run ipconfig on the server machine and see what MAC match and you will be 100%
desktop 600 is the server
you may want to try -multihome=0.0.0.0 then but that's weird
do updates come out at a consistent time of day when pushed out? trying to set up my dedicated server to check for updates daily, preferably earlier in the day to avoid interrupting players
it would still mean you are in fact running experimental to me
not that we know, and anyway you will always have a time window with client updated but not server or server updated but not clients
you can still choose to check early in the day everyday
ill do it later
bye
appreciate the reply. then ill just have to check early in the day, and set up a remote connect vpn so i can remote in and manually update if needed. want to keep the downtime as low as possible for my friends
put it before the ports settings in the starting command when you will put it in
you can tell your friend to disable automatic update of their clients, and check early in the day too maybe, or just wait for the game to complain about missmatch version so they only update when the server did
Just to make sure, the ip I get when i go on that website is the ip my friends need right?
Man
wait a minute I will give you a link to double check your external ip
try that :
#dedicated-servers message
can discord be more bugged than that for message links ??
Ip is correct
your message has been deleted because it was a link that hasnt been explicitly whitelisted by the satisfactory moderators
but no need to re-send it π
I know
i actually didnt know you could disable automatic updates. that seems like a simpler solution really. just let the server update automatically and only update your game to match when you go to play.
Maybe not.. but for some reason it works just fine x: I'm guessing the other two parts are opened by the server when it receives a response on 15777
so client calls with a valid packet on 15777 server answers either on that port or one of the others. if a connection is opened from inside the network, the port will be opened automatically.
Guys, help me, I canβt find the Game.ini file on the dedicated server and make more than 4 players...
Pretty sure those ini files must exist and if they dont, it creates them.. what folder are you looking in?
running windows satisfactory ded server, U8 experimental, any way i can change the FG.AutosaveInterval, i know the console commands are not working, i tryed putting mIntValues=(("FG.NetworkQuality", 3)) and mFloatValues=(("FG.AutosaveInterval", 3600.000000)) in GameUserSettings.ini, all that did is crash the server when a user joined, i had to delete the ini file and have it recreate it for it to sort itself out and run properly again, any ideas?
I would try one at a time.. an invalid variable in there I dont think would cause a crash on load but rather startup. Your autosave is what mine is set to as well..
i'm using notepad++ with UTF8 as well, is it picky or anything ?, i tryed removing the variables as it crashed and it still crashed doh :), like i said i had to fully delete the file and the server remade it
Do you have the logs from when it was crashing?
This is what I am running, I was running 3600 but changed to 1800 after the 5.2 update started causing more DS crashes
right, i will check it with just the one variable in a bit
dam, ded server still crashs' with that one setting changed doh π lucky i backup the .ini file this time
What does the factorygame.log say is causing the crash?
Are you starting it with a visible console and it just loads and then disappears or as service?
i'm just running it in remote desktop, i can see the error log, i crashes out just after a user trys to enter server
[2023.10.26-20.23.34:450][380]LogGameState: Match State Changed from WaitingToStart to InProgress
[2023.10.26-20.23.34:450][380]LogNet: Join succeeded: Nessus
[2023.10.26-20.23.35:896][381]LogThreadingWindows: Error: Runnable thread Background Worker #15 crashed.
my GameUserSettings.ini looks exactly like your one above in screenshot, very odd
i edited the GameUserSettings.ini back as it was, it still crash's
Thats.. interesting - can post the full log?
Even better, if you go into the Crashes folder there is an XML in there, let me find one
SatisfactoryDedicatedServer\FactoryGame\Saved\Crashes\
There should be a crashcontext runtime.xml
Oh yeah for those of you with windows servers... here's a power shell script to check if it's running.. and restart it if it crashes.. maybe useful?
That is weird.. your crash context shows 0 memory free
Is this bare metal Windows or a VM?
change the path of your server install.
I'm running it on a VM.. shouldn't matter tbh
Sorry, wolf not for you π
server is a potato, windows server 2019 + 'game 2' which is a bit chunky at this point, server has 32gig of ram, it runs ok normally
I use NSSM and that keeps it always running and dont need to login
try running the steamcmd install + validate command again
His issue is not to do with the install, once the mfloatvariable is set for save interval the server doesnt start
but does start with a newly built ini file
yes, this is correct as i can see, kinda odd
Are you sure you are stopping the server when you are changing that value? Its as if that startup just didnt have enough memory free/available. Could also try to set the ini and then reboot it and try to start the server to rule out any memory allocation problems
if i delete the .ini file and run the server, it'll run ok (ya the first client actually crashes instead on connect)
Seen a bunch of these HAL FMalloc recently and its either CPU extensions not being exposed due to virtualization or not enough memory
ya i'm editing the ini file when dedicated server is not running, i know it overwrites it
Interesting, just checked one of my recent crashcontext and it also shows 0 available physical/virtual memory lol
so what you are saying is: computer says no ? π
Well I was looking at these a bit more when the first 5.2 came out and all of the 261167 or older crashes list this but the new ones dont, so perhaps not a good indicator that something is wrong
If you pop open Task Mgr and look at the Performance tab and Memory specifically, what do you have "Available" with the server stopped?
ok, i'm running server atm, but not connected yet, the ded server is uing about 3.2gig ram, the overall server is 13.7/32.0
Should be plenty free after a stop and start, that is an interesting problem.. lol
ok, it crashed again, with no settings changedf, this time i have not touched the ini file, but i have copied a backup file myself (the dedicated server runs in my username also, no weird setup), ok thats odd, i will now delete ini file and have it remake a fresh one itself
oh ya the client crashed as well that time lol
Thats when you try to join a client? The hell..
Oh thats interesting, what is the client crashing with?
<ErrorMessage>Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff</ErrorMessage> mmm not very useful
could that be something with a full drive or write permissions?
maybe permissions thing, it's very odd, i'm letting the server make the ini file and editing that
ok sanity check, i deleted the ini file, run server, connect to game, neither server or client crashes, works fine
Was just thinking disk space or permissions.. but if it works when it makes the INI - makes no sense
unless when they edit the ini it changes the perms on it
Using NPP, if it doesnt have permissions it will ask to run as admin iirc
i could run server as admin, very odd though, it's running under the same user, me
Though I would think you are running the exe in the same user context where you are changing the INI, so if it is should be the same perms
c:\steamcmd has not been messed with permission wise
you could try to run the server as admin and see if it works maybe
windows normally isn't picky about perms.. linux is.. windows server my act a little bit between the two maybe
ya will do now, i will edit the currently 'working' ini file with no changes whatsoever, just open and save... π
not, ran as admin, still fails lol
i opened the ini file with notepad++, had to add 1 space char, then deleted it, pressed save, notepad++ is not running as administrator
Only other thing I can think of is the CPUs age, but why it works when the exe generates the ini vs the edited version is beyond my understanding of Unreal engine mechanics
Doesnt make any logical sense and doesnt seem you are doing anything incorrectly.. so not sure
ya given up for now lol, i'll just make do save every 5 mins doh, prob is the system is a potato as i said, it currently takes 45sec to save π
was wondering if someone could please help me when they get a chance i had a dedicated server running for 2-3 days just fine minus a couple of crashes but now all of the sudden everytime i try to start the server up it instantly shuts down..... and i cant figure out what i did didfferent or whats changed that now it wont run
im having an issue if anyone can help thatd be great, just got a nitrado server. I got it all set into my server manager and created a game then when I click join it says "you are not connected to server" then immediately it goes to a loading screen then says "your connection to the host has been lost" and happens everytime
have tried multiple other saves within the server and also changing my network settings within the game
Have logs?
Reaper that sounds like a connectivity issue
would that be on nitrado? or my connection?
Could be either honestly but given its a paid hoster probably your side or your path to them
Im not familiar at all with Nitrado as I have always hosted my own but do they have any support system? I would think they could help you with that
[2023.10.26-22.04.52:129][ 0]LogServer: Bound Server Query Socket to address '[::]:15777'
[2023.10.26-22.04.52:130][ 0]LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
[2023.10.26-22.04.52:130][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
Your server is failing to start because the port is already in use
I took that clip cuz im not very good at explaining whats going on, but I am connecting to it in order to get into the server then as soon as I try to join it loses connection somehow?
If you want to DM me the IP I can try to connect to see if its their or your side, otherwise not sure I can help too much
Its not completing the connection to the server somehow
i really appreciate you takin the time to help me with this prob but what could possibly be using the port or how do i find out what all of the sudden out of nowhere is using that port?
