#dedicated-servers
1 messages · Page 56 of 1
we are working on it internally 😉
lord please I will praise the day, I bought the game I will donate it again for the love
I have beautiful groups AND my school server waiting for it 🙂
I wish you good luck, if you need testers I am up for it.
thanks for the answer!
We just setup a new dedicated server and keep getting this issue (see screenshot) and the console shows this error [S_API] SteamAPI_Init(): Loaded '/home/container/.steam/sdk64/steamclient.so' OK. (First tried local 'steamclient.so') [2023.11.02-20.09.07:973][598]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize. [2023.11.02-20.09.07:973][598]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0 Any idea how to fix?
the logs looks unrelated
can you show a bit more context in the logs
I have my server running, and I see it on my game. However, Im unable to create a game on the server. It starts with errors, and kicks me out, saying "Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable." but thats not a valid command
Huh. Same here
This feels like "slow" data sync causing timeouts. Dedicated server expects you to finish syncing in 20 seconds, what is Way to low sometimes for an empty save. Try bumping this up in the config to 60 seconds?
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files#Client_disconnected_for_Timeout
But mine just...doesn't allow me to create a game?
I've replied to a person the message is relevant to >.>
No experience with the issue you are facing, sorry :(
It is annoying
And I'm assuming the device won't help
Devs
Like...my ports working? I can connect...just...World either isn't getting created...or I can't join? I have no clue. All I know is my console starts throwing errors
here the log file
@cold galleon this message was meant for you 😄
yh ik, we already tried that and still not able to connect
just timing out
its why i post the full server log
Can you post the client error as well?
same as the screenshot i posted
Exactly the same? If values of Threshold didn't change, the config change wasn't detected
yh ur right it hasnt change oof
my friend managed to fix
and server working now
\o/
i'm having sames on a docker
with a good iptables
not really my best domain but I don't think you would need to open ports in iptables to your docker IP, your machine may still reject the package before it's beign translated
Do you know if anyone have done any comparison on performance between multihome on/off, I clearly recall reading somewhere that having multihome off turns off internal routing management? I am then thinking of the issues related to desyncing in particular.
multihome is not related to performance
and if performance should be involved then multihome only should improve it
docker do auto
(it narrow down the network behavior, so it is simpler for satisfactory dedicated server to handle performance wise)
you are probably right. are you able to connect to it locally though?
yeah I was thinking of multihome 0.0.0.0, so that satisfactory does not need to deal with the routing on top of everything else.
It's in datacenter it'll be complex 😂
as I already said, we are not talking about "routing" as in pure network routing here
and if you just want to disabled "routing" then use -DisablePacketRouting instead
idk why packet routing exist in it
right right that was the argument I was thinking of, and iirc multihome does that.
the goal of multihome is to narrow the addresses the server binds to
disabling "routing" is a side effect
oh I know, it just got me thinking of DisablePacketRouting being a part of the equation.
I should try to remove multihome and see how it behaves with multiple address dns
perhaps more correct would be to ask any idea if DisablePacketRouting makes any performance difference.
macvlan ftw
Having to manage so many ports on a single docker machine got annoying af
it must improve it, unless you missconfigured your network
Cant wait for early access to get Update 8, redone my entire network no more double nat, and yay no more ISP provided router, now I got my own OpenWrt router running, and a spanking new server specifically for SF.
Also thrown away my Google Wifi, my god that thing did a lot of calling home.
ok, I'm ready to try connecting to server with a dummy ipv6 in the dns records
without multihome
nice look like it connected without issues
What do people reccomend for dedicated server providers? Me and 2 friends are using Bisec Hosting and we've been getting major lag spikes and some crashing and we're only on phase 2.
Used to run a server off my old PC but I used the case in a new build so don't have my own setup atm
Server is running off 12gb RAM so not sure if that's the problem. My old PC had 64GB which was overkill but I haven't played around with satisfactory's minimum
12GB host is a problem on update 7 (early access) but not on update 8 (experimental) unless you have big save file
12gb should also be enough for a phase 2 update 7 save imo
but may be running on a slow cpu
have never heard about anyone using bisect on satisfactory though so i dunno, heard only good stuff about them from minecraft
Is anyone having an version conflict with the latest version 8 release, from yesterday, on their servers? Our server will not update to yesterday's release, therefore we get a version conflict error.
Never mind. Got it to finally update.
And what was that fix, please.
update server
we are talking about 12GB host, not 12GB available, so for update 7 it really is danger zone
Make sure your ports are open including the game port that what work for me and my friends server
for now update8 looks really stable
maybe I should retry loading The Dunes
ok trying that now
nope :/ still stuck at loading, even though syncing and rendering seems up and running already
the server reports an animation task management graph error
but it still is rendering the reminding parts of the game
hm.. seems like linux handling related again ?
it is only triggered by a 32GB RAM save loading for me
full logs looks like this :
so in the end the issue seems performance related, maybe a racing condition
Yea, the ports are open, hubby is a retired Cisco engineer, and the Satisfactory server version 7 runs fine on the same server. Currently that server has only Satisfactory on it. A head scratcher issue.
Oh, you were still unable to get it working after trying the proper install command?
Same issue or new?
Maybe I need a BFR?
Nah, still same issue. We've updated the engine.ini to have an initial and regular timeouts of 70.0
It's been a while, can you recap the problem?
Just connect timeout?
When going to the server manager, we're getting 2ms to the server. Can't get much better (well, ping does 1ms).
That's the issue and the message keeps report a 20.1 timeout when I know (double checked it) the timeouts are set to 70.0
Correct
Can you post client logs?
Let me get hubby to do it....he reinstall Ubuntu during his troubleshooting leaving my user out and I don't know the Pwd he used for his.
Did see some red lines when starting the service about iron_ore and another one (I can't remember) about it not finding its recipe
Oh interesting
Actually, while you're at it might as well grab server logs as well
Running it directly on Ubuntu 22.0.4 (IIRC....it's the latest version)
Let me clarify real quick:
When I say "client" I mean game client that you're playing on
"host" or "server" is the ds software
Seems like there's some confusion 😛
Since those terms are used rather interchangeably
OK, Had to get out of the game I was playing locally. Now will reload but try connecting to the server this time
So on the Win 11 Pro laptop, which sub dir are the logs in?
%localappdata%\FactoryGame\Saved\Logs
Here's everything from my PC
This is the line where the connection fails, not something I've encountered before:
[2023.11.03-16.54.32:815][760]LogDTLSHandler: Error: DoHandshake: Handshaking failed with result: -1 error: 1
Yea, saw that. But it doesn't give much info
It doesn't
if look 2 lines up:
[2023.11.03-16.54.26:353][380]LogDTLSHandler: Warning: Empty certificate identifier
you get that
This is the correct local IP? 192.168.0.3:15777
correct IP and port
And pc is on the same subnet?
yeppers. And the ping is 1ms from my laptop (client) to server
Your windows firewall isn't blocking utp? Win pro has some strange defaults
Thre aren't many reasons I can think of that DTLS/UDP should fail on lan
Yeah, I'd try with windows firewall disabled for the moment to test that
i have a dedicated server and in the console it shows that it has accepted a connection, but in the game itself it says that the server appears to be offline
any idea where to start?
i have all the ports open
if it helps at all i am using pterodactyl on unraid
Did you try the multihome switch on the server side?
Dont pay attention to the name of the switch.. it disables a specific function on the new U8 DS instances that is known to cause issues with IPv4 and IPv6 connectivity
The issue isnt present in U7
i have tried it with the multihome and without
should i set the multihome to my local ip right?
That's where the problem is, game fails DTLS handshake (tls over UDP/)
Just use 0.0.0.0
yea tried that one first
Sorry, that multihome was more at Julie
So you are able to start the DS and when you add it to server manager it doesnt populate anything/stays offline?
