#dedicated-servers

1 messages · Page 56 of 1

verbal sundial
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still 1.0 ?

errant geyser
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we are working on it internally 😉

verbal sundial
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lord please I will praise the day, I bought the game I will donate it again for the love

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I have beautiful groups AND my school server waiting for it 🙂

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I wish you good luck, if you need testers I am up for it.

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thanks for the answer!

cold galleon
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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?

deep turret
rotund topaz
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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

sharp umbra
rotund topaz
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But mine just...doesn't allow me to create a game?

sharp umbra
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I've replied to a person the message is relevant to >.>
No experience with the issue you are facing, sorry :(

rotund topaz
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It is annoying

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And I'm assuming the device won't help

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Devs

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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

sharp umbra
cold galleon
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just timing out

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its why i post the full server log

sharp umbra
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Can you post the client error as well?

cold galleon
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same as the screenshot i posted

sharp umbra
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Exactly the same? If values of Threshold didn't change, the config change wasn't detected

cold galleon
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yh ur right it hasnt change oof

cold galleon
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and server working now

sharp umbra
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\o/

calm cave
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with a good iptables

glad nest
# calm cave

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

fading quarry
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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.

deep turret
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multihome is not related to performance

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and if performance should be involved then multihome only should improve it

deep turret
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(it narrow down the network behavior, so it is simpler for satisfactory dedicated server to handle performance wise)

glad nest
fading quarry
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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.

calm cave
deep turret
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as I already said, we are not talking about "routing" as in pure network routing here

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and if you just want to disabled "routing" then use -DisablePacketRouting instead

calm cave
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idk why packet routing exist in it

fading quarry
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right right that was the argument I was thinking of, and iirc multihome does that.

deep turret
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the goal of multihome is to narrow the addresses the server binds to

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disabling "routing" is a side effect

fading quarry
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oh I know, it just got me thinking of DisablePacketRouting being a part of the equation.

deep turret
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I should try to remove multihome and see how it behaves with multiple address dns

fading quarry
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perhaps more correct would be to ask any idea if DisablePacketRouting makes any performance difference.

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macvlan ftw

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Having to manage so many ports on a single docker machine got annoying af

deep turret
fading quarry
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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.

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Also thrown away my Google Wifi, my god that thing did a lot of calling home.

deep turret
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ok, I'm ready to try connecting to server with a dummy ipv6 in the dns records

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without multihome

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nice look like it connected without issues

tall wedge
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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

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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

deep turret
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12GB host is a problem on update 7 (early access) but not on update 8 (experimental) unless you have big save file

glad nest
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12gb should also be enough for a phase 2 update 7 save imo

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but may be running on a slow cpu

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have never heard about anyone using bisect on satisfactory though so i dunno, heard only good stuff about them from minecraft

errant gull
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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.

errant gull
calm cave
errant gull
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Ah, ok. Thanks.

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we did get it to update this morning

deep turret
cold galleon
deep turret
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for now update8 looks really stable

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maybe I should retry loading The Dunes

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ok trying that now

deep turret
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nope :/ still stuck at loading, even though syncing and rendering seems up and running already
the server reports an animation task management graph error

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but it still is rendering the reminding parts of the game

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it is only triggered by a 32GB RAM save loading for me

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so in the end the issue seems performance related, maybe a racing condition

errant gull
desert walrus
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Oh, you were still unable to get it working after trying the proper install command?

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Same issue or new?

errant gull
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Maybe I need a BFR?

errant gull
desert walrus
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It's been a while, can you recap the problem?
Just connect timeout?

errant gull
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When going to the server manager, we're getting 2ms to the server. Can't get much better (well, ping does 1ms).

errant gull
desert walrus
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Interesting

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The timeout is when you try to join the server?

errant gull
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Correct

desert walrus
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Can you post client logs?

errant gull
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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.

desert walrus
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Okay

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So, you're running through proton/wine?

errant gull
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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

desert walrus
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Oh interesting

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Actually, while you're at it might as well grab server logs as well

errant gull
desert walrus
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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

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Seems like there's some confusion 😛

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Since those terms are used rather interchangeably

errant gull
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OK, Had to get out of the game I was playing locally. Now will reload but try connecting to the server this time

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So on the Win 11 Pro laptop, which sub dir are the logs in?