Windows? Didnt read the rest of the log, if so -> cmd -> "netstat -ano"
Find the thing that has 15777 and then open task manager and find the matching PID (process ID)
Actually, sorry I forgot Satis is all UDP - one sec
I dmed it to you
ok i did this and looked at process id but under details in task manager there is no process id with that number
Are you running task manager as an admin perhaps? hmm
i am
I suppose you can try to kill the task manually with the PID
i tried normal and admin just in case
From the command type 'taskkill /pid 4840' and see what it returns
ok it killed task and i tried to run server again and same problem though
What did taskkill return? If you re-run netstat does it still show up in the list?
If something is using the port it will never start because it has nothing to bind to which is a networking requirement
im understanding..... just trying to figure out why theres a ghost using the port and how to release it or kill whatever is using it
If taskill didnt do anything try rebooting the box to see if it shows up again in netstat
Certainly seen some applications be weird with connection listeners not releasing in the past
soooo turn it off and no again ? works every time ! ... sometimes... π
i tried rebooting unfortunately no fix with that but i think i found the issue
Almost the first rule of IT.. turn it off and on again lol
I dont think 15777 is strictly unique, want to say that some other game I was hosting was using that.. maybe Night of the Dead?
is it an unreal server default or something ?
Could be
yep found it.... somehow my old nssm service starting running on its own again so it was automatically running another server i just uninstalled the services in nssm rebooted and its working now thx for your help gunther i greatly appreciate it i hope to buy u coffee someday
Ah, that makes sense.. sort of - still not sure why it wasnt showing up in the pid list on task mgr.. oh well. at least you got it sorted π
netstat -ano is all processes on the machine, hence it giving you the PID for it
If you run taskmgr as admin it will list processes from all users
yea thats odd then
Explains why taskkill didnt do anything, NSSM will just instantly restart it lol
No problemo!
avoid adding usuless 0 at the end of the float
so 3600.0 is enough
it's ok, i gave up for now, if i edit the file at all it makes the dedicated server blow up
next thing to check is probably crlf mode and how you actually put the new lines in it
ya was thinking something like that, had enough for now, will try again tomorrow maybe, it's notepad++ and set to UTF-8 and windows CR LF
what's odd about that, is if that port was already in use.. then he shouldn't be able to connect at all?
Not sure what you mean, the server was launching and then closing because they already had a dedi instance running via NSSM
There has been someone jumping on my server deconstructing shit at random. I assumed the password requirement was set with the save but was wrong. I guess someone decided to port-scan me to see what I had open or something. Not happy about this, but I re-set the password in server management. I will find their body.
Someone have experience issue with gportal experimental server, i try to start new game server, on gportal server is online and i can see it an log on it right after a restart but after less than 1 mn i'm disconnected and server appear offline on server manager console. but gportal say it's online. sometime in server manager i can see le server pass online with join button and immediatly disapear and server appear offline again
how do you get linux dedicated server to stop trying to use Audio? [2023.10.27-16.47.01:682][556]LogAkAudio: Error: Failed to post invalid AkAudioEvent on component 'AkComponent_2147478788'.
Posting here for comedy reasons: [2023.10.27-17.16.36:883][284]LogGame: Total Save Time took 225565.669 seconds
Talk about a save hitch
Looking for some help on connection issue with latest experimental 8 version on a headless Ubuntu 22.04.6 LTS server running on our LAN. We (hubby and I) have no issues running and connecting to the server when we run Satisfactory 7 but can't connect to Satisfactory 8.<latest version>. Constant timeouts even with a 120 tick in the engine.ini file. Any help would be appreciated.
Also, we're both retired IT so hit us with the techie stuff.
Thanks!
@hardy sleet Another person having connectivity issues on Experimental, might be worth looking into it π Maybe you will find some new information this time.
Yea, and hubby was a network guru. So something is screwed up
Well, the game has some issues currently in Experimental with networking, so it's probably not your fault π
But still, Baldur is doing a lot of research of this issue, so they will probably ask you later on for some help in testing ^^"
Do you know if someone hosts version 8 and another joins might help? Basically not use on server
Well we do run Cisco routers and have an MTG server
I can technically boot up my private Dedicated server you can try joining if you want for quick testing, but I have no idea how to gather useful information for developers, so that would be just "If it works with different host" test rather than useful testing session :P
First off, that tickrate has nothing to do with connection time. How large is the save on the server?
Ah, so you can't add it in the server manager?
Can add it, see it, but can't connect
Okay... so have you created a save on the dedi?
can't even connect....Can SSH into the server if need be but just timeouts from a client trying to connect to the server
You don't need to connect to do that, just have the server recognised in the server manager
trying again...let's se
But you actually have to create a save on the server before you can join the world
So it's not like version 7 where you select the server then create the game?
No, it is
I'm confused about where you're running into an issue
Are you unable to connect to the server in the server manager or are you unable to join the world
u8 Dedi server
Are you sure you've installed the correct dedicated server for experimental u8?
OK, So I'm running into an issue within the Server MAnager screen when I click on the server....it times out
Can you send a screenshot?
I'm doing the force_install_dir /home/sfserver/satisfactoryserver/ experimental
is there a different switch? not experimantal?
yes
This is the command you should use
steamcmd +force_install_dir /home/sfserver/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
Ah, I see says the blind man...WOman π forgot the beta switch...will try again
Stills times out
Well, since it's only 2 of us and the peer2peer (session id) works, we;ll just do it. Thanks again
I'm sorry I couldn't help. I run a dedi on my Windows 10 Pro machine (install via Epic, made it a service via NSSM), and my buddy (out of the country from me) never has any issues connecting.
There is a known issue with U8 DS and IPv6, you can disable it with the multihome or disablepacketrouting switches, though I (personally) havent seen that issue while on LAN - only when its through a NAT device
wait, so we should be connecting via ipv4 rather than ipv6?
my internal network is ipv4 so it just defaults to that, at least I'm assuming it does.
Most home networks are still going to be running ipv4 in some sense.. the issue is not to do with IPv6 or v4 but how the engine handles connections
From what I recall on the issue, when you connect the engine responds with the ipv6 listener even if you connect with ipv4... The disablepacketrouting or multihome fixes that, somehow
If you are using IPv6 and its working, nothing wrong with continuing to do so
Are you Julie's other half? lol
is there a way to do that for self-hosting rather than DS? I went for DS cos I wasn't able to connect to self-hosting friends
I mean, not yet, but I'm in the market π
Well I was referring to that specific case/issue, at least from what I gathered with what was provided
DS uses IP-based connectivity
All singleplayer/multiplayer uses the EOS system which is session IDs and all that, much different
I dont think there is a similiar option for non-DS
that's weird
I do agree.. I need to use multihome or nobody outside my LAN can connect to the server reliably
Maybe I should do some connection tests, but I have a buddy halfway across the world and he's never reported problems connecting.
plus I think I've already had some rando come on from time-to-time randomly deconstructing shit.
It either is, or isnt an issue depending on your OS and NAT device it seems, for me its a problem probably because of my firewall
right
Should be able to tell if that happens.. check the logs?
anyway, enough Satisfactory for now.
Sorry Folks, I ran away to lunch.
Multihome isn't the issue since we only want LAN (our home domain) to see the server. The thing is that we have no issues when we run Satisfactory version 7.X but when we stop that service and run version 8, we can never connect to the version 8 (which is running in a different directory than the version 7 instance).
Does version 8 use different ports than 7? From I what I seen, it doesn't.
No, not different ports
The multihome doesnt affect the visibility of the server on WAN or LAN, just how Unreal engine networking deals with connections
Yea, I was just worried that maybe Epic had changed a port for validation, etc.
Negative, same ports
And I had an issue with DS when upgrading to 8 and had to use multihome to get mine working properly
The thing is that the ping is 1ms. Can't get much better than that. It sees the server but we just can't get connected
Multihome on your LAN?
Are you on the same broadcast domain as the server or being NATed?
Its been a hot minute since I had to deal with this but I believe it was only WAN-based clients that had issues connecting in my case
Same. It's our same domain from our IT business we had before retiring.
Humm.. dunno, id give the multihome a shot.. worse case it doesnt change anything anyway
Not WAN either....server, hubby, and mine are all on our gigabyte CAt6
Right, broadcast domain means on the same switch with no router/nat device between
correct
I can have my hubby look a bit closer, he was a Cisco Engineer
Maybe capture some packets
It really sounds like you installed the u7 dedicated server. Not doubting how you issued the commands, just saying what it sounds like. Let me spin up a Debian VM and do some testing.
It would complain about a version mismatch on th e server manager screen if the version was wrong
Correct
Nor would it let them try to join and get the timeout
So we updated it π
but if they are connecting via U7....
Yes, the client talks to the server before hand
If the server is EXP and client is EA it will tell you the builds are wrong
Same with the inverse
so by logical deduction, if they are connecting via EA with no problems, vs all the problems with exp
Yea, and it's a pain to reload the clients....server easy.