Yeah, that's good next step
it says that it appears offline and says nonauthenticated, but on the console of the server it shows that there is a connection made
Thats a new one.. there are 3 ports that DS uses, they are all open/accessible? Is the client and server on the same LAN or across WAN/NAT?
is that multihome switch in the engine.ini file on the server?
I'm a bit old school techie and to me multihome is having more that one IP on a NIC
Correct, so what UE does is create multiple VIFs bound to the protocols
The bug is that clients connect to the ipv4 address and the server responds over ipv6
Thats what I use on Windows via NSSM
Shss! SMH! Well, we'll try it. So when I start the server service, just add the switches -log, -unattended, and -multihome=0.0.0.0
Ah I see
Yeah, doesnt issue and the switch naming doesnt make much sense to me.. 🙂
Also, going to DM you about something else
Kudos to Gunter!!! Me and hubby can now play together on version 8...Gunter, you're my hero......
Well for today at least 🙂
Woot, multihome strikes again
I suggested to Guru they just make multihome/disablepacketrouting the default since it seems more often than not to cause issues when it isnt on. Doesnt make sense you would need to do that on a LAN-based server and the naming of it doesnt help at all. Hopefully they can evaluate that and see if it is a good idea for the future
yea i have all three open and have tried multiple ports - i have tried on the same LAN and across WAN/NAT
Well, there is a game started. But...I can't join? I get a nice loong error. I'm using the 15777 port. Should I be using another one to join?
That sounds like multihome to me if its a timeout error that kicks you back to the main menu
Id have to see the error and probably the server log to give you an idea of where to go next
God...its not making logs
Can you post your DS log? Might have something to point in the right direction
I'm using a external hoster for the server
Do they give FTP access?
FTP?
Some do, some dont.. if there are no logs youll want to goto the provider as we would just be guessing
I can see all the files. There's no logs
And I don't know any of the commands, to maybe force a log
Commands in the console? The server is always going to log unless it has permission or disk space issues - you simply may not be able to see/access the log
On Windows, the DS log is under SatisfactoryDedicatedServer\FactoryGame\Saved\Logs
Heres something?
[2023.11.03-18.41.09:424][962]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
No big deal
I see you are on U7 and the machine has 4Gb of memory however, might not be the issue but could be a problem
It has 12?
lol
2023.11.03-06.21.56:917][576]Command not recognized: kissmyrear
[2023.11.03-06.21.56:917][576]LogServerConnection: Command not recognized: kissmyrear
It was annoying me. XD
Oh sorry, you are right that is the GPU memory, read that wrong
Thats an interesting one.. has it ever worked?
Nope!
Okay, let me switch to EA and see if I can connect to it
I also can make you a subuser for the server hoster, if you want
Would rule out an issue on the server and point to an issue between your computer and the DS
Nah, thats okay
That yours?
Yep
Thats.. interesting soon as I click Join it just dumps to "You are not connected to this server"
Huh
ugh
Which provider is it?
Kinetic Hosting
Again, I can just make you a sub user, if that would help you nail the problem
Likely nothing we can do on the panel side of things, check their site under "Support" and there is a Discord and Support Ticket link there
thing is, I have to stay cheap, due to me being on disability
I would get with the provider unfortunately
They have limited support, so they cant help me
they even said that, and told me Im mostly on my own
I would find another provider 😦
again, cheap
You cant connect to it, I cant connect to it.. what are you paying for lol
I pay about 18 for this a month
Not pushing any particular provider but GTX (first that came up in "satisfactory dedicated server host uk" google) can host satisfactory in UK for £14.49 w/ 12G mem
Im not connecting to the UK
Oh that IP belongs to east Canada, sorry
I cant even create a account on the satisfactory game website to ask...
The QA site is really for bugs or feature requests, not really tech support
The most you are going to get is this channel, but if you arent in full control of the end-to-end on the server side, not too much we can help with
I have full control. I just dont know what to flipping do
Seems the client connection just isnt completing, did you try the default ports instead of custom? This what a normal connection would look like:
You have full control (as in SSH access) of the VM?
when you say custom port are you referring to the 25580?
the 15777 and 15000 i think is already default
I can change files, change configs, edit files
Correct
let me try 7777
multhome BEFORE -log -unattended
I honestly am not 100% sure the difference between the 3 ports. Obviously 7777 is the game port for the clients to communicate over but query vs beacon.. not sure
Its already working, so doesnt seem to matter
you mean if you dont set it, then the server fails ?
If multihome was not set, unable to connect
I am saying the position of it doesnt seem to matter
tbh I retested with only "-DisablePacketRouting" recently and I got no issues
it used to matter, especially with port settings
Guessing U8 doesnt care or something as I believe I read that somewhere as well
Odd same issue with default ports across the board
The game port is when you are playing ON the server, beacon port is what is used to manage the server in the server manager and join it, and query is a lightweight udp query that the client uses to get basic information about the server without making a full connection to it, such as the ping indicator in the server list of the server manager
@grim mica The above information is interesting because with my issue. The only time I get something in the console is when I try to add the server using the game port. Nothing shows up when I use the beacon port
Ah, thanks for that Arch - good to know
In that case I believe you were using the default beacon and query ports, so probably not related. Guessing the client gets the game port after the query/beacon happens during the join process. Did I ask if your server was on your LAN or accessing via WAN?
Yea it’s on my lan and I have tried a friend connecting via wan
Have you tried running any other game servers from that instance? I dont know much about unraid and pterodactyl but it seems like a networking issue based on all the info so far
Only other thing I can suggest is using this for your docker container, though I have no idea how this works.. lol
#dedicated-servers message
Have the server commands changed with Update 8? I can no longer up the autosave interval, it used to be FG.AutosaveInterval XXX.X but it says command not recognized now
can I have a dev or someone who knows fully whats up to help me? Im slamming my head into a brick wall at this point
Some don't work atm
What's the issue?
Is there a workaround for upping the autosave interval that you're aware of? Our save time is currently over 90 seconds so every 5 minutes is a bit excrutiating
You should be able to change it in the config file, I believe the instructions are on the wiki
I did, added this to the Engine.ini, but so far no dice :/
[/Script/FactoryGame.FGSaveSession]
mAutosaveInterval=2700
I have major server problems. I cannot connect
some info
Ill get you a log here in just one second
mother...
Im no longer admin...in my own server...after trying different ports to work
Thats not the correct method in U8, in GameUserSettings.ini adjust the mFloatValues to: "mFloatValues=(("FG.AutosaveInterval", 3600.000000))"
Oh you are a saint.
Set the value to whatever you want in seconds, 3600 is an hour for example on mine
Do you happen to know the timeout one too?
Under Engine.ini and [/Script/OnlineSubsystemUtils.IpNetDriver]
InitialConnectTimeout=xx.0
ConnectionTimeout=xx.0
okay so that one didn't change, odd, okay. Thanks Gunter
Yarp I believe that is the same from U7 to U8, just the commands in the console dont really work
The number of save files is also in Engine.ini
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=48
Cool, cool, then the rest should be good. Any other migrations you know of that I may need from U7 to U8? Looks like just console commands
Other than the fun known issues with U8, not really
Other than that, sidenote props to the devs (if they're hiding here), U8 runs sooooo much better than U7 on my server
Much better at memory handling thats for sure
I've noticed trains don't rubber-band as much, my overall framerate is about doubled, for my save at least it seems more stable. I went in with very low expecations, upgrading the engine I honestly expected more bugs, but I'm very happy so far
Well.. they are more weird when you get into desync issues where the train will sort of wrap up like an accordion and then change speeds drastically
I recall being able to stand on top of a train and ride around the map, but then again my previous worlds were probably much smaller. Cant really do that anymore reliably
Hypertubes are still very wonky, I would avoid them if possible
oh for me that happened way way more often in U7 than U8, the train thing, I'll have to play with hyupertubes
Yeah I think my first world on DS was the 'better' experience from a sync perspective, except the map.. they would always just be in the middle of the world which they seem to have solved now so that is nice
Probably the most annoying thing for me atm is the build/dismantle mode not sticking and pipe building requiring re-selection of the pipe to get the proper version of it to build, otherwise you just end up with little stub pipes that go nowhere
ah weird, but overall playable you think? I'm thinking of starting a new factory here soon, and I usually go pretty hard at it
last one was.... 450 hours
Still getting started with this world, only maybe 1/4 of the way done but still a solid 60 tickrate at ~12M save file size (~350k objects) all built on U8 DS
Yes, easily playable.. just things to get used to
If you always play on DS, its less confusing. Switching from SP to MP/DS is hard for me since the UX is simply different
Felt like I had to share my old save, excited for your save, so many hundreds of hours left for you!