desert walrus
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%localappdata%\FactoryGame\Saved\Logs

errant gull
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Here's everything from my PC

desert walrus
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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

errant gull
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Yea, saw that. But it doesn't give much info

desert walrus
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It doesn't

errant gull
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if look 2 lines up:
[2023.11.03-16.54.26:353][380]LogDTLSHandler: Warning: Empty certificate identifier
you get that

desert walrus
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This is the correct local IP? 192.168.0.3:15777

errant gull
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correct IP and port

desert walrus
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And pc is on the same subnet?

errant gull
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yeppers. And the ping is 1ms from my laptop (client) to server

desert walrus
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Your windows firewall isn't blocking utp? Win pro has some strange defaults

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Thre aren't many reasons I can think of that DTLS/UDP should fail on lan

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Yeah, I'd try with windows firewall disabled for the moment to test that

errant gull
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Nope, and everything is any also

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What about outbound rules?

static anchor
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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

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any idea where to start?

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i have all the ports open

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if it helps at all i am using pterodactyl on unraid

grim mica
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Did you try the multihome switch on the server side?

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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

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The issue isnt present in U7

static anchor
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i have tried it with the multihome and without

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should i set the multihome to my local ip right?

desert walrus
grim mica
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Just use 0.0.0.0

static anchor
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yea tried that one first

grim mica
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Sorry, that multihome was more at Julie

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So you are able to start the DS and when you add it to server manager it doesnt populate anything/stays offline?

desert walrus
static anchor
grim mica
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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?

errant gull
grim mica
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No, in the exe/startup parameter

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With the -log and -unattended

errant gull
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I'm a bit old school techie and to me multihome is having more that one IP on a NIC

grim mica
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Correct, so what UE does is create multiple VIFs bound to the protocols

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The bug is that clients connect to the ipv4 address and the server responds over ipv6

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Thats what I use on Windows via NSSM

errant gull
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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

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Ah I see

grim mica
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Yeah, doesnt issue and the switch naming doesnt make much sense to me.. 🙂

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Also, going to DM you about something else

errant gull
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Kudos to Gunter!!! Me and hubby can now play together on version 8...Gunter, you're my hero......
Well for today at least 🙂

grim mica
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Woot, multihome strikes again

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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

static anchor
rotund topaz
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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?

grim mica
rotund topaz
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It gives me NULL errors

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And i think it has the word timed out in it?

grim mica
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Id have to see the error and probably the server log to give you an idea of where to go next

rotund topaz
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God...its not making logs

grim mica
rotund topaz
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I'm using a external hoster for the server

grim mica
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Do they give FTP access?

rotund topaz
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FTP?

grim mica
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Some do, some dont.. if there are no logs youll want to goto the provider as we would just be guessing

rotund topaz
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I can see all the files. There's no logs

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And I don't know any of the commands, to maybe force a log

grim mica
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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

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On Windows, the DS log is under SatisfactoryDedicatedServer\FactoryGame\Saved\Logs

rotund topaz
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Heres something?

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[2023.11.03-18.41.09:424][962]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.

grim mica
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No big deal

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I see you are on U7 and the machine has 4Gb of memory however, might not be the issue but could be a problem

rotund topaz
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It has 12?

grim mica
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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

rotund topaz
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It was annoying me. XD

grim mica
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Oh sorry, you are right that is the GPU memory, read that wrong

rotund topaz
grim mica
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Thats an interesting one.. has it ever worked?

rotund topaz
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Nope!

grim mica
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Okay, let me switch to EA and see if I can connect to it

rotund topaz
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I also can make you a subuser for the server hoster, if you want

grim mica
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Would rule out an issue on the server and point to an issue between your computer and the DS

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Nah, thats okay

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That yours?

rotund topaz
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Yep

grim mica
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Thats.. interesting soon as I click Join it just dumps to "You are not connected to this server"

rotund topaz
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Huh

grim mica
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Oop nvm, just impatient it seems

rotund topaz
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ugh

grim mica
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Which provider is it?

rotund topaz
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Kinetic Hosting

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Again, I can just make you a sub user, if that would help you nail the problem

static anchor
grim mica
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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

rotund topaz
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thing is, I have to stay cheap, due to me being on disability

grim mica
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I would get with the provider unfortunately

rotund topaz
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They have limited support, so they cant help me

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they even said that, and told me Im mostly on my own

grim mica
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I would find another provider 😦

rotund topaz
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again, cheap

grim mica
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You cant connect to it, I cant connect to it.. what are you paying for lol

rotund topaz
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I pay about 18 for this a month

grim mica
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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

rotund topaz
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Im not connecting to the UK

grim mica
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Oh that IP belongs to east Canada, sorry

rotund topaz
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I cant even create a account on the satisfactory game website to ask...

grim mica
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The QA site is really for bugs or feature requests, not really tech support

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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

rotund topaz
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I have full control. I just dont know what to flipping do

grim mica
# static anchor

Seems the client connection just isnt completing, did you try the default ports instead of custom? This what a normal connection would look like:

grim mica
static anchor
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when you say custom port are you referring to the 25580?