A couple of weeks ago saw that but then just did an update/force
first I got to fix the VMs screen resolution. This tiny box is for the birds.
The weird thing is that when we go to join the server (8), it says it Game Ongoing.
Yes, the client talks to the server in the browser with different connection than the running game
Its the exact issue I had with WAN clients trying to join, they can see the server in the manager and even click join. Some would get in but then after moving around for 5-10 seconds it would kick, others never connected and just got a generic timeout
We got rid of our VM server when we retired. We use it as SAN
VM server? I'm running the VM locally.
That's our issue...never connect
Ah, we had a server just for VM....it was a huge help with client troubleshooting and software developement
Right, I just use them for projects. I had one running a PXE server at one point.
anyway, VM talk is OT. grumbles at forgetting passwords
I'm trying this now on Debian 12. This will be interesting.
Shouldn't be an issue
shouldn't, going to be doing some connection tests.
Let's put it this way: if there's an issue, it's probably not because of the os
Oh I'm certain of it, but this is going to be fun. If this works like I hope it'll motivate me to boot up my office workstation, transfer the VM to it, and have two-three Satisfactory dedicated servers going.
same timeout issue. Will try the multihome switch.
Yeah, that's not right. It looks like it's mixing up IPv6 and IPv4.
I really need more monitors.
Yep, multihome fixed that.
Interesting, started with this
Weird right?
Extremely
That looks normal for a quick start
You are on LAN with the machine as well and it does that weird ipv4 <> ipv6 thing?
VM hosted on same machine
Well, least I am not crazy
Granted - the fix is extremely simple its just not obvious what is going on
Yeah, that was super simple and following the Wiki and using Fight or Flight's command (modified to reflect my own directory structure, ofc). ezpz beautiful covergirl.
I mean, ezpz lemon squeezy
Both hosted on this machine, one in VM, the other not. I love computers.
Eventually I'll add the Linux one as a service and make sure the vm restarts w/e computer restarts.
so what exactly is packet routing in this context?
Does the PC you have Satisfactory client game on, the same PC you are running the Satisfactory server on through a VM?
yes, but it won't after I get my office machine running.
and how many NICs to you have on that PC?
1
OK, that's why you had to use multihome
If you had 2 NICs with different IPs, you wouldn't need multihome
This is why I had to use multihome.
The server - for w/e reason - tried parsing the ipv4 address as ipv6
For the top server 'Joe's Gaming Paradise' I don't have -multihome set.
Ah, Our Statisfactory server is on a dedicate server in our house (on our LAN)
So you think Satisfactory 8 is only using IPv6?
I don't know.
Ah ok.
I use my external IPV4 address to connect to it
but if you set -multihome to w/e ipv4 address is of the computer the server is from, it seems to 'fix' that particular issue.
have you tried the packet routing option instead of multihome?
I'm planning on spooling down the droplet and spooling it back up for the next session, so I expect the IP to change, so I don't want to use multihome, more work
our server is connected to the same switch as out printers, PCs, laptops and on the same network and subnet
I'll try packet routing next time around and see if that works
Cool! And I'll play around with it tomorrow and see what I can do before having to get back pushing out a beta release for another older game
See ya'all tomorrow. Thanks everyone for the help!!!
fun, what is it?
thank y'all for the help! not being able to play with my friends was driving me batty, I would have never found out multihome if not for youse
It's the Arsenal of Democracy 1.13 release....https://discord.com/channels/1082702281612468255/1082702283659280487
My external IP is static so it never changes. For your internal IPs you can use your router as a DNS server and set your devices to have static IPs.
well, you could if your router supports it
We use DHCP with reservations
this is a VPS, so I can't haha
yeah, I have my router set to assign IPs via MAC address and all the devices are set to use DHCP, so the router sets certain devices (desktops, laptops, printers) with the same IP on successive restarts/connections.
Your VPS should give you a non-changing address as part of the service. Weird. What host are you using?
A lot, They don't like HOI4
nah, it's the way I'm using it, I don't blame them
I'm starting a droplet/VPS when we wanna play, then creating an image and destroying it when we're done - recreating a new droplet from the snapshot when we next play
if I keep renting the VPS then yes, I'd expect the IP to not change, but for my use case I totally expect it to change, that's reasonable
Again, thanks to ya'll
bit more hassle, but it's so cheap this way - I think the last play session was like, 7 cents
np Julie. I love helping when I can.
plus 3 cents per mo for the snapshot
That's wicked cheap. AWS?
π«‘ thanks for helping me out!
digitalocean
I am cheaping out and running a 2GB instance, which runs fine for our world save so far
was 0.018/h for 3-4 hours
I was using OVH for Minecraft and it wasn't near that cheap.
Granted I was prepaying monthly
when this world scales up I might need to bump up the droplet, but hell, even a 16 gig instance is $0.125/h
Heh
84/month is a little steep, but if we keep doing what I'm doing and spooling it up only when we play, it's gonna be like, a dollar a week, which is peanuts
That's going to make progression really slow.
it only matters if you turn off 'pause game when last player leaves'
plus it's functionally the same as we're doing right now, the previous solution was we launch the game when it's time for the play session, we don't idle that save and I think we're pretty alright with that
plus if we really need to I can idle the save on a local DS
I wanted to have a VPS for play session mostly for ping, so it's in the middle of all of us
but yeah, that's not really a massive consideration rn, might re-evaluate when things changes
fair
I should mention I'm going to be redoing the VM to have a 192.168.1.* ip address and have the router forward the port to the proper machine when I move it to my office machine. Then I'm going to set it up as a service. I may put that one up for LFG here.
The use of multihome just makes Satisfactory bind to that specific IP, but it ALSO disables packet routing
I believe the default (without startup switches) will bind to 0.0.0.0 which is akin to 'any/all' in terms of interfaces and would respond on whatever the client connected to
So dont think of multihome as telling it use this interface but just disables the unreal packet routing "feature" that seems to cause these issues in the first place
I just use -multhome=0.0.0.0 since I dont need it to bind to a specific IP (server machine is static and has just one active NIC) but rather just all available. I am fairly sure you need to put it before the -log and -unattended for it to work as well..
I didn't. I put it at the end of the command string.
Is it just me or satisfactory produces unholy amount of log/journal files ? I am running just satisfactory on a Debian server.
use logrotate to help manage/delete old log data unless you're keeping them for some reason.
yhea gonna delete logs, i was just wondering is is normal for satisfactory to produce this amount of logs?
you know just in case i have funky stuff going on. don't wanna crash game and end up with corrupted safe file
β’οΈ
just save or rename your save files or create a manual one
Hi, we have a private dedicated server with 16gb of ram, the server uses only 2gb and often the avarage tick rate drop to 15/crash the server. Does anyone know why?
how can you make a other server than dedicated online multiplayer server
Not sure what you mean... your options are dedicated server or non-dedicated multiplayer
and how do i get a non dedicated multiplayer server
you don't
you open up a normal game and invite your friends to play
!wikisearch multiplayer
Satisfactory can be played in multiplayer, with up to four players officially supported, but with no hard player-limit see below.[1] The game is co-op only and there will be no PvP elements, although pioneers can damage each other.[2] This means that HUB, MAM and Space Elevator progress as well as AWESOME Shop unlocks are shared among all players.
The game is simply unoptimized. RAM also does not really matter, its CPU which is saturated quite easy
We have quite a powerful CPU and also with 3 players the tickrate goes down easily
We are in 4 (started the world Yesterday, so It's quite empty) and the cpu dosesn't get saturated
It is saturated. Satisfactory is currently mostly single core. With 113% the core it is using is already at its limit
The main loop is still on a single thread, so yes you will be CPU limited and generally not memory limited given you have enough
How did you come to conclusion that DS is unoptimized?
Because, the tickrate goes down very easily with >2 players on a strong single core focused CPU (like the current gen i9)
Also the current UE5 branch seems to have made it worse (for now at least)
That has nothing to do with optimization..
There isn't really a "main loop" thread. There's a single "manager" thread that handles calls to other threads, but it's pretty well parallelized
What do you mean? Optimization is a very broad word, it can range from improving multi threading to designing more sophisticated algorithms for conveyor belts or multiplayer syncs
there is a main loop
and if it isn't in a main thread then it is a design flaw
Right, but the statement that DS is somehow 'unoptimized' is just incorrect. They are constantly improving and optimizing as they go and dont release unoptimized builds to us. Stating that DS is unoptimized leaves open room for improvement in terms of tickrate with multiple clients that is very unlikely to occur.