and I don't think the autosave interval worked :/
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=()
mFlatValues=(("FG.AutosaveInterval", 3600.000000))
mPrimaryLanguage=
CurrentFGGameUserSettingsVersion=0
damnit
flatValues
I pasted that and immediately saw my stupidity
Very nice, massive builds on those coasts haha
I feel like I am just building on the water right now because I dont want to build in the middle of the map yet, switching from refinery ingots to smelter/foundry will be more fun logistics
building near the water is definitely nicer for the pure recipes. I always struggle (in a good way) because Grassey Fields is the perfect place for iron, but water is a commodity there.
Looking to know if those error is bad !
[2023.11.03-22.56.55:134][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/home/container/.steam/sdk64/steamclient.so' OK. (First tried local 'steamclient.so')
[2023.11.03-22.56.55:138][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.11.03-22.56.55:138][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.11.03-22.56.55:138][ 0]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2023.11.03-22.56.55:138][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.11.03-22.56.55:138][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.11.03-22.56.55:138][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.11.03-22.56.55:140][ 0]LogServer: Warning: Packet routing is not compatible with the multihome startup parameter. Disabling packet routing.
[2023.11.03-22.56.55:140][ 0]LogStreaming: Warning: Failed to read file '/home/container/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.15777' error```
Nope, those are fine
because my server doesnt respond
So there's an issue somewhere then
Yes the problem is i can't find it...
What are the symptoms?
TIMEOUT
Try -multihome 0.0.0.0 in your launch command
[2023.11.03-23.02.38:731][288]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.01, Good: 30.01, DriverTime: 343.54, Threshold: 30.00, [UNetConnection] RemoteAddr: 46.193.XX.XX:53323, Name: IpConnection_2147482258, Driver: IpNetDriver_2147482526 IpNetDriver_2147482526, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2023.11.03-23.02.38:731][288]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.01, Good: 30.01, DriverTime: 343.54, Threshold: 30.00, [UNetConnection] RemoteAddr: 46.193.XX.XX:53323, Name: IpConnection_2147482258, Driver: IpNetDriver_2147482526 IpNetDriver_2147482526, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147482526 IpNetDriver_2147482526
[2023.11.03-23.02.38:731][288]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.01, Good: 30.01, DriverTime: 343.54, Threshold: 30.00, [UNetConnection] RemoteAddr: 46.193.XX.XX:53323, Name: IpConnection_2147482258, Driver: IpNetDriver_2147482526 IpNetDriver_2147482526, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
Server console ^
alredy in 😦
( i'm running over a docker server )
Look like the issue is just going on my 7950x3d
on my server 7 3800X everything work fine
[2023.11.03-23.07.03:618][222]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/home/container/.steam/sdk64/steamclient.so' OK. (First tried local 'steamclient.so')
[2023.11.03-23.07.03:623][222]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2023.11.03-23.07.03:623][222]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2023.11.03-23.07.03:623][222]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2023.11.03-23.07.03:623][222]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.11.03-23.07.03:623][222]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2023.11.03-23.07.03:623][222]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2023.11.03-23.07.03:623][222]LogWorld: UWorld::CleanupWorld for DedicatedserverEntry, bSessionEnded=true, bCleanupResources=true
[2023.11.03-23.07.03:623][222]LogStreaming: Display: Suspending async loading (1)
[2023.11.03-23.07.03:640][222]LogStreaming: Display: Resuming async loading (0)
[2023.11.03-23.07.03:641][222]LogExit: Preparing to exit.
[2023.11.03-23.07.03:645][222]LogDeviceProfile: Device profile begin destroy: [0x7ffb0d13a780] Linux
[2023.11.03-23.07.03:645][222]LogDeviceProfile: Device profile begin destroy: [0x7ffb0d13a6c0] Default__DeviceProfile
[2023.11.03-23.07.03:645][222]LogDeviceProfile: Device profile begin destroy: [0x7ffb0d13a600] LinuxServer
[2023.11.03-23.07.03:647][222]LogOnline: Error: OSS: Leaderboards Interface Requested```
looks realy weird errors 🤔
And i've a ServerSettings.15777 in my .config/Epic/FactoryGame/Saved/SaveGames
Is it possible to take over a single player save with the dedicated server?
Yes
is it possible to go back once I do this?
Yes
Amazing! One last question, do blueprints go on client or server?
../FactoryGame/Saved/SaveGames/blueprints/[current saved game]/[blueprints here]
yea, so same place as the single player, groovy
You're amazing, thanks for the quick answers!
No prob
hrm, my blueprints won't update when i save them now... what have i screwed up?
any save etc are on the server
including blueprints
I don't know what did you try but check for access rights maybe ?
are you hosting it on Linux or on windows ?
anyone have info on crashing when loading or unloading a factory? I get thousands of lines like this in the crash log
[2023.11.04-00.35.28:131][968]LogGame: Error: AFGBuildableWire::CreateWireInstancesBetweenConnections - Can't create wire instances between connections: "NULL" and "PowerConnection"
[2023.11.04-00.35.28:181][971]LogGame: Error: AFGBuildableWire::CreateWireInstancesBetweenConnections - Can't create wire instances between connections: "NULL" and "NULL"
Happens to my friend playing on the same ds server.
It's pretty consistent. I can't tell if its because the main base is being unloaded or if the factory is being loaded in
I am trying to set up a dedicated server on a windows server 2019 machine. I am running in some issues, is this the best place to ask questions about that?
so I am assuming this is the reason the server fails to fully load, but I am not sure what it means:
[2023.11.04-17.14.49:773][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2023.11.04-17.14.50:533][ 24]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.11.04-17.14.50:960][ 37]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
[2023.11.04-17.14.50:961][ 37]LogOnline: Warning: OSS: EOSSDK-LogEOSUI: Social overlay is disabled due to overlay setup failure (EOS_UnexpectedError).
Has nothing to do with your server failing to fully load
okay I just wiped it clean and am reinstalling it. if it still fails I will drop a log file.
I'm hosting it on the same computer I play, I want to let the sim run in the background while I do other things
The rubber banding behaviour changed a bit. At the beginning of the game with a small save it seems to be not existant. But in later stages it really takes over. Also when a truck is far away, it is absolutely fluent, but as soon it comes near it rubber bands.
For trains, whats annoying is that they decrease their speed (even if you ride it) when the tickrate goes down
On DS my server reaches full tickrate with only one player, two player often is also ok, but 3 mostly kills it with frequent drops
That's true, but I loaded up my 500hr save yesterday and it's miles better than it was in Update 7 even. I have around 70 trains running at any given time and while I noticed some rubber banding after saves, the majority of the time it was minimal. (noticable but not frustrating). However you're right, it's directly tied to tickrate, so my next server will hopefully minimize it more
Its when youre alone right? So I noticed trucks and trains are much more reliable in this update; just that they rubber band
But dont expect too much with a new server, ofc newer cpus are usually better in single core performance, but its not in multiples
Of course, but there was a noticable difference from the last upgrade. This time my friend is spinning it up, and the passmark score jumped by about 50% on single core performance, so 🤞
Hello everyone, i'm trying to get a dedicated server running on my pc, but it always crashes when it starts up, can somebody please help me? thanks in advance
First off do you have enough resources to run both Dedicated and Client on same machine? You need 10-12GB Free memory for each. (Not system memory.)
alright, please attach logs there should be hints as to what is causing crash there.