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the 15777 and 15000 i think is already default

rotund topaz
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I can change files, change configs, edit files

static anchor
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let me try 7777

deep turret
grim mica
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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

grim mica
deep turret
grim mica
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If multihome was not set, unable to connect

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I am saying the position of it doesnt seem to matter

deep turret
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tbh I retested with only "-DisablePacketRouting" recently and I got no issues

deep turret
grim mica
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Guessing U8 doesnt care or something as I believe I read that somewhere as well

static anchor
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Odd same issue with default ports across the board

errant geyser
static anchor
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@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

grim mica
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Ah, thanks for that Arch - good to know

grim mica
static anchor
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Yea it’s on my lan and I have tried a friend connecting via wan

grim mica
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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

static anchor
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All my other ones work

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Terraria. Astroneer. 7D2D

grim mica
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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

white cosmos
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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

rotund topaz
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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

white cosmos
# desert walrus Some don't work atm

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

desert walrus
white cosmos
rotund topaz
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I have major server problems. I cannot connect

rotund topaz
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Ill get you a log here in just one second

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mother...

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Im no longer admin...in my own server...after trying different ports to work

grim mica
grim mica
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Set the value to whatever you want in seconds, 3600 is an hour for example on mine

white cosmos
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Do you happen to know the timeout one too?

grim mica
white cosmos
grim mica
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Yarp I believe that is the same from U7 to U8, just the commands in the console dont really work

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The number of save files is also in Engine.ini
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=48

white cosmos
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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

grim mica
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Other than the fun known issues with U8, not really

white cosmos
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Other than that, sidenote props to the devs (if they're hiding here), U8 runs sooooo much better than U7 on my server

grim mica
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Much better at memory handling thats for sure

white cosmos
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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

grim mica
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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

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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

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Hypertubes are still very wonky, I would avoid them if possible

white cosmos
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oh for me that happened way way more often in U7 than U8, the train thing, I'll have to play with hyupertubes

grim mica
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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

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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

white cosmos
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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

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last one was.... 450 hours

grim mica
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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

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Yes, easily playable.. just things to get used to

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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

white cosmos
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and I don't think the autosave interval worked :/

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[/Script/FactoryGame.FGGameUserSettings]
mIntValues=()
mFlatValues=(("FG.AutosaveInterval", 3600.000000))
mPrimaryLanguage=
CurrentFGGameUserSettingsVersion=0
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damnit

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flatValues

grim mica
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You do need to bounce/restart it for it to read it

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Ah lol

white cosmos
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I pasted that and immediately saw my stupidity

grim mica
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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

white cosmos
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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.

calm cave
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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```
desert walrus
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Nope, those are fine

calm cave
desert walrus
calm cave
desert walrus
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What are the symptoms?

calm cave
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TIMEOUT

desert walrus
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Try -multihome 0.0.0.0 in your launch command

calm cave
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[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

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Server console ^

calm cave
#

( i'm running over a docker server )

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Look like the issue is just going on my 7950x3d

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on my server 7 3800X everything work fine

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[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

past karma
#

Is it possible to take over a single player save with the dedicated server?

desert walrus
#

Yes

past karma
#

is it possible to go back once I do this?

desert walrus
#

Yes

past karma
#

Amazing! One last question, do blueprints go on client or server?

desert walrus
#

../FactoryGame/Saved/SaveGames/blueprints/[current saved game]/[blueprints here]

past karma
#

yea, so same place as the single player, groovy

#

You're amazing, thanks for the quick answers!

desert walrus
#

No prob

past karma
#

hrm, my blueprints won't update when i save them now... what have i screwed up?

deep turret
#

I don't know what did you try but check for access rights maybe ?