There is a factory thread, a draw thread, a physics thread, etc and there's also a handler thread that handles calls to the others from my understanding(pretty standard)
you have to sync every calculations at some point to set the frame to network and make the client able to know its state depending on that
otherwise everything would stay very inconsistent
and that's the main loop
I'm aware of that
Not stating that there isnt more than a single thread, obviously there is but if there is a thread that doesnt proceed until a single loop is completed, then well.. it is absolutely single threaded with regard to performance. Saying that a 64-core 2Ghz CPU (ignoring all other factors aside from core and frequency) vs an 8-core at 5Ghz - which would be better at running the game?
That still doesn't mean it's single threaded. The limitation can be on the execution of any one thread on any given frame
if your main loop is loosely tied to the workload in term of threads for the syncing, then you will add syncing overhead on top of that and decrease resource usage
you need it to be managed as worker queue with main loop handling tight dependencies
I think we are confusing single thread and main loop - i'm refering to tick rate on DS as that was the main topic of discussion here and tickrate is directly correlated to the 'main loop', regardless of how many threads may be active at any given time.
Im not saying that they are not constantly improving or are giving their best. But sorry there is still large room for improvement, esp given they want to support 4 players officially. So in my opinion itβs definitely unoptimized, but thatβs fine because itβs still in early access.
Right, and im saying that is NOT the case
I would not expect major performance improvements moving forward
I missed it, what hardware did you say you were using?
I've been extremely impressed with the performance of the dedis, even with over 6 players
it's a common optimization mistake to misconceive the dependency chain loading/queuing
and ending up with more struggles yet more idling
That would be a shame. But in the past when they released DS they said performance wonβt be great and they will improve. I think itβs still true
Latest gen i9
Out of curiosity, was it also on the latest UE5 branch (experimental)?
No, that was when dedi performance was worse
U6 was the last time I ran a dedi on a regular basis
it runs fine on ryzen 5900x
So I don't really get what are the 'latest i9' struggles supposed to be
Tickrate and which branch?
It seems like someone watching tickrate and stating performance problems when they're not actually experiencing any
Noβ¦ itβs just an indicator
You see it clearly with trucks and when you drive and hit each other
That's not a problem of server performance, much more due to the way it handles client syncing, which needs a lot of work
mid save (end tier)
update 8
95tps target set at 96
Thatβs true for sure, but when tickrate is at 30 it simply does smoothly. Itβs a mix of both
oh
With 3 players or more?
Playercount doesn't actually have that significant of an impact on dedi performance
I was not active this week because I had lot of work to do
I was wondering what I could do tomorrow to cool down my brain
maybe I'll run satisfactory π
In my experience itβs a mix of player count and how they are currently distributed on the map.
more player usually means more spread cpu usage and bigger network and ram usage
are you using a vps or windows host ?
No Iβm using a dedicated machine with Linux (Iβm a cloud engineer, so I know nothing is wrong with the hardware or setup)
However what I noticed on the current branch, sometimes the console gets spammed with error dumps. Esp when fighting with creatures. (The errors mention something like animations). It seems to affect it heavily too
anyone else running into issues with running dedi server after this most recent update? Mine gets stuck at [2023.10.29-02.23.56:526][ 18]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 2.513000, Update Interval: 328.534210
I even went in and renamed the savedGames folder in hopes that it would launch. no dice.
I dont think that log is relevant to loading, what is happening with the server?
After 5 or so minutes, a new line appeared. Something about no changes required. I can get the exact log in the morning.
Just checked it again and here is what it is doing.
[2023.10.29-02.36.14:554][ 15]LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
[2023.10.29-02.36.14:687][ 19]LogEOSSDK: LogEOS: SDK Config Product Update Request Successful, Time: 7.291040
[2023.10.29-02.36.14:688][ 19]LogEOSSDK: LogEOS: SDK Config Data - Watermark: -1544435436
[2023.10.29-02.36.14:688][ 19]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 7.291040, Update Interval: 335.660889
[2023.10.29-02.41.50:347][947]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 342.988464
[2023.10.29-02.41.50:619][955]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
[2023.10.29-02.41.50:619][955]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 343.225922, Update Interval: 335.203094
[2023.10.29-02.47.29:093][981]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 681.732544
[2023.10.29-02.47.29:390][990]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
[2023.10.29-02.47.29:390][990]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 681.996216, Update Interval: 321.180450
[2023.10.29-02.52.55:352][665]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 1007.989929
[2023.10.29-02.52.55:487][669]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
[2023.10.29-02.52.55:487][669]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1008.090576, Update Interval: 338.684052
repeats about every 6 minutes. (the rest of it is to long to post).
But what is the actual problem? Is it not loading the save or no response in server manager?
The server never comes online for people to join.
this behavior is the same on a new instance or loading the saved game.
post the rest of the logs?
I stand corrected. when I switched it back to the saved games folder, I get a few more lines.
[2023.10.29-03.27.18:689][ 19]LogEOSSDK: LogEOS: SDK Config Data - Watermark: -1544435436
[2023.10.29-03.27.18:689][ 19]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 5.495795, Update Interval: 350.613739
[2023.10.29-03.27.22:700][139]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 4.66s
[2023.10.29-03.27.23:932][176]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 5.89s
[2023.10.29-03.27.25:458][222]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 7.42s
[2023.10.29-03.27.28:112][302]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 10.07s
[2023.10.29-03.27.29:971][358]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 11.93s
[2023.10.29-03.27.32:420][432]LogNavigationDataBuild: Display: FRecastNavMeshGenerator::ProcessTileTasksAndGetUpdatedTiles build time: 14.38s
then it stops.
Sure, let me get the log file and I'll upload it here.
Here is the log file from an attempt to launch the server using a previous saved game.
Dont see any obvious issues but also dont see any clients attempting to connect
Where is the server, on your LAN or hosted?
its on my LAN
prior to this recent update, my daughters friends were able to connect to it just fine.
Recent meaning an u8 Patch?
yes. Looks like the most recent patch was released on 10/25.
Or switching from U7 to U8? Ah okay
I posted the same question on questions.satisfactory.com and posted the log there too.
When you add the IP in server manager is just says not responding?
Yep all good, hmm
but looking at the server lines, there usully is an acknowledgement that the server is up and ready. I never get that message with this update. I'm going to let it run over night and see what comes in the morning. maybe it just needs to work through something...
I mean its loading the map
[2023.10.29-03.27.15:197][ 0]LogLoad: LoadMap: /Game/FactoryGame/Map/GameLevel01/Persistent_Level??sessionName=Tuna-Tito?startloc=Rocky Desert?Visibility=SV_Private?listen?loadgame=Tuna-Tito_autosave_0
I see no connection entries though
Lemme compare it against one of my logs, just in the middle of a sons of the forest cave
sons of the forest is a great game.
got it when it first came out, it was missing quite a bit of content. went back to it a few months later and it was a whole new gam.e
Looks like the server is up and accepting connections. I guess this is a non-issue. I'm use to seeing the server is ready message.
Allrighty, good to know lol
how do i add blueprints to a dedicated server?
the guy hosting the server added the blueprints to the save location where they are meant to be placed but for some reason they don't appear in-game
Server is on EA U7, Blueprints are also made in EA-U7
ok so not anymore
looks like a bug maybe, current tickrate is between 11 and 15
and the last manual save didnt save anything
it basically just duplicated the old save
wait looks even worse than that, it looks like it's partially saved, some things are from the save point, others are not, looks like it saved everything bug my bodys and equipments
can confirm it at least saved partially
weird that it didnt save my equipments
uh
didnt succeed at reproducing it though
wait I found my piece of equipment
so it just means I had both my body/ids at the old location (the one on the screenshot was at the same starting point than the one I have now before)
so it saved fine
I'm feeling better now
cant add blueprints
my friend did that first, it workied for him
(hes on EG im on Steam
Have y'all unlocked the BP designer? Was the server restarted afterward?
also this is similar I think
does aanyone have automatic crash recovery on their server??
i wrote a batch file that automatically closes, backs up the save, check for updates, and relaunch the server. i also wrote another one that checks for the server running every 15 seconds and relaunches it if if crashes. would anyone be interested in these files?
" i also wrote another one that checks for the server running every 15 seconds and relaunches it if if crashes" you can do that a lot more easier than this
you can put it in the launch script
and basically just loop over the launching bat
when the server exits it just relaunch itself
didnt know that there was a syntax for that. i dont see it on the wiki. whats the syntax?
#dedicated-servers message wait so maybe the launch script doss not lock ?
I think there could be a way to wait on the process to end
lol thats a more elegant solution than i took. im not great at batch scripting π
i believe the script there is the only way to 'wait on the process to end'.
I was more thinking of something like that
while($true)
{
launch.server -args
server process |wait end
}```
your starting to make me feel dumb. π i know very basic batch scripting. only know what iv had to learn to get accomplish a goal.
but because Windowsβ’οΈ does not seems to be a way to do it like that :/
yes please π
running server on windows π€’
π
Not seeing an issue with that, 10 years ago perhaps, but now it just works.
with tons of issues π€·ββοΈ
Really? I've had exactly none.