Trying to get a dedicated server going on Linux command line style, but it keeps SEGFAULTing first time install of Satisfactory server and only done a few Minecraft and 7D2D before. No save files or such exist, and starting to run out of ideas what to do after googling for about an hour by now...
Cant remember seeing that error earlier, but its been a year since I messed around with running dedicated on same machine as I play on (for testing purposes, and I have looked through a few error logs from back then), is this experimental or just plain early access?
I assume you use steamcmd? I know some people have installed in manually in the past through Epic and such.
i do use steamcmd 🙂
validation is fine when you run it?
yes :/
do you know wich error is causing the crash?
maybe i can google some more, but i have no idea whats causing it
The weird thing is, when installed it the first time, i installed the expirimental by accident, it worked, but i had the wrong game version, so i deleted it, installed the early access, and since then nothing works anymore.
Searching through hundreds of logs I'll see if I have any logs with similar errors.
Thanks for helping
Had to do some googling and there appears that the download in not correct.
I would say just make a new steamcmd folder and start from scratch since you said you had it working initially.
you also might want to remove saves and server configs as well just if there are any issues in those
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames\server
%WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server (NSSM)
%WINDIR%\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\server (Running as a service)
and saves are located here:
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames
oh, okey i'll check that
make backup of saves ^^
yeah :p
and ofc did you reboot your machine? I know stupid question but still.
trying since yesterday, a couple reboots in the meantime yes 😄
dont have these : %WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server (NSSM)
%WINDIR%\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\server (Running as a service)
uhm
i think is works now
and i didnt do anything (that i know of)
checking ingame now
deleted some files in %LOCALAPPDATA%\FactoryGame\Saved\SaveGames
not my saves but some blueprints
also the serversettings file
that might have been the problem
Hard to say for sure but yeah, glad its working now 🙂
Thanks alot for your help!
your welcome 🙂
Still googling around, reinstalled a few more times, same crash. Experimental starts if I install that one but public does not start. -multihome tag did no difference. I have no mods installed so can't remove any of those, no saves created so can't remove them since I never got that far and could create any. Using steamCMD (steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit) to install, server has 32 GB of RAM so should be enough. Log file keeps getting same error as the one I posted earlier.
`
[2023.11.05-13.13.59:419][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2023.11.05-13.13.59:419][ 0]LogCore: Assertion failed: false [File:D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/Serialization/CustomVersion.cpp] [Line: 311]
`
for ram always check available ram at server launch
host ram only mean something if you exactly know what amount the server machine system will reserve
`[2023.11.05-13.51.15:810][ 0]LogInit: - Physical RAM available (not considering process quota): 32 GB (31969 MB, 32736448 KB, 33522122752 bytes)
[2023.11.05-13.51.15:809][ 0]LogHAL: Display: Platform has ~ 4 GB [33522122752 / 4294967296 / 32], which maps to Smallest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
`
One of these?
no
either check Taskmanager on windows or htop on Linux
trying to reboot the server now, something from system is eating 16 GB of RAM. Still was 16 GB free though so shouldn't be sagfaulting because of that
Nope still segfaulting with 30 GB free RAM
I had to do something like this before. It sounds crazy but I had to verify the files of the client to fix the server
it was because of the serversettings file, i deleted that, and then everything was fine =:)
Things were more stable after I ran the dedicated server with NSSM since it gets its own separated directories from the client
Has anyone had a problem with crossing points on the map and the client just immediately crashes
Similar to what this comment said https://www.reddit.com/r/satisfactory/s/ryx8u0nq72
I still get this when trying to load big ass save file :
it is endless repeat of these lines like really a freaking lot, it even clog the write to disk pipeline and slow the server processing
and the client fails to connect to game
(it's all within 1ms)
This will be fixed in the next patch
Would it be possible to run a satisfactory dedicated server on an older 4 core i5.
depends what do you mean by older
4 core is fine as long as there is no other process running at the same time
I think I've crashed to the same bug so many times on dedi that it's just a ritual at this point
No way around it I just need to get in my factory and it crashes client almost every time. Hit send, relaunch, and we're good to go
Hello
Hello everyone,
I installed a dedicated server with ubuntu 22.04 via steam cmd at the weekend.
unfortunately I am not able to establish a connection to the server.
I have already posted this on reddit so that I don't have to write everything here in the chat.
Do you have an idea what the problem could be?
Reddit Post:
https://www.reddit.com/r/SatisfactoryGame/comments/17p41iu/timeout_when_trying_to_connect_to_my_dedicatet/
Could it be that the server has problems with IPv6?
Do you have the multihome startup parameter set?
currently not, I only started the FactoryServer.sh script, but I had tested it earlier ...
But a good point, I'll check it again
It seems like you are having the ipv4/ipv6 bug with the u8 engine update, adding the multihome or disablepacketrouting fixes that issue, though I didnt fully look through your log as I am at work atm
steam@ubuntu:~/satisfactory_server$ ./FactoryServer.sh -multihome=XXX.XXX.XXX.XXX
correkt?
if you use ipv4 address yes
if you actually use ipv6 address then it's not xxx.xxx.xxx.xxx
i don't use v6 explicitly, but i do everything via v4. but i haven't made any settings for it.
Funnily enough, log v6 displays
from the server log:
Route from [::ffff:XXX.XX.XXX.88]:52518 to [::1]:15000 hasn't been used in more than 300.000000 seconds. Closing it.
If the machine has one NIC, just set multihome to 0.0.0.0
I think it mainly is the inherent disablepacketrouting that comes with the multihome switch, so either would work.. but most folks that come with that issue use the multihome method
NIC?
Network interface card
it is a linux VServer
have you set any port forwarding in your router? I wonder if it's timing out because it doesn't know where to send things?
wait i check the interfaces
yes
cool, double checking because I didn't see that said it was done or not 🙂
standby
It probably only has one, just some folks have machines that are actually multihomed (attached to different, routable networks) would need to use the specific IP that they want the connections to occur on
unless I'm just dumb and not reading lol
If you dont know, just use 0.0.0.0 - it will still very likely work fine
0.0.0.0 = any/all basically
that's an ipv4 address mapped in ipv6
i start the game and check if the multihome parameter work
WORKS!!!
btw it's more secure to hide xxx.xxx.abc.abc (abc)
than to hide abc.abc.xxx.xxx
because first parts or more general and can be implied already from other information like what isp you go by
and last part is what really identify your connection
In that screenshot I am guessing its 192.168.x.x which is unroutable network, so doesnt matter
it's an internal IP address, so it's correct most likely
it's just telling where to send the traffic to
Correct, just doing NAT.. but you dont need to forward ports if you are connecting on LAN unless you want others to join
And you certainly dont need it for outbound in most cases where outbound nat is generally open
They only have inbound there, just one is for IPv4 and the other is for 6 by the looks of it.
but hey, it works for them so awesome!
Right, my point was is that you dont need to port forward to join a server on your LAN.. the traffic never hits the gateway so doesnt matter.
Anywho, yet another multihome problem.. 😄
That is true. I'm sure they are wanting others to join. I just have to figure out the not giving out my public IP if I want "randos" to join lol
yes there should be others spiling along, but the server is not at my home but in a data center
that always makes it slightly more of a pain to work with.
game crashed went to reboot and i see new patch 🙂
what tick rate do you guys set the game to
Once again, I would like to thank you very much for your help!