#

are you hosting it on Linux or on windows ?

viscid ore
#

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

swift sigil
#

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?

swift sigil
#

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).

errant geyser
#

Has nothing to do with your server failing to fully load

swift sigil
#

okay I just wiped it clean and am reinstalling it. if it still fails I will drop a log file.

past karma
rich palm
#

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

white cosmos
# rich palm The rubber banding behaviour changed a bit. At the beginning of the game with a ...

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

rich palm
rich palm
white cosmos
#

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 🤞

barren tree
#

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

fading quarry
barren tree
#

i have 64gb ram 🙂

#

i can send you the logs if you want? 🙂

fading quarry
#

alright, please attach logs there should be hints as to what is causing crash there.

barren tree
#

okey 🙂

#

should i dm you or upload it here?

fading quarry
#

yeah thats fine

#

either is fine

barren tree
#

here you go

glad depot
#

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...

fading quarry
# barren tree here you go

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?

barren tree
#

experimental

#

but i tried a early access also, its the same

fading quarry
#

I assume you use steamcmd? I know some people have installed in manually in the past through Epic and such.

barren tree
#

i do use steamcmd 🙂

fading quarry
#

validation is fine when you run it?

barren tree
#

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.

fading quarry
#

Searching through hundreds of logs I'll see if I have any logs with similar errors.

barren tree
#

Thanks for helping

fading quarry
#

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.

barren tree
#

i did that like 5 times already 😦

#

just installed again now, still crashing 😦

fading quarry
#

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

barren tree
#

oh, okey i'll check that

fading quarry
#

make backup of saves ^^

barren tree
#

yeah :p

fading quarry
#

and ofc did you reboot your machine? I know stupid question but still.

barren tree
#

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

fading quarry
#

Hard to say for sure but yeah, glad its working now 🙂

barren tree
#

Thanks alot for your help!

fading quarry
#

your welcome 🙂

glad depot
#

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]

`

deep turret
glad depot
deep turret
#

no
either check Taskmanager on windows or htop on Linux

glad depot
#

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

viscid ore
barren tree
viscid ore
#

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

deep turret
#

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

deep turret
#

(it's all within 1ms)

errant geyser
#

This will be fixed in the next patch

grim dew
#

Would it be possible to run a satisfactory dedicated server on an older 4 core i5.

deep turret
#

depends what do you mean by older

#

4 core is fine as long as there is no other process running at the same time

viscid ore
#

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

eager cove
#

Hello

#

Could it be that the server has problems with IPv6?

grim mica
#

Do you have the multihome startup parameter set?

eager cove
grim mica
#

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

eager cove
deep turret
#

if you use ipv4 address yes

eager cove
#

Funnily enough, log v6 displays

eager cove
grim mica
#

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

grim mica
#

Network interface card

eager cove
tardy cradle
eager cove
#

wait i check the interfaces

tardy cradle
# eager cove yes

cool, double checking because I didn't see that said it was done or not 🙂

grim mica
#

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

tardy cradle
#

unless I'm just dumb and not reading lol

grim mica
#

If you dont know, just use 0.0.0.0 - it will still very likely work fine

#

0.0.0.0 = any/all basically

deep turret
eager cove
#

i start the game and check if the multihome parameter work

#

WORKS!!!

deep turret
grim mica
#

In that screenshot I am guessing its 192.168.x.x which is unroutable network, so doesnt matter

tardy cradle
#

it's an internal IP address, so it's correct most likely

#

it's just telling where to send the traffic to

grim mica
#

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

tardy cradle
#

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!

grim mica
#

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.. 😄

tardy cradle
#

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

eager cove
tardy cradle
viscid ore
#

game crashed went to reboot and i see new patch 🙂

#

what tick rate do you guys set the game to

eager cove
#

Once again, I would like to thank you very much for your help!

desert walrus
viscid ore
#

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

desert walrus
#

Why did you change it?

viscid ore
#

monkey brain

#

bigger number = better right

#

figured quicker updates means smoother gameplay as things are more in sync across the clients

desert walrus
#

They can but it'll also mean a less consistent gameplay experience and much more server load

viscid ore
#

yeah i knew the server load but we're chillin at 7% cpu

#

just gonna lower it and see if the crashing goes away

pine urchin
grim mica
#

I run 60 tickrate on mine, runs just fine

pine urchin
#

… eep, quite right! Sorry. ❤️

viscid ore
#

unlucky, still getting the crash. time to make the qa post

errant geyser
#

What crash

viscid ore
#

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

errant geyser
#

So this is on a dedicated server

viscid ore
#

yes but the client crashes

#

server and/or host keeps chugging along

errant geyser
#

Does it happen consistently on your save

viscid ore
#

startedd happening since the 11/2 patch

errant geyser
#

Is your DS running on Linux or Windows?