On Linux how do I turn off logs ? on wiki it says -log is implicit on Linux but does not mention anything about how to disable it. This morning I woke up to 9GB of log files after server was running for about about 24h.
restarting your satisfactory server automatically in linux :
[Service]
Restart=on-failure
```done, and it does not restart when not crashing
how up to date is the wiki on dedicated servers on fandom? there is a reference to update 5 and also references to ini files that i don't have (or aren't in the places they specify) on linux dedicated server
i am trying to sort out a server build that i built the vm months ago, the server has been offline but we have stood it up again and updated things but now can't get connected.
so i think that means i am only on the networking step and not ready to actually configure game settings via ini, however one of the steps specified is to update the timeout to 60s via an ini that i don't seem to have.... so kind of stuck
I have the itch to play experimental with multiplayer. Is it bad right now? Does having a dedicated help?
I've not tried multiplayer, I just went straight to Dedi because I wanted the world running 24/7
experimental is much more fun than stock for multiplayer we have been on it since update 4
[2023.10.29-19.01.20:640][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT1
[2023.10.29-19.01.20:642][ 0]LogStreaming: Error: Found 1 dependent packages...
[2023.10.29-19.01.20:642][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT1
[2023.10.29-19.01.20:643][ 0]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2 requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Story/Schematic_ObjectScanner_WAT2
[2023.10.29-19.01.20:643][ 0]LogStreaming: Error: Found 1 dependent packages...
[2023.10.29-19.01.20:643][ 0]LogStreaming: Error: /Game/FactoryGame/Prototype/WAT/Desc_WAT2 can anyone help me with my server it wont launch
Post the full log?
I still can't get my DS running since the last patch.
0x00007fadb27a7677 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]
0x00007fadb259fd90 libc.so.6!UnknownFunction(0x29d8f)
0x00007fadb259fe40 libc.so.6!__libc_start_main(+0x7f)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
[2023.10.29-19.25.00:262][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted (core dumped)
It all looks like it's about to fully load properly, then boom, after the start(), it shuts down after error with no error listed
Ubuntu 22.04, everything updated to latest
can the
-ServerQueryPort
-BeaconPort
-Port```
options be used with the server running via systemctl service?
https://satisfactory.fandom.com/wiki/Dedicated_servers
How do I get the full log if command prompt closes or crashes instantly?
I just scrolled back up further in the logs. It shows that is opening the ports and then gives the Signal 6:
[2023.10.29-20.17.00:206][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.10.29-20.17.00:206][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.10.29-20.17.00:207][ 0]LogNet: GameNetDriver NetDriverEOSBase_2147482210 IpNetDriver listening on port 7777
Signal 6 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=6
[2023.10.29-20.17.00:251][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2023.10.29-20.17.00:251][ 0]LogCore: Fatal error!
0x00007f0a4e9619fc libc.so.6!pthread_kill(+0x12c)
0x00007f0a4e90d476 libc.so.6!raise(+0x15)
0x00007f0a4e8f37f3 libc.so.6!abort(+0xd2)
0x00007f0a4d08cb93 libUnrealServer-Chaos-Linux-Shipping.so!TransformedAABB(+0x92)
cat /home/steam/satisfactory/FactoryGame/Saved/Logs/FactoryGame.log | less
italics - your path may be different from mine
[2023.10.29-20.17.00:206][ 0]LogNet: Created socket for bind address: 0.0.0.0:7777
I thought this may be an issue, but mine shows the same. i am also having network issues. perhaps we are in the same boat, or perhaps this is good.
no, mine just crashes back to command prompt. I know the "Created Socket for bind address" is working, but it seems to crash immediately after, on whatever the next step is. Others said glibc is the issue, but it is the latest already.
ok well in that case thanks for helping me rule that out. i was concerned about 0.0.0.0
This is a dedicated server log? Seems like a client log
You want the FactoryGame.log in the server directory, depending on how you are hosting the dedicated you may not have access to that
Are you on Windows? Linux? Paying for the host? Hosting it on the same as the client? Need some more detail to help you find it..
I am on windows 11 and hosting on the same client
Okay based on that log you have 16GB of memory, trying to run a dedicated and the client probably wont work well, but without the server log I cannot tell you why it isnt running
The server log will be in the steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Logs folder
Hi how do i set enemies to passive on dedicated server
Using the normal client side setting
im using a paid one from shokbyte and i cant find the option there
Is there some new way to change the autosave interval on dedicated servers? The wiki says to type FG.AutosaveInterval xx in the console but I'm getting a command not recognized.
set it directly in .ini files
Does anyone else experinnce this
i don't use tubes because i am ALWAYS next to or underneath the tube
weird
and it can be game-breakingly bad and crash the client
never had it crash the server, but it does crash the client after (my guess) a mile of tube
I've not had it crash my client, but I have had to relog.
i consider those kind of the same, a 'soft crash' you need to log out to clear
but yes i have had both
fair
i would like it if anyone has a running DS on debian/ubuntu/similar could let me pick their brain whenever is convenient
my vm's are debian 12 with 4 cores & 32GB. I can increase both as needed, both on the same host, so i will have to take port forwarding into consideration
SO Random update, found by complete accident... my friend spammed F while his hand was off mouse and it stopped lol
What's up? I spun up a D12 VM yesterday and had a dedi server running < 45 minutes
my server 'runs' now that i have the port/sqp/beaconport and multihome added to match my fw rules
however i can't create a game, it goes from letting me choose which region to start, to 'server is preparing a new game' to 'the server appears offline'
i am digging through ini files now to see if the game has populated an ini that i can edit with the timeout thats suggested in a few different reddit posts
[2023.10.30-03.36.47:397][327]LogNet: IpConnection_2147482275 setting maximum channels to: 32767
[2023.10.30-03.36.47:398][327]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.10.30-03.36.47:398][327]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.10.30-03.36.47:398][327]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147482297, TimeStamp: 10/29/23 23:36:47, [UNetConnection] RemoteAddr: x.x.x.x:63952, Name: IpConnection_2147482275, Driver: IpNetDriver_2147482295 IpNetDriver_2147482295, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.10.30-03.36.47:398][327]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: x.x.x.x:63952, Name: IpConnection_2147482275, Driver: IpNetDriver_2147482295 IpNetDriver_2147482295, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.10.30-03.36.47:833][340]LogDTLSHandler: EnableEncryption: Server
[2023.10.30-03.36.47:834][340]LogDTLSHandler: Warning: Empty certificate identifier
[2023.10.30-03.36.48:160][343]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2023.10.30-03.36.48:160][344]LogDTLSHandler: UpdateHandshake: Handshaking completed
[2023.10.30-03.36.48:462][352]LogNet: NotifyAcceptingChannel Control 0 server OnlineBeaconHost /Game/FactoryGame/Map/DedicatedserverEntry.DedicatedserverEntry:PersistentLevel.OnlineBeaconHost_2147482297: Accepted
[2023.10.30-03.36.48:462][352]LogNet: Remote platform little endian=1
[2023.10.30-03.36.48:462][352]LogNet: This platform little endian=1
[2023.10.30-03.36.48:462][352]LogBeacon: OnlineBeaconHost_2147482297[IpConnection_2147482275]: Beacon Hello
[2023.10.30-03.36.48:529][354]LogBeacon: OnlineBeaconHost_2147482297[IpConnection_2147482275]: Client netspeed is 120000
[2023.10.30-03.36.48:529][354]LogBeacon: OnlineBeaconHost_2147482297[IpConnection_2147482275]: Beacon Join FGServerBeaconClient Steam:1 (76561197983978788) (unauthenticated)
[2023.10.30-03.36.48:529][354]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2023.10.30-03.36.48:562][356]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2023.10.30-03.36.48:596][356]LogBeacon: OnlineBeaconHost_2147482297[IpConnection_2147482275]: Handshake complete.
putting this here in hopes maybe someone will be able to help me understand why the server will allow me to set admin pw, game pw, set a starting point, and then once i try to create the session it tells me its offline
Can you get the full factorygame.log and share?
sure give me a moment to rejoin the vpn
A client timeout shouldnt be the issue, but the UI in the client isnt the best atm and exhibits finicky behavior.. you cant refresh the server state for example and it doesnt re-check unless the clients restarts OR you add the server again
We've been asking for a refresh button for awhile, just DS not getting much attention currently. As they get closer to 1.0 it hopefully will get better.
do you mind if i dm it, too large to obfuscate every instance of ip address like above
You can just find/replace if you're worried about it
Yeah you can DM if you want, or like Fight said just CTRL+H and replace
i forgot textedit gives me that option, i have too many big projects open in other text editor to bring it open tonight
i could fix that if needed i literally just pasted from less probably line breaks everywhere
So it just goes offline once you select the start location hmm.. not even seeing it try to get that far
The startup looks normal and then it holds at waitingtostart since it finds no existing save files
this morning i had no ping and had to fight with fw rules, we had a windows server in that rack so i have made some decent progress, but with nearly identical settings i have only 1/2 vms able to get that far
Assuming the process stays running after it disappears from server manager?