Default is fine
the only thing i can think of as to why my dedi server crashes so much has to be that i set the tick rate too high
well the dedi doesnt crash but my clients do
Why did you change it?
monkey brain
bigger number = better right
figured quicker updates means smoother gameplay as things are more in sync across the clients
They can but it'll also mean a less consistent gameplay experience and much more server load
yeah i knew the server load but we're chillin at 7% cpu
just gonna lower it and see if the crashing goes away
@golden roost Many thanks for v0.8.2.7, can confirm that potential fix for log spam has worked for me — have marked https://questions.satisfactorygame.com/post/653255e1d0053b102f18c0c7 as fixed! 🙂
I run 60 tickrate on mine, runs just fine
Don't ping the devs 
… eep, quite right! Sorry. ❤️
unlucky, still getting the crash. time to make the qa post
What crash
crashing whenever im getting close to some of my factories
Version: 263910, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001e3190f58
FactoryGame_FactoryGame_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<`AFGBuildableSubsystem::TickFactoryActors'::`24'::<lambda_1>,void __cdecl(int)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:474]
FactoryGame_FactoryGame_Win64_Shipping!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
FactoryGame_FactoryGame_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,s() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGame_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<<lambda_abf63b4b71b3a09b60c8feab122cedbd>,void __cdecl(void)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
FactoryGame_Core_Win64_Shipping!FThreadImpl::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Doesn't happen on singleplayer or when I am host in a multiplayer game
still happens to my friend when hes on my multiplayer game tho
So this is on a dedicated server
Does it happen consistently on your save
startedd happening since the 11/2 patch
Is your DS running on Linux or Windows?
Running windows
i can upload the log files, theres a lot of Error: AFGBuildableWire::CreateWireInstancesBetweenConnections - Can't create wire instances between connections: "NULL" and "NULL"
Also have you changed any CVars related to factory tick/simulation on either client or server
No need to for now
This is still relevant though
yes, happens frequently when i take my hypertube cannon over to my turbofactory, but it also happens if I walk into my quickwire factory
its a bit strange, i can upload the save
Please do
Where would I check for this
If you are asking that you have definitely not changed them
Am I able to upload save files in here or do I have to DM
You can send it to my DM or to @whole meadow
DM'd it, its a bit of a mess, but take a right after spawning out of the hub and take the hypertube cannon facing east to get to the turbofuel plant. if you are a client, its crashed almost every time
Okay, thanks, will check it out tomorrow
cool 🙂 hope its useful to you guys
i cant actually tell if its crashing when im loading the factory or if its because of something is unloading 🤷♂️
your not at 7% cpu, that is you whole cpu package average load, not satisfactory processing load
True, forgot about that
guessing you are with 20 thread cpu ?
should be 24
ok
it was eithe one but I missed the save size to estimate it correctly 👍
under estimated your load
and then I remembered intel have 20 thread cpus
big AMDer, runinng a ryzen 9 5900
rip that one core slaving away while the others are idle lol
anyone on thats a good debugger? im trying to figure out why my server crashes everytime me or anyone try to delete a specific object ingame
this is the end of the log everytime someone tries to delete that splitter
is there any way to fix this or is that splitter just stuck there forever and no one can mess with it? also all my vehicles dissapeared visually which we also cant delete but they are still there and we can drive them invisibally
i've read uploading to scim and downloading may fix some problems
Bro got the Batmobile
so ive tried using scim to delete it thtere but when i do the server crashes upon startup everytime
what is going on here?
idk how to fix this
DM me your save file, ill take a look at it tomorrow and see if I can resolve it for you
please share your save file
We pushed out a patch v0.8.2.7 which addresses the log spam few have been having on dedicated server when hosted on Linux.
Will be good to get some feedback/acknowledgement
Ah I see one here alright
@whole meadow @grim mica sorry for late reply here is the save file that keeps crashing on server startup
it really decreased spam for me 👍
cool thanks for the save
any possible fix for missing map markers on dedicated server?
If i travel to the tower, they will be shown
i mean, resource nodes
i have the same issue in my save the radars dont ever show all the nodes on the map unless i run past them or do scans with V
Save loads no problem on my DS, client join works as well. Was there a specific location in the world to reproduce the crash?
no everytime i try to startup server i get error and it immediately closes
on steamcmd in windows
Let me try a fresh start, I upload the save and then loaded yours and it loaded okay, one sec
this is after i deleted the splitter i was talking about earlier
the save is from deleting the splitter and now server wont start
Fresh start loaded as well no problem
well im jelous.....
Let me re-save this version and you can see if you are able to start that, maybe something up with the save your machine isnt liking, otherwise issue is on your DS machine
ok
wow.... that one booted right up...... odd..... and the splitter is deleted yay!
Well.. nice at least its working lol
thats just really odd i wonder what could have been causing that and thx so much for ur help btw
Yeah no idea, not seen that one before.. SCIM on U8 is sort of exp still so maybe some issue there.. dunno honestly
only thing ive used it for is to unlock all alternates, some power shards, and move the occasional death crate that was under the map
seems to work fine for the basic stuff i guess
well no even ingame if any of us would try deleting that splitter it would crash server
The latest update seemed to have improved the performance
Hi, i have seen on reddit fixes but there is no fix for me at least, im tunneling instead of Port forwarding
server appears offline in satisfactory
EOS isnt really used on Dedicated.. what do you mean by tunneling?
like hamachi probably
has anyone been able to reproduce the glitch where placing conveyor belts sometimes have reversed direction
has happened to me when connecting two segments of conveyors together, the belt connects but the direction is wrong
like
-> -> -> -> ->
when connected from right segment to left segment sometimes becomes:
-> -> -> <- -> ->
which shouldn't be possible since conveyors won't snap to poles if their directions don't align
Yes, happens alot to me.. just have to rebuild it
Ive even had them connect and passing objects between the two junctions and the belts show the item flowing in reverse
oh yeah that one is funny
anyone using the "DJWOODZ Satisfactory Discord bot" ? i dont know how to start it. The bot joined my server, the .env.local file is configured. but i dont know why npm start doesnt work for me
Any error messages?
when you run npm start
but best bet for help would be the github issues there
By chance is there a way to change the interval for autosaving whether it being done via in-game console or a command I can put in the config files?
Hi, i am running a DS Experimental U8 and playing with some friends and we all have the same issue and at the same spots on the map, when we are traveling via tractors from one spot to an other we get disconnected from the server with "your connection to the host has been lost". This may happen a few times in a row, as long as you are in the critial area and sometimes fall through the whole map.
Is there anything we can you or is it just an U8 experimental thing?
Thx for help if any 🙂
I mean, reporting it is important so thank you
but yes, it is a experimental thing
anyone tried more than 4 on dedicated u7? any insights?
Yeah it works fine
i'll give it a shot, thinking about 6, but doubt everyone will be on at the same time
@jagged harness yo i dm'd about your lfg
I just updated to the latest version of Experimental and it seems like the dedicated server is crashing on my docker container using the wolveix/satisfactory-server:latest image.
I've attached the log it outputs, it seems to stop when it tries to "[Add] force shared buildable BuildStorageContainerMk2#"
Can't really see a root error that's causing it.
I use playit.gg it's a service to make the same thing to allow traffic in and out but without opening any port (they don't allow me to modify anything in the Router that's why I use it)
It works for my MC server but I'm kinda lost with satisfactory
The top one is used for the MC server
I get connection to the server but it says the satisfactory server is offline
Question: could I run the dedicated server on a Linux cluster and see improved save times? Currently the VM software I'm using limits the number of CPUs I can assign to I think 8 cores. And my world save takes around 40 seconds and there's a lot of rubber banding. If I set up a cluster, could the server be run on it and speed that up?