viscid ore
#

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"

errant geyser
#

Also have you changed any CVars related to factory tick/simulation on either client or server

errant geyser
viscid ore
#

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

errant geyser
#

Please do

errant geyser
#

If you are asking that you have definitely not changed them

viscid ore
#

Am I able to upload save files in here or do I have to DM

errant geyser
#

You can send it to my DM or to @whole meadow

viscid ore
#

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

errant geyser
#

Okay, thanks, will check it out tomorrow

viscid ore
#

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 🤷‍♂️

deep turret
viscid ore
#

True, forgot about that

deep turret
#

guessing you are with 20 thread cpu ?

viscid ore
#

should be 24

deep turret
#

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

viscid ore
#

big AMDer, runinng a ryzen 9 5900

#

rip that one core slaving away while the others are idle lol

daring fox
#

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

desert walrus
#

Delete the splitter using scim(linked in #welcome)

jagged harness
#

i've read uploading to scim and downloading may fix some problems

daring fox
#

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

grim mica
#

DM me your save file, ill take a look at it tomorrow and see if I can resolve it for you

whole meadow
whole meadow
#

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

daring fox
deep turret
rich cliff
#

any possible fix for missing map markers on dedicated server?
If i travel to the tower, they will be shown

#

i mean, resource nodes

daring fox
grim mica
daring fox
#

on steamcmd in windows

grim mica
#

Let me try a fresh start, I upload the save and then loaded yours and it loaded okay, one sec

daring fox
#

this is after i deleted the splitter i was talking about earlier

#

the save is from deleting the splitter and now server wont start

grim mica
#

Fresh start loaded as well no problem

daring fox
#

well im jelous.....

grim mica
#

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

daring fox
#

ok

grim mica
daring fox
#

wow.... that one booted right up...... odd..... and the splitter is deleted yay!

grim mica
#

Well.. nice at least its working lol

daring fox
#

thats just really odd i wonder what could have been causing that and thx so much for ur help btw

grim mica
#

Yeah no idea, not seen that one before.. SCIM on U8 is sort of exp still so maybe some issue there.. dunno honestly

viscid ore
#

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

daring fox
#

well no even ingame if any of us would try deleting that splitter it would crash server

rich palm
#

The latest update seemed to have improved the performance

open dawn
#

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

grim mica
#

EOS isnt really used on Dedicated.. what do you mean by tunneling?

viscid ore
#

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

grim mica
#

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

viscid ore
#

oh yeah that one is funny

serene hamlet
#

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

viscid ore
#

Any error messages?

#

when you run npm start

#

but best bet for help would be the github issues there

dusty mirage
#

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?

grim mica
#

Yes, you on U7 or U8?

coral ravine
#

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 🙂

deep turret
#

I mean, reporting it is important so thank you
but yes, it is a experimental thing

jagged harness
#

anyone tried more than 4 on dedicated u7? any insights?

desert walrus
jagged harness
#

i'll give it a shot, thinking about 6, but doubt everyone will be on at the same time

unborn elk
#

@jagged harness yo i dm'd about your lfg

nimble surge
#

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.

open dawn
#

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

dreamy nexus
#

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?

viscid ore
#

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

deep turret
#

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

open dawn
#

How do I download the U8 server?

sharp umbra
#

I think it's in here 😅

open dawn
#

Ty

sharp umbra
#

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.

open dawn
#

I use the steam cmd

sharp umbra
#

Ah, then yea the wiki page is good 😄

#

It also mentions how to get the experimental branch easily so you should be fine

open dawn
#

I do own the game on epic but yea....

#

Epic is Epic

sharp umbra
#

Yea :P Anywya, gl!

open dawn
#

Ty

open dawn
sharp umbra
#

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?

deep turret
#

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 👍 )

open dawn
#

guess i did somthing wrong with the tunneling

sharp umbra
#

So it is fixed or 😅?

open dawn
#

nah

#

i cant open ports thats why i use tunneling

#

do you know any way to change the default ports?

sharp umbra
#

Oh.. THONK 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>

open dawn
#

re

#

fk me

#

do i need the 3 ports to be on?