What if you just try to add the server again from the menu after selecting the start loc?
satisfactory.service - Satisfactory dedicated server
Loaded: loaded (/etc/systemd/system/satisfactory.service; enabled; preset: enabled)
Active: active (running) since Sun 2023-10-29 23:36:32 EDT; 39min ago
Process: 817 ExecStartPre=/usr/games/steamcmd +force_install_dir /home/steam/satisfactory +login anonymous +app_update 1690800 -beta experimental validate +quit (code=exited, status=0/SUCCESS)
Main PID: 862 (FactoryServer.s)
Tasks: 28 (limit: 38471)
Memory: 304.1M
CPU: 2min 23.021s
CGroup: /system.slice/satisfactory.service
ββ862 /bin/sh /home/steam/satisfactory/FactoryServer.sh -multihome=10.6.66.101 -ServerQueryPort=15781 -BeaconPort=15001 -Port=7781
ββ869 /home/steam/satisfactory/Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame -multihome=10.6.66.101 -ServerQueryPort=15781 -BeaconPort=15001 -Port=7781
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-03.53.44:867][687]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-03.53.44:867][687]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1031.838989, Update Interval: 322.159729
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-03.59.16:602][588]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 1363.547363
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-03.59.16:735][592]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-03.59.16:735][592]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1363.647705, Update Interval: 334.572815
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-04.05.10:113][138]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 1717.078613
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-04.05.10:247][142]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-04.05.10:247][142]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1717.179321, Update Interval: 347.416931
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-04.11.28:688][436]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 2095.589844
Oct 30 00:11:28 fg1 FactoryServer.sh[869]: [2023.10.30-04.11.28:822][440]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
for context specifically with the ports
i did do that once and get the same results but that was before a server restart. i will do it again in a moment
i have htop going i will try it and let you know about the pid
same results in client, checking server
the pid changes
Odd, that log doesnt indicate any crash hm
so the service is restarting but i couldn't figure out where/how in the log
PID change would indicate that it is closing and restarting, no?
I would simplify and just run it in an SSH temporarily or something, forget the service part
See what you actually get in the console
give me a moment and i will try that
0x0000000000219c3a UnrealServer-Linux-Shipping!GuardedMain(char16_t const*) [C:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./Runtime/Launch/Private/Launch.cpp:190]
0x00007f017645b677 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]
0x00007f01712461ca libc.so.6!UnknownFunction(0x271c9)
0x00007f0171246285 libc.so.6!__libc_start_main(+0x84)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
[2023.10.30-04.25.43:612][994]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted
how far up would you like me to go
oh goodie lol
at least the start of the crash i suppose
can see what portion its crashing on
I think you mentioned VM and I see a virtualized CPU in the other log, what hypervisor is it?
proxmox
I almost knew you were going to say that lol
[2023.10.30-04.25.43:551][994]LogStreaming: Error: Couldn't find file for package /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW requested by async loading code. NameToLoad: /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW
[2023.10.30-04.25.43:551][994]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2023.10.30-04.25.43:551][994]LogStreaming: Error: Found 0 dependent packages...
i think this might be relevant
There is some CPU setting for proxmox, though it was so far affecting starting the server - then again its likely people were updating and resuming an existing save and not starting new world
"must set CPU in host mode" on proxmox
That error looks actually familiar, im not sure that would cause the crash though
there is another AMD option that is cut off both these images, that isn't relevant since these are Xeons
Might have to stop the VM but I am guessing "type"?
i didn't even know that was an option lets see how bad we can break it now
There must be some extensions that setting it to host vs kvm64/emulation exposes that EXP needs
Dont know what that would be.. but you also dont see those emu CPUs on VMWare or HyperV.. wonder why π
alright its back up one moment
Ficsit Tip no 14
Life needs things to live
never been so glad to see an ADA message
thank you so much for the help i loaded into the world
then i got a timeout message that i was able to dismiss
Yeah thats probably just server manager being.. itself
so far so good i'll let it idle for a moment and make sure but i'm going to edit server 2 the same now
i would run around and start building random shit, seems to be the best test
ive had people be connected to my DS and once they move or try to build, it DCs
yep so still wacky with server 2 but i can deal with that another day
i wanted to disco/reco in addition to testing that way
nope booted back to main menu
i appreciate all your help i can't do any more tonight but i will dig through the logs tomorrow and see if i can find anything more relevant
That the 2nd or 1st server?
the first one that i did load into
Interesting, allright
Well progress at least - and np you can @ me and if im around will take a look with you
thanks
Any reason why I can't connect to a Nitrado hosted server for Satisfactory Exp?
"The Server Appears To Be Offline"
are there any issues with experimental dedicated server radar tower? it's not showing all nodes any more
do they have correct config?
exp needed 7777-7827 ports forwarded for me
does the game really need 100 ports range?
don't know. but it wasn't working for me before i did that
what was the next smallest range you tried before moving to 100 wide?
those were found on guide site so haven't tested yet the smaller amount
well, those were not enough, though they are enough to play p2p
I only have one port specified.
Then it will be +1
i'll test today, I think dedicated is just using another then p2p
probably 7778 or smth
!wikisearch Dedicated+Server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
Then that would be only the game port then I guess. Is the status of the server still appearing correctly?
yes
Neat
well, until the client decides to futz out.
How do I disable logs on Linux? Wiki says -log is implicit on Linux but does not mention on how to turn it off. My log files are getting out of hand.
Don't think you can
how many logs / large ones we talking?
havent had any issues with log size since the vehicle logs spam
Use the logrotate tool (included by default in many, if not all, Linux distributions).
Otherwise you could always use a cron job to find and remove logs of a certain age.
Well am taking about the one on the satisfactory folder
also, you could symlink the game's log folder into the system's log folder (assuming you have the perms to do so)
that should work (note, I haven't done this, just an idea)
Yhes I do, I am ruining it on my old gaming laptop.
anyway, back to game
Hmm that's an idea. True.
looks like it could be resolved by rebuilding the hypertube but I'm not sure
I should try that latter myself
Hi guys, when the game saves I have huge lag and the game save could take 5 seconds, wich part of my server hardware should upgrade to reduce the lag or make the save process faster? Are there any software fixes for this?
Cpu is the biggest limiting factor in save time(ram speed to a lesser degree)
I update my server just now and it doesn't start
i start with this cmd in windows
start FactoryServer.exe -NOSTEAM -log -unattended -multihome=192.168.1.102
ΒΏSomeone know anything?
check that the ip is still the one of the server machine
The ip has not change, y try remove the param and doesn't work
But if open from steam launcher it's works correctly
this is my server spec
when save are created is all about single core speed as it only uses one core to save the game and if is not fast enough to compress and save then you get lag spike during the save only way to fix it is to get faster cpu with better IPC
Yeah, a faster cpu would do you some good
so basically a faster single core speed cpu with less cores/thread should be good enough?
I'm on a Ryzen 7 3800x. Pretty happy with performance in terms of save-time (though my factory is small). Am running a dedi server on same machine, fwiw.
I wonder that should I run on my main PC tho I dont wanna loose graphic performance
Dedi server shouldn't touch gfx, only client. But I could be wrong.
i had problems when I ran with my prev pc
but as I realized my prev GPU was faulty
Oh yeah you are definitely good with that setup. I would call the manufacturer of the gpu
And ask for a replacement
If it's faulty
I should just send back
always forget
..>
actually I did the RMA e-mailing with gygabite
thanks for reminding me
No prob
Being fair, from my testing running dedi on a machine you are also playing can even improve client performance, and should definitely work faster if you actually play with someone
Ofc you need good PC for that, but I have nearly identical PC as you, so I think you should see similar results
hmm okay, thank I'll might try that
Just remember Dedi is way less stable MP experience than client hosted game >.> I've decided to loose performance for stability for example
that would have been my next question
the save structure is the same?
dedicated and client hosted
I'm running dedicated so the machines can work while I am AFK
or playing other game
It's the same between Dedi and Client-Hosted, it's not the same between U7 and U8.
You can pretty much load a Singleplayer save on dedicated server any time, or load dedi server on Client if you are hosting it on the same machine
that is nice to hear, I'll try to load in my server single player then
i like how you feel like a god then unlock the next tier and fully absorb what you need to do....
I've been ignoring the next tier and just building stuff.