You won't really see a performance increase since saving in games is mostly single threaded. Better bet is to have really good single core performance cpu
Maybe you could give it some more ram? I think the recommendation is around 12 gb
around 12GB is minimum for update7
the recommended is 16GB
for both update7 and update8
but now you have more room in update8, though it grows faster
How do I download the U8 server?
Ty
The easiest way I can think of is by using Steam if you own the game, and there you can just set in the properties in betas Experimental on the Dedicated Server.
I use the steam cmd
Ah, then yea the wiki page is good 😄
It also mentions how to get the experimental branch easily so you should be fine
Yea :P Anywya, gl!
Ty
Still get the "this server appears to be offline"
If you installed the server, and launched it succesfully, thenon what machine are you hosting the server? The one you are trying to connect? Some other machine in local network? On some external server provider?
I wanted to tell : the recheck of server connection seems to work nicely now
though sometimes it connects then instantly show it offline, it reconnects to it again soon enough
(tested after the server actually got shutdown then relaunched, staying on the server manager on the client side, reconnected automatically at some point 👍 )
its in a second home
guess i did somthing wrong with the tunneling
So it is fixed or 😅?
nah
i cant open ports thats why i use tunneling
do you know any way to change the default ports?
Oh..
Then I don't have enough experience to help probably, as I didn't touch ever tunneling >.>
Also yea, it's on the wiki 😄 you can do so from the arguments when you launch the server
-ServerQueryPort=<portnum>
-BeaconPort=<portnum>
-Port=<portnum>
All of the ports have to be port-forwarded or tunneled
Anyone ever seen this error before in console?
LogConveyorFrequencyNodes: Error: Invalid Index -8 in Actor List
Getting SEVERE spam, hundreds of lines a second
i did it!!!!!!!!!!!!!!!!!!!!!!!!!
ty
its fk anoying
but it worked
made a TCP+UDP Tunnel and made all go throuh there
ty for the help really
alright I'm a bit of a networking noob, but I don't seem to be able to connect to my server running locally
I have it running first time without any configuration yet
trying to connect to it using the server manager with address localhost or 127.0.0.1 and default port detects it but times out after 20s
ping me on reply, I have most channels here muted
attempting to use ipv6 with ::1 doesn't seem to change anything
it's UDP, no need to do TCP
so you are running both the server and the client game on the same machine ?
are you running update 7 or update 8 server ?
I dont know how proton interact with loopback address
you could try using your machine local ip instead
is that a 192 address or public facing
what do you mean ? I said local address, so the most local after the loopback is close network address
192.168.x.x is one of them
but could be 10.x.x.x also
same timeout, even though it doesn't seem like 20 seconds passed at all
sorry if I sound a bit harsh, but asking if "public facing" is more "local" sounds weird to me
it did detect it still though
so maybe a port issue ?
like I said I know next to nothing about networking
maybe
where do I poke the firewall
the firewall should not be active for loopback networking
pgrep says "27035"
what ?
the wiki page says to use pgrep to see which ports are active
oh that's a PID
not helpful
yep
ss -plnu | grep UE doesn't turn up anything
then it means the server is not up
well how is that possible?
Why are you grepping UE, the executable is named UnrealServer
wiki page is outdated, i just noticed that
ss -plnu | grep Unreal
UNCONN 0 0 0.0.0.0:7777 0.0.0.0:* users:(("UnrealServer-Li",pid=27382,fd=15))
UNCONN 0 0 0.0.0.0:15000 0.0.0.0:* users:(("UnrealServer-Li",pid=27382,fd=16))
UNCONN 0 0 *:15777 *:* users:(("UnrealServer-Li",pid=27382,fd=14)) ```
I'm confused because I'm grepping Linux, and it does not find either but it's there, I'm trying to figure out what's nasty in my machine
so it's up for me, what's the problem then?
I'm trying to find information on the transparency of proton networking, but all I find is ProtonVPN related stuff smh
but regular multiplayer does not take place on the same machine
it is not using any loopback
it can, with a bit of tweaking I think
there's an old method for testing mod multiplayer compatibility that involved running two clients on the same machine
it's probably usually performed natively on windows though
handy command to list all your machines ipv4 addresses ip ad | grep -E '([0-9]{1,3}\.){3}[0-9]{1,3}'
nothing new there
apparently you can try to do wine cmd and try ping
so I suggest you can try pinging 127.0.0.1 as a start
then try to ping your local machine address
wine doesn't show up for me
would it be somewhere in the steam proton folder
I dont know I dont use either, I wanted to have a network linux environment to play with it, but iscsi is too broken and the link fails as soon as I try to launch chromium
I'm very experienced to linux headless, but only headless, I dont know much about playing on linux, and even less about running windows apps
completely random advice that just works sometimes
try disabling packet routing
and connect using the beacon port
smh I should redo my target setup documentation at some point, it is getting very old
where dat
in your server launching settings, you can add at the start of the commandline arguments -DisablePacketRouting
no it should work fine everywhere
it basically ask the server to use network ports as they are documented
ok so when the other player tries to join, they need my IP and the default port?
it needs the public ip you open/forward ports from
and the port used, which is default if that's what you use on your server
(the server query port, is the port you need to set in the server manager)
people need your IP and either query or beacon port
beacon would probably be more reliable tbh
what's a beacon port?
I did all in one I had already for a MC server so yea
I m lazy
15000 by default
but it's -BeaconPort= command line option
but the game and server really are prepared to handshake on the beacon port first ?
yes. you cannot jump to the game port directly, but you can negotiate on the beacon port
ok, sounds a bit weird to me, so both beacon and query ports are able to initialize connection
the only thing query is used for is to show the fancy ping indicator
wow ok
so beaconport could become the default endpoint ?
.. but it would not show ping hmm
if beacon get ping capability, then the port could be removed
In case anyone was wondering what the solution was to my weird error: Wait 24 hours for the server to sort itself out
Use the search function in here, I have recently answered questions on autosave interval and slots
Wiki is... not great for dedicated stuff imo
is there any updated console commands list for dedicated servers?
you don't need commands to save
go to the manage save tab
They are broken atm
you didnt describe what you tried to do and even less HOW you tried to do it
Hey ho. Im new to the disc and I have a question if anybody could help me get an anwser. Im build a home Sever for diffrent reasons and I will also run a satisfactory server on it. But my plan was to run the server without a GPU. Only with a intergraded GPU. But Im reading that you need a deticated GPU to run satisfactory server. Does anyone know if this is true, has anyone tired to run a server without a gpu ? Thanks
I own the game through EGS - does anyone know if it's possible to launch the dedicated server from Epic on the U8 experimental branch? the wiki says it is not possible, but not sure if that's out of date, and I'm curious if any other epic users have gotten it to launch successfully
you should be fine - where are you reading that you need a discrete GPU?
I tried to save, that's it
Where does the wiki way that's not possible?
3.1.1.3 on the dedicated server wiki:
First thing that pops up when you type . Satisfactory server requirements. First hit is from liquidweb.com Also read in someother site. What they say is Deticated GPU which I assume means you need a graphics card
The only official source of information on dedis is the wiki at satisfactory.wiki.gg
Oh I see... that's no longer true, I'll update the page
In your library, there will be two seperate options, one's experimental
both the EA and Experimental options point to the same Dedicated Server launcher when selecting Add-Ons
Yeah okay Thanks you. Dosent say anything about it so I guess it will work. Thanks again
When you get that dedicated server it'll show up as two items
doh. of course it was something simple. thank you!
how did you name your save then ?
The most simple ways I could... single lowercase words like test, server, and why
ok
maybe I should try to re launch that the dune save
does not seems any reasons for it to not load are there anymore
Looks like this has been brought up before, but Ghost Slugs are an issue 😦
Yep
can i get someone to join my dedicated server to see if they also crash when going to a certain spot
or i could send my save and have someone try it
@viscid ore I'll DM you
Yuh nvm im good now
Had to delete all my blueprints and blueprint designers in the save for some reason
3 hours now no crash 👍
I posted asking for help on Reddit, any chance someone here has an answer? https://www.reddit.com/r/SatisfactoryGame/s/an0wqNcezL
I'm not an expert at all, but the first thing that comes to my mind is, what port does your friend specify and are those ports configured on your router/modem for UDP?