#

or only the port one?

sharp umbra
#

All of the ports have to be port-forwarded or tunneled

open dawn
#

damm

#

well ty

#

ill try it now

#

damm

whole goblet
#

Anyone ever seen this error before in console?
LogConveyorFrequencyNodes: Error: Invalid Index -8 in Actor List

#

Getting SEVERE spam, hundreds of lines a second

open dawn
#

ty

#

its fk anoying

#

but it worked

#

made a TCP+UDP Tunnel and made all go throuh there

sharp umbra
#

\o/

#

Nice!

open dawn
#

ty for the help really

subtle sundial
#

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

subtle sundial
#

attempting to use ipv6 with ::1 doesn't seem to change anything

deep turret
deep turret
#

are you running update 7 or update 8 server ?

subtle sundial
#

8

#

and yes

#

this is on linux btw. game is through proton, native server

deep turret
#

I dont know how proton interact with loopback address

#

you could try using your machine local ip instead

subtle sundial
#

is that a 192 address or public facing

deep turret
#

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

subtle sundial
#

same timeout, even though it doesn't seem like 20 seconds passed at all

deep turret
#

sorry if I sound a bit harsh, but asking if "public facing" is more "local" sounds weird to me

subtle sundial
#

it did detect it still though

deep turret
#

so maybe a port issue ?

subtle sundial
#

like I said I know next to nothing about networking

#

maybe

#

where do I poke the firewall

deep turret
#

the firewall should not be active for loopback networking

subtle sundial
#

pgrep says "27035"

deep turret
#

what ?

subtle sundial
#

the wiki page says to use pgrep to see which ports are active

#

oh that's a PID

#

not helpful

deep turret
#

yep

subtle sundial
#

ss -plnu | grep UE doesn't turn up anything

deep turret
#

then it means the server is not up

subtle sundial
#

well how is that possible?

deep turret
#

wait

#

why do I have no result for mine

errant geyser
#

Why are you grepping UE, the executable is named UnrealServer

subtle sundial
#

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))    ```
deep turret
subtle sundial
#

try Unreal

#

it cuts Linux into Li in the ss output

deep turret
#

yea I just figured that out

#

oops, leaked ports

subtle sundial
#

so it's up for me, what's the problem then?

deep turret
#

I'm trying to find information on the transparency of proton networking, but all I find is ProtonVPN related stuff smh

subtle sundial
#

I don't think that's the problem

#

regular multiplayer works fine

deep turret
#

but regular multiplayer does not take place on the same machine

#

it is not using any loopback

subtle sundial
#

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

deep turret
#

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}'

subtle sundial
#

nothing new there

deep turret
#

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

subtle sundial
#

wine doesn't show up for me
would it be somewhere in the steam proton folder

deep turret
#

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

errant geyser
#

try disabling packet routing

#

and connect using the beacon port

deep turret
#

smh I should redo my target setup documentation at some point, it is getting very old

open dawn
#

im burned

subtle sundial
deep turret
# subtle sundial where dat

in your server launching settings, you can add at the start of the commandline arguments -DisablePacketRouting

subtle sundial
#

oh cmd line args

#

oh so that just works™️

#

does it now only work locally tho?

deep turret
#

no it should work fine everywhere

#

it basically ask the server to use network ports as they are documented

subtle sundial
#

ok so when the other player tries to join, they need my IP and the default port?

deep turret
#

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)

errant geyser
#

people need your IP and either query or beacon port

#

beacon would probably be more reliable tbh

subtle sundial
#

what's a beacon port?

open dawn
#

I m lazy

errant geyser
#

but it's -BeaconPort= command line option

deep turret
errant geyser
#

yes. you cannot jump to the game port directly, but you can negotiate on the beacon port

deep turret
#

ok, sounds a bit weird to me, so both beacon and query ports are able to initialize connection

errant geyser
#

the only thing query is used for is to show the fancy ping indicator

deep turret
#

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

subtle sundial
#

what the heck

#

autosaves work though

#

ok how up to date is the wiki anyway

nimble surge
grim mica
#

Use the search function in here, I have recently answered questions on autosave interval and slots

#

Wiki is... not great for dedicated stuff imo

daring fox
#

is there any updated console commands list for dedicated servers?

deep turret
viscid ore
jagged harness
#

any other way to set network quality for the server?