Yhea I been having the same log file issue. My solution for now is just delete it when ever I remember as I haven't still figured out of its possible to disable them on Linux
is logrotate not a possibility?
Doesnt happen on Windows at least..
that's not save file
if it was save file it would be a corrupted one
I meant log file
how much does it cost to build an own dedicated satisfactory game server?
(does that belong in tech-talk?)
depends what you focus on
if you are talking about hardware requirements it belongs here
if you are talking about hardware choices then it belongs to #off-topic-tech
if you are talking about setup it belongs here
I meant the requirements
I want to build my own satisfactory server, bc i dont want to pay for it monthly
base cpu need is ryzen 3600, you can find some pretty cheap
though would recommend starting with 7600 instead
it is lot more expensive rn
all over 3600 will be able to run it even if it does not run it very good
check your spare hardware first
I dont have spare Hardware
sorry
ill wait until i upgrade my pc
but it will take a whilr
a long while
I just bought a used office computer with a i7-6700K, works like a charm, got it for 90$ so doesn't really need to be expensive
My boys and I play together, but, since we must play experimental to use dedicated servers, we are losing alot of enjoyment because of incessant downloads and bugs. We've lost at least a hundred power shards and no telling how many harddrives to updates wiping our characters.
I would hope that, IN THE FUTURE, dedicated servers are divorced from experimental mode.
5800x is probably a better option on a budget
Or a 125/600k
You can also run your dedi on early access, but the server itself is still experimental
When I set it up with Gportal they said it HAS to be set to experimental
Either
- that's a gportal decision because u8 dedis are more resource efficient
- or you misunderstood the message
That could be the case on other providers, but I'm certain I did not misunderstand Gportals message. I'll look into it further, ty.
That could just mean that your server is set to experimental
I intially tried to set it up in stable/EA, but after support got involvrd, they said it had to be experimental.
We had originally had a server with them prior to U8, and stable was fine
after u8, it wouldn't work anymore
I can understand the greed to go to U8 for how much RAM is saved
Then that's a decision gportal made. If you want to use the stable branch you'll have to use another hoster.
do you have enough available ram when starting the server
it has 64GB
how much is available when you start the server
all of it
you mean your machine have more than 64GB RAM ?
no 64
so not all of it is available to the dedicated satisfactory server
you may need 12GB is available depending on the save file
maybe you are right and plenty is available, but you saying that all of it is available does not make me assured about the informations you give me
only 2 GB is used by the windows system
yes
it does not crash on starting the server ?
only some times after you launched a game ?
make sure you have only one instance of the server running (that it is not already launched in the background)
there's none
some other people had trouble running on windows server too iirc
maybe it is an issue with some windows dependencies
the game is prepared to run on client versions
I dont know if people successfully ran it on windows server
I would let people knowing that help you
Do you have a recommendation of a cloud server
Not really allowed to advertise here, but all I can say is stay away from the "x slot" servers, satisfactory dedicated server performs very poorly in such environments. So you should be looking at root/dedicated servers.
The one exception to that seems to be indifferent broccoli, they appear to have very reasonable resource allocation.
Oh I am quite sure there exist cloud hosters who do care about balancing, but truth is that most will over provision commit their hardware to absurd lengths and you are left in a set and forget situation, unfortunately this is something they need to do since they are dirt cheap and practically only way to make a profit.
sometimes i have the same issue. a restart of my pc always seems to fix the crashing on start. The issue seems to be that when you close the server console without typing the quit command, the server instance still stays open sometimes and blocks the other instance
Im actually working for a cloud provider. And we indeed never overprovision on machines with >2 vcpus. But thats not the problem, most CPUs of cloud providers are not suitable for single core applications, because the hypervisior usually consists of a CPU with a lot of cores (>32). This way the the turbo boost can practically never really kick in, which makes up the majority when testing single core perf.
Afaik some cloud providers have special offerings for that, but thats then very expensive (much more than simply renting a dedi)
I worked for a cloud hosting company as well for several years, and in that company it was all about maximizing profit and we did A LOT of overcommitting, since we knew that 90% of the time customers would have their vm's run practically on idle. Most heavy workloads would happen during night since most do reporting during that time, and we would just work out schedules for the customers in a order so that the entire data center would not kneel.
But you are absolutely correct most servers are not designed to deal with heavy single core workloads, though they exist but are extremely expensive, these just do not make financial sense.
I keep getting dropped from my factory server ):
oml... so I swapped ethernet cords.. because that's the only thing that's changed in the last week.. and now the client crashed. Version: 211839, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No
Fatal error: [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Windows/WindowsPlatformMisc.cpp] [Line: 475] Pure virtual function being called
VCRUNTIME140
that little bit tells nothing. More log please?
it tells
Update your vc runtime maybe
it's a problem with windows functions
vcredist
https://aka.ms/vs/17/release/vc_redist.x64.exe
latest 64b version (this is Microsoft link)
you can check here :
https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
if it's not a problem with vcredist then it's a bad code condition
(an abstract like base class is casted on a derived object
then base part of the object is stripped out/copied somewhere else where it is attempted to be used as if the object was whole :
it calls polymorphic methods which can not reflect in a whole object as the whole object is broken
so it fails by missing derived methods of the whole object)
You dont atm, known issue
Others have mentioned they have used logrotate to keep it from eating all of your disk space
you can also create a link on the file that points to /dev/nul
I wonder if you could make it point to /dev/random too 
Could that be causing issues with my dedi too? I didn't share the log because I didn't really see anything.. It seems to be working better now that I've switched the ethernet cables.. the old cable was still connected at 1000mbps and wasn't dropping at least that I've noticed. That's really the only thing that's changed since my server started having issues. I changed the cables monday.. so maybe that could be it
Isnt this issue already addressed ? - #dedicated-servers message
Sorry Have not been super active here; it would be great to know what are the critical isssues you guys are currently facing with dedicated server. I have seen couple of crashes on Proxmox VM; Log spamming issue on some servers hosted on linux.
Traveling through hypertubes have not been a great experience in DS. Trees/foliages growing back on DS and you cannot destroy them.
Also feel free to directly ping me here if there some critical issue you want to address.
Log spamming seems to be one of the worst of those you listed, I've seen several people report 5gb+ after just a day or two
Is it the same spam ? https://questions.satisfactorygame.com/post/653431bdd0053b102f18c384
It all seems to be along a similar vein at the very least
This person also reported same thing: #dedicated-servers message
spamming only on servers hosted on a linux servers ?
It appears that way but I'm assuming that's just because -log is implicit?
I've never hosted on windows so not entirely sure of the functional difference there
Confirmed does not happen on Windows
I'd say the log issue is the most common one, the other being Proxmox based Linux VMs not being set to "host" and instead using some sort of KVM emulated CPU
Everything else that i've seen/helped with has been some form of user error or the machine just not being up to spec (few cases of trying to run client+server on 16/32gb memory w/ U7)
The multihome/disablepacketrouting thing is also.. annoying since it doesnt default to that behavior (feel like it should be the default) as everyone that has an issue, once they apply multihome no longer has issues connecting. Easy fix at least however, so not too big of a deal imo.
I doubt if we can do anything from our end about Proxmox VMs . It would be good if we can ping that message as a solution.
I just kind of avoid hypertubes on DS if I can, they are all over the place. Sometimes they work fine, sometimes they dont. Sometimes the cannon works, sometimes it kills me instantly. Normal hypertube path does weird things where it sounds like im entering the hypertube like 50 times over 10 seconds then resumes normally, sometimes I get stuck in the tube and simply cant get out without disconnecting and rejoining as it removes all inputs
#dedicated-servers message In this area for the most recent Proxmox stuff, the user provided a screenshot as well showing what needs to change
Talking about pinned messages.. the pin in here still has the fandom wiki page
hmm.. my DS uses proxmox as the host, but ubuntu 22.04 for the VM ... what kind of changes?
It was running U8 just fine before this last patch, so that's what is throwing me off
If yours is using the KVM64 or whatever.. that would be interesting if its working as its the first instance ive heard of that working
Then again, people only come here when they have issues, so we are a sample of problems only and not successes
trying to figure out what you mean by "set it to host" .. as in the VM to be set as host somehow?
Type setting
I dont and have never run Proxmox, so no idea where/how to get to that config. I assume its similar to VMWare and there is some console with VM settings/configuration page
I'm looking for it, and not really seeing it yet, but I'll keep looking.. thanks
Its shown on thier KB under the CPU tab
https://pve.proxmox.com/wiki/Qemu/KVM_Virtual_Machines
Was yours broken or working with it set to KVM64?
It was working with it set to KVM64(default)
before this last patch, that is on U8
This only started with UE 5.2 iirc, it didnt happen with 5.1 so the early U8 was working but.. QA site is down so cant get build numbers lol
it is looking like it is firing up. sweet!