Yes, using the default ports, so he specifies 15777, and my router is forwarding both UDP and TCP
From what I know beacon port (1500) works better for connection 😅 But that will probably not fix the issue. I'm fairly sure your friend has correct IP address and the server is running as I saw you are able to join the server without issues. Can you verify on a different game that the port forwarding definitely works on your router? MC should be fairly easy to test and should be even caught by some online checking tools as it uses TCP, so if you have the game you can try that 😄
We'll try that beacon port, thanks for the suggestion. We play Valheim on this same server all the time, port forwarding works as expected.
I got it! Apparently this game in particular requires forwarding through my ATT router, even though it's in passthrough mode. Once I forwarded to my router it works as expected!
Nice \o/ Have fun playing on Experimental 😄
if you need forwarding it means it's not really pass-through
I mean if it gets only one address it can't really be pass-through
and what was happening to you is probably getting some overlapping ports
so once you explicitly set it it isn't used anymore by another machine
though this should not be a problem on strict nat routers unless you are also connecting to a similar server to the client machine from the server
(having the same src_ad .src_port.targ_ad.targ_port token)
Hey, stepped away for a while from Satisfactory. What's the current state of the dedicated server?
ok
running experimental u8 dedicated on home server with good hardware and connection, 8 max setting, most we've had on is 4, there is some desync issues and just unlocked explorer, had several desync issues, lag, and lost connection to host when we all used them, otherwise has been relatively smooth, it's not perfect yet, but server seems to be better than u7 overall, make extra equipment and don't get jaded when you lose all your stuff in a crash
can you change the autosave interval in a .ini file, since the console commands are broke
save editor?
Tbh I prefer dedi cause if/when I do crash, I don't lose progress cuz dedi can save on player disconnect. And if the server crashes I have auto save set to 5min
Auto save much less noticeable on dedi than on single player
just spent all day trying to troubleshoot the classic timeout issue after joining a server
turns out
i misstyped a port number when setting up host ports in docker
😭
i agree, less noticabale, still little lag when it saves, be nice to increase to 15 min
Search for autosaveinterval, I've posted a few times here how to do it
It's with mFloatValues in engine.ini file
that's not the syntax
Hey, I've been trying to run experimental dedicated since yesterday, and it crashes when I load any game. I am running Ubuntu through proxmox, and I've tried running the server with pterodactyl, from wolveix docker image and lastly by simple install with steamcmd through no avail. Always creshes either when creating new game or loading a saved one. Reinstalled every piece of software, restarted whatever hardwaare I could, nothing. I am out of ideas, any help?
Oh, and EA works just fine
nvm I've got it - signal 6 was caused by cpu type in Proxmox set to kvm, I've switched it to 'host' and no more crashes
Is this really why my server won't launch?
First item selected for dismantle does not highlight.
When the dismantle operation is selected the object currently under the cursor is not highlighted.
https://questions.satisfactorygame.com/post/654f9a7fd0053b102f18d81b
Lights don't appear to be honouring light control panels.
This is using a technique which worked until a recent patch.
There is no separate lighting circuit.
Lights are connected to the main circuit.
It was the case that only one connection from the lighting control panel needed to be connected to the main power circuit to change the colour of all lights connected to the power grid.
Now it may be that the requirement now is to have a separate lighting circuit but I can't get that to work reliably either.
https://questions.satisfactorygame.com/post/654fa1bbd0053b102f18d822
Resolution too low to launch server... that's some dumbshit. The astroneer dedicated did the same thing
what does server side network quality setting actually change?
Any idea how to run a dedicated server and client on the same machine, and not to use the same SaveGame folder?
the network bandwidth usage
it's both server and client side
as network usage is about both, they must agree
thanks, i was curious what values it was changing specifically, i'm guessing bandwidth limits, just wondering what the values are
usually too low for commonly available fiber network and local networks
Set up dedicated server as a system service using NSSM. localappdata is different for system services
just look up the dir on Google
dedicated servers do not use localappdata. they write to their installation directory.
except for saves
Thanks, will look into that. I usually use FireDaemon though.
The saves are the problem!
Get another machine
I guys, I scrolled a bit and I didn't see my issue so I was wondering if you had and idea:
Install on the same server that was working for Update 7, new steamcmd install for version 0.8.0 (server), same port forwarding, my client is in 0.8.2, I get an error (timeout) trying to connect but I see my client trying to connect in the server logs: [2023.11.11-22.28.48:710][710]LogServer: Opening a new route from '[::ffff:174.89.236.174]:53874' to '[::1]:15000'
I did several times, is this log supposed to be a warning, because the server starts stop there: [2023.11.11-22.32.07:912][ 14]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 2.477168, Update Interval: 338.507141
I have no idea. :/
are we still using port 15777 to connect with this version ?
Btw if that's your ip you might want to edit your post
I think so.. unless you've changed it in server configuration
¯_(ツ)_/¯
No it's just to use as a download server for my plex
Add the multihome switch to the startup, it will fix that issue from the log above
That was it ! You're the man
I have a noob question... do all players who join a dedicated server spawn in the same place?
AFAIK yes
did they ever add a way to restrict access to the creative options for admins only or something?
Hows dedi servers running on update 8?
how ? it works fine for me
less a mess than on windows
nssm is enough
not yet
depends in what aspect
A little sad but understandable
I believe that may be one of the thing snutt was implying when talking about adding features to online game system
Hello,
I've get many crashes today after placing objects.
I've created a topic on #1038092680493801533 , but unfortunately they couldn't help me there. And suggested to write the issue here, if someone excountered the same issue that i'm having.
link to the topic. https://discord.com/channels/370472939054956546/1173276900270030960
i guess hypertubes shouldn't be used, i saw someone else mention they have problems, but I can't go through more than 1 run, next entrance bugs me back to the last tube exit and game freezes but doesn't crash
Ugh...my game crashes so much tehse days.
and at random times...wouldn't be so bad if I didn't wake up naked everytime
If it's your client u can try to load the save the dedi server makes when your client disconnects
Hello, I have my server that works 24/7, I wanted to add that my bot in Discord shows the number of players online. Is it even real?
I found a paid host and it shows the amount, I need to do it exactly the way where you can extract the amount, and then I myself
je cherche un serveur fr je suis nouveaux
hello, I run a dedicated server on Linux and we regularly have this crash
check #looking-for-group-old too
so a nullptr check that is missing apparently
give me access to the source code to fix it :p
array out of bounds too
and then the same error I got regularly on big save connection/loading
:/
Is there an easy way to find my old self when the ID error happens? I was out in the woods gathering for biofuel and can't seem to find myself lol.
https://satisfactory-calculator.com/en/interactive-map just upload your save and snoop away.
Yeah I tried that but it's only showing my current spawn
wait for the authentication to finish before connecting to the game
so it connects as the same old you
Tried that Steam has me connected and it shows connected in Satisfactory itself. Even tried restarting the server just to make sure everything was good there. Also restarted steam and the game.
I'm talking about epic game login
ok
Anyone seen a belt do this before?
Me and a friend are experience so much lagg the game is unplayable sometimes. Is that a known issue or is it just because of bad hosting?