Okay so worked on 249836 but not on 259435 or later without the CPU change
hmm.. now I'm getting a version mismatch .. 2632332 (game version) 261598 (server version) .. time to check for more updates...
Speaking of issues.. just setting up my first resource well for this save and cannot get it to work at all.. Placed the pressurizer, powered it, then placed the nodes and it never started a cycle. Saved and restarted the DS and now the pressurizer shows 0/min output and no connected nodes. Deleted all of the nodes and pressurizer and still showing 0/min even after reloading the save in between the deletion. I guess i'll try to place it in single player now.
ok, there was a patch.. firing it back up now
ROFL.. now my client is patching LOL
hrm.. now the server is giving the error "could not open new router for an IPV6 type address, but shows my ipv4 address in it.. I have IPv6 disabled on the server
Using multihome switch?
will have to double check, but I think so.
That's what solved it for me on my Linux server.
now to find out where the setting is again LOL
been a while since I re-configured this thing
Its the launch parameter on the process/exe
I thought it was in a config file. I remember seeing that in the past..maybe I'm thinking of Icarus for that one...
ok, thanks.. got the -multihome=<local IP> working..
Thanks again. Everything is working again. I'll just have to remember to add the extra to the end of the command
You could make a script that executes it the same way everytime when you launch it
that way you don't have to remember all of the particulars (unless something is constantly changing).
yeah, I could. but just glad it is finally working.. won't have to leave my client open in order to let things go while I sleep LOL
that's the main reason to run a DS for me. let it do things while I'm not actually logged in
I don't know, the thing I was talking about really is a programmatic problem
not hardware
to make it simple for not programm experts : it is about an programmation object that is incomplete at the time the other code requests one of its feature
So it crash and says "that feature of that object can't be used like that in that context and it makes absolutely no sense, the execution is completely ill and stale"
a bit like if I was trying to go make errands with a car on a mechanic's elevator
it makes no sense
it just absolutely fail any ongoing process
If anyone else has this problem on Dedicated Servers, I made a new QA. Couldn't find a relevant older one (but my search fu is probably weak).
https://questions.satisfactorygame.com/post/65429f6cd0053b102f18cf03
This is pretty much the wrong attitude to have.. wabash is correct.. you may see it as just a game server, but an attacker sees it as an open port. There's probably thousands of servers out there that do nothing but scan for open ports. I've been hit by them a few times..
hi ! did anyone know well the dedicated servers ?
Got multiples bug like on dediacted non experimental there is bugs π¦
And on experimental i've got a timeout
That says it seems that the satisfactory server will drop packets if someone tries to scan it... which is really good
My start is :
./FactoryServer.sh -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -multihome=0.0.0.0
That's bad having that because make too much bad positive
Personally i've
No, having the packets dropped is what you want.. if you reject them, you tell an attacker there's something there
yup i know
But the dedicated server look working soooo bad
So you're able to join, and then you get kicked?
I'm at the point of just creating and configuring it first time
The thing is
No firewall on my pc,
No filter on the port of the dedicated so i see no problem π¦
It seemed pretty straight forward on windows for me. I think I got it working on Linux to.. sorta.
If you're using Linux did you allow satisfactory in ufw?
Don't worry it's alredy made π
[2023.11.01-19.41.08:316][204]LogNet: UNetConnection::SendCloseReason:
[2023.11.01-19.41.08:316][204]LogNet: - Result=ConnectionTimeout, ErrorContext="ConnectionTimeout"
That just says the connection was closed. I've got no idea why. Maybe it'll say in your server log?
it's the server log π
Warning: Packet routing is not compatible with the multihome startup parameter. Disabling packet routing.
maybe packet routing is needed ?
Packet routing is fucking useless when you're working on you're bgp net π
[2023.11.01-19.44.30:140][409]LogDTLSHandler: EnableEncryption: Server
[2023.11.01-19.44.30:140][409]LogDTLSHandler: Warning: Empty certificate identifier
[2023.11.01-19.44.30:269][412]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2023.11.01-19.44.30:270][412]LogDTLSHandler: UpdateHandshake: Handshaking completed
[2023.11.01-19.44.59:751][295]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.01, Real: 30.01, Good: 30.01, DriverTime: 110.09, Threshold: 30.00, [UNetConnection] RemoteAddr: 82.66.**.:57601, Name: IpConnection_2147482284, Driver: IpNetDriver_2147482295 IpNetDriver_2147482295, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.11.01-19.44.59:751][295]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.
last time I tried port poking on dedicated servers it was crashing them
I think sts dedicated didn't like docker
it's not routing in the network meaning of it
also if you opened all the ports correctly, "packet routing" is not needed
I've opened well
i'm over pterodactyl panel
on the same machine on lgsm it work but not over the docker
then there is probably something wrong with your docker networking
Nope i touched nothing all other games work realy well
that the fact π
yes and no the both do the same
maybe that can be because docker proxy ? but i think not
docker proxy permit my node to have multiple ip's
My bad. I'm at work, and once you mention docker you're over my head
haha no worry i'll look into it π€
I'd like to set something like that up on my server.. one day
wdym either you use it or you dont use it
in the start script in the docker
you mean you use it with the ip ?
I'm asking that because I dont know if the ipv6/ipv4 connection bug got sorted out
Explorer bugged out when I logged back into the server, almost killed me.
I managed to dismantle it before it fell through the world.
Mine (jiggling truck) was bouncing into space, taking damage from out of bounds because "too high" and had to bail and jet pack land... I rode it three times... wheee.
oof. I had left mine in a building, and when I came back it was invisible, but I figured, why not. Then when I entered it, it fell through the floor (took some damage), bounced and jiggled a lot (took more damage). I finally jumped out and carefully aimed my dismantle gun (it was also invisible most of the time).
@grim mica thanks again for your help the other day. turns out some of the networking issues were due to isp at the server site but both vm are serving games properly now. its not 100% perfect i do believe the last time i built an experimental server (update 6?) the game was more stable than now, but they are functinal and thats all i want for now.
Nice, good to hear
So the performance issues are really annoying. At some parts of my world there are basically none, at other parts you really notice the performance going down because for example the train gets slower (including a lot of rubber banding) and the tickrate down. Somehow it seems to be related to the creatures; as in those parts I see a lot of log messages about creature animations
Im, trying to set up a dedicated server. I have been trying this before but didn't really get far I think.
RN I have the server up and running with an already existing save from when I tried before.
My current issues are
- Create game, Server setting, Manage Saves all require Authentication password. This I don't have and dont remember setting up. Can I reset it in any way?
- I want to upload a local save from my friends computer, how do I do this the easiest way?
- I am trying to locate ServerSetting.15777 but I can't find it. There is no folder for Saved games under FactoryGame/Saved/ other than Config and Logs
- you should have set up password, otherwise the server instance is not initialized, and so it will ask to set one
- the easiest way is to connect to the server through game's server manager and with admin authentication (the password we already are talking about) : go to manage save panel and upload a savefile
- make sure to look at the dedicated server's user local files
for instance on windows when using nssm it is under system32/service/local/..
on linux it is in~/.config/Epic/FactoryGame/..
Thank you so much
yes
tbh there are lot of networking issues lately, are you using a rented server ?
nope but managet to fix it
gj
@deep turret multihome is for more complex networking / multiple gateways. Your 0.0.0.0 means its accessible to any IP reaching the host. You might find something like Portainer easier for managing docker.
the thing you seems to ignore is update 8 dedicated server got multiple network connection management issues, which multihome used to be a workaround for
especially with ipv6 mixing
Oh I see gotcha
What issues are we talking? (other than the log spam that makes the servers unusable atm)
first update 8 updates confused itself over initialization of client connection by asking the client to reconnect on an other selected ip address
which
1: included ipv6 addresses for ipv4 clients
2: included loopback addresses (with ipv6)
3: having address handling AFTER the connection is recognized is .. weird
I don't know if it's still happening
I never removed my -multihome=0.0.0.0 argument
btw client still is not able to retry/check the server connection regularly
which force user to restart the game or re-add the server for it to be checked (and found)
and I don't know if the server manager still fail to check ipv4 connectivity when using dns with ipv6(AAAA) records
I should test that
I don't think the server ever asks the clients to reconnect using the given IP, the clients always use the hostname that the user specified to connect to the beacon, the game and do lightweight query
then the server was confusing itself alone
The only thing that might go wrong is if your DNS record resolves to multiple addresses
In that case the client will try to ping them all using the lightweight query, which might result in inconsistent results if they resolve to different servers
The client not reattempting the beacon connection regularly is a known issue that will hopefully be resolved before the next major update
Its over pterodacryl
when better dedicated server? :C