Frequently crashes us out of the server, setbacks like 30s etc
Indeed is a known issue
Without any logs or details on what/why its crashing, no idea. Mine (among many others here) dont have constant crashing issues as far as I am aware. I have a pretty large world that was created fresh with U8 all on dedicated, it was crashing a bit when the UE5.2 updates first came out but they fixed those issues pretty quickly
once, it was pretty special 😛
i think i have a video of it somewhere
but yeah, it does like a charmed snake rising from the pot thing 😛
I would blame bad hosting. I currently have a dedi too and mine hasn’t crashed yet and isn’t laggy either. That being said though my world isn’t that big and I don’t have extreme amount of players (3) but I would deffo get a VPS and install the dedi yourself. You’ll find that it’s more worth it since you have control over the server and you can find one with the specs you are looking for. (I found that 16GB of ram is more or less what you’d want.)
OMG how difficult is it to place a sign in the correct rotation now.
https://questions.satisfactorygame.com/post/65533a09d0053b102f18da2a
I am 99.9% sure what they do is count the number of unique connections to game server, this way they don't need to create custom code for each and every game that may or may not actually have any API that reports the amount of players connected. I am fairly confident with some clever iptables netstat - grep commands you can make it a one line script.
Hi folks, my friend and I were encountering a bug and after some googling/searching on discord I have not seen it mentioned. He's running a dedicated server, I punch the IP into server manager, the servername pops up, and an Authenticate button appears. I click the button, punch in the password he gives me..... and nothing happens.
Hey all, my friend and I are wanting to play multiplayer for the U8 release. We rented a dedicated server awhile back that we played U8 experimental on. We ended up having to quit because the connectivity, vehicles falling through the world, and other big issues. Can anyone comment on the playability for U8 dedicated server early access?
imo, it is as playable as update 7 server were, if you had performance issues on the server side, update8 may actually run better
but it still can't load very big save files when client connects (it can run it alone though)
So do you think it is more stable now than it was 4 months ago when we played? I can't seem to find update information for dedicated servers.
it definetely is, a lot of multiplayer online system stuff as been fixed/updated
I was merely disclaiming that it may be better than on update 7, it is quite matched in stability and performance features
though there are new gameplay features
main improvement on performance is RAM usage that is very much thinner than on update 7
early save file in update 8 server needs only 2GB RAM instead of 11GB
Understood. I've never played multiplayer up until then. We didn't have anything game breaking until we started expanding. Then we started having disconnect issues around vehicles and such. It became uplayable if we were both online. Again, this was about 4 months ago.
maybe a dumb question but when I start up the dedicated server it has an old game in it, my friends and I want to start a fresh game. I can connect to the server but I can't authenticate to do Create Game, Server Settings, etc. I can't find a password in the config files, any ideas?
Not sure where to put this but
Does anyone have any experience with Shockbyte servers? How do you update the server to update 8?
I have used Shockbyte in the past (years ago). They had an option to change map from experimental to early access and the like. They should also have some FAQ pages if that doesn't seem to fix it.
if you updated you server after initializing it, it may not have any successful password setup, so you need to reset the server instance file, which dont worry it is not save files or that kind of stuff
it's only the server specific stuff, in the server user save/config file there is a ServerSetting.<portnumber> file, just delete it and reset the server
They haven't updated the FAQ pages for update 8 😭
Also its a early access server
I just wanna know if the server automatically changes to update 8 or not, do you know how it works?
Well damn
worked, thank you!
They are Very vague with telling you how to update the servers
hi all cant start my dedicated server
Have you tried turning off the server and restarting it? It may force an update.
Doing that now
Downloading update!
Sweet!
I unfortunately do not know anything about this.
oh alright AMP error
snutt does not provide support for specific third party interfaces and setup though
i'm experiencing the same problems.
it's just steamcmd launching update in loop ? are you keep retrying update or what it sucesful everytime
the interface and updating process are not coffee stains
you could change any commandline settings in steamcmd
i might need to wait then
it's already 2 times
He is using cubecoders AMP. the Instance is either dockerized or just running on baremetal. I think it is possible to adjust the start script
and the issue lies probably within that
yes i am
I have an "issue" with them relaunching updates when it literally says it's updated successfully
that is steamcmd not amp stuff
so its steam having an issue
What issue ?
quit
16:38:04
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded.
steam doing an update loop
it shows fully updated on your screen
steam is updating it fine
quit
just swapped over to experimental
just so you know this is a clean install
just started fine in experimental
Had an issue where server wasn't avail due to update on game client. Ran the update on my server (Arch) and now when I try to connect I get this. Nothing else has changed other than running the update. Server worked yesterday.
update 7 to 8 ?
yep that works for me too!
whatever the last update was.
switched back to public beta now starts
was about to say that. can you connect?
just ran the update about 10 mins ago. Shows that its on Update 8.3.0
seems to be working
what are your starting arguments ? did you let the server process the game and retried connecting ?
my server side load
did you run it with a 4GB limit before?
no
is there an update avaiable yet for the dedicated servers to use update 8, i updated the server but still get a version mismatch when connecting
i have the same problem as @last blade server wont let me connect after update
Likely version mismatch, check for that
cpu package load does not give much information
Here is what my satisfactory.service looks like:
'[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
[Install]
WantedBy=multi-user.target
'
set the branch to experimental, update it and revert back to early access. this fixed it
okey let me try
yes
uuhm i forgot my Admin login info for the Localhost thingy sooo how do i reset that?
add -DisablePacketRouting to your server launching commandline
it has nothing to do with localhost
you can try that : #dedicated-servers message
is that ExecStart or in the FactoryServer.sh?
did not work
ExecStart=..FactoryServer.sh -DisablePacketRouting
what are you using to host the game? and what is your console output? is it always updating instead of starting it?
self hosted on a pterodactyl panel. ill do a reinstall on experimental and then try to switch
i am connected. when i try to join i get a connection refused
this seems to be a different issue then
check your ports
ports are opened. we just played before the update ._.
check that pterodactyl didnt change the launching settings
also I remember there was nasty stuff with some managers trying to by-pass the start script and so was launching the wrong binary after updating (or even a missing one)
well that worked, i can connect, but now i forgot the server admin password for authentication. Any idea where i can find that or change it? 😦
you can try that : #dedicated-servers message
For people asking for password reset :
you can try that : #dedicated-servers message
here are the files in my saved/config directory. It doesnt have the ServerSettings.<portnumber> file as stated:
[steam@olympus FactoryGame]$ cd Saved/Config/LinuxServer/
ApexDestruction.ini EditorScriptingUtilities.ini GameUserSettings.ini Niagara.ini Scalability.ini
Compat.ini Engine.ini Hardware.ini Paper2D.ini ServerSettings.ini
ControlRig.ini FullBodyIK.ini Input.ini PhysXVehicles.ini Synthesis.ini
DeviceProfiles.ini Game.ini MotoSynth.ini RuntimeOptions.ini VariantManagerContent.ini
found it. it was in a hidden directory
~/.config/Epic/FactoryGame
is shockbyte directly providing satisfactory service ?
That got me moving forward. Shows Server Name Pending after removing and re-adding it. Seems to be taking a bit to connect though.
I think so, yes
sounds like it again #dedicated-servers message
that their starting server procedure is doing bad thing and then think the server is in bad state but they are just unable to start it
Damn it
i cant seem to find my server, stays on "Server name pending"
server is on a vps
what am i missing?
perhaps the server isn't running
not sure
my dedicated server kept listening on my IPv6
everyone has the ipv6 problem
Well, now im back to the original error that was fixed with the -DisablePacketRouting but this time thats not fixing it. I feel like im about to have a clean install of server OS or possibly game server... Would give me the opportunity to put windows back on that machine to run an Ark Ascended server too
until you add "-multihome=0.0.0.0" or disable ipv6 in the operating system
the fact it shows you binding to [::]:15000 is proof of this
add -multihome=0.0.0.0 to the .bat?
yep. you should see it binding to 0.0.0.0:15000
start FactoryServer.exe -log -unattended -multihome=0.0.0.0 -ServerQueryPort=15800 -BeaconPort=15000 -Port=8000