#

u8 specifically

deep turret
royal cloak
#

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

brittle vigil
#

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

brittle vigil
subtle sundial
desert walrus
brittle vigil
royal cloak
desert walrus
desert walrus
#

In your library, there will be two seperate options, one's experimental

brittle vigil
royal cloak
desert walrus
brittle vigil
#

doh. of course it was something simple. thank you!

deep turret
subtle sundial
deep turret
#

ok

deep turret
#

maybe I should try to re launch that the dune save
does not seems any reasons for it to not load are there anymore

rich lagoon
#

Looks like this has been brought up before, but Ghost Slugs are an issue 😦

desert walrus
#

Yep

viscid ore
#

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

sacred iron
#

@viscid ore I'll DM you

viscid ore
#

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 👍

sacred iron
sharp umbra
#

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?

sacred iron
#

Yes, using the default ports, so he specifies 15777, and my router is forwarding both UDP and TCP

sharp umbra
#

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 😄

sacred iron
#

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.

sacred iron
#

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!

sharp umbra
#

Nice \o/ Have fun playing on Experimental 😄

deep turret
#

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)

modest sleet
#

Hey, stepped away for a while from Satisfactory. What's the current state of the dedicated server?

jagged harness
# modest sleet Hey, stepped away for a while from Satisfactory. What's the current state of th...

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

jagged harness
#

can you change the autosave interval in a .ini file, since the console commands are broke

#

save editor?

viscid ore
#

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

loud halo
#

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

#

😭

jagged harness
grim mica
#

Search for autosaveinterval, I've posted a few times here how to do it

#

It's with mFloatValues in engine.ini file

jagged harness
#

[/Script/FactoryGame.FGSaveSession]
mAutoSaveInterval=xxx

thanks

#

Engine.ini

glacial carbon
#

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

glacial carbon
#

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

twilit fox
#

Is this really why my server won't launch?

mint junco
mint junco
#

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

twilit fox
#

Resolution too low to launch server... that's some dumbshit. The astroneer dedicated did the same thing

jagged harness
#

what does server side network quality setting actually change?

granite spire
#

Any idea how to run a dedicated server and client on the same machine, and not to use the same SaveGame folder?

deep turret
jagged harness
#

thanks, i was curious what values it was changing specifically, i'm guessing bandwidth limits, just wondering what the values are

deep turret
#

usually too low for commonly available fiber network and local networks

viscid ore
#

just look up the dir on Google

errant geyser
#

dedicated servers do not use localappdata. they write to their installation directory.

#

except for saves

granite spire
granite spire
twilit fox
#

It's a mess on Linux.

#

On windows it's not bad

hard falcon
#

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'

twilit fox
#

Or virtualize one..

#

Try restarting the server.

hard falcon
#

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

twilit fox
#

I have no idea. :/

hard falcon
#

are we still using port 15777 to connect with this version ?

twilit fox
#

Btw if that's your ip you might want to edit your post

#

I think so.. unless you've changed it in server configuration

hard falcon
twilit fox
#

I see you're running nginx, and synology. Shodan.io is neat. You a homelabber?

hard falcon
#

No it's just to use as a download server for my plex

grim mica
#

Add the multihome switch to the startup, it will fix that issue from the log above

hard falcon
shadow arrow
#

I have a noob question... do all players who join a dedicated server spawn in the same place?

desert walrus
#

AFAIK yes

frosty gale
#

did they ever add a way to restrict access to the creative options for admins only or something?

quasi violet
#

Hows dedi servers running on update 8?

deep turret
deep turret
deep turret
frosty gale
deep turret
thin wave
jagged harness
#

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

rich lagoon
#

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

viscid ore
#

If it's your client u can try to load the save the dedi server makes when your client disconnects

barren coral
#

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

severe jewel
#

je cherche un serveur fr je suis nouveaux

feral verge
#

hello, I run a dedicated server on Linux and we regularly have this crash

deep turret
feral verge
deep turret
#

array out of bounds too

#

and then the same error I got regularly on big save connection/loading

feral verge
#

:/

shadow arrow
#

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.

shadow arrow
deep turret
#

wait for the authentication to finish before connecting to the game

#

so it connects as the same old you

shadow arrow
deep turret
#

I'm talking about epic game login

shadow arrow
deep turret
#

ok

shadow arrow
#

still loading to the "new guy"

#

I just loaded inventory from satisfcatory calc

shadow arrow
glacial canyon
#

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

grim mica
grim mica
ivory spear
#

i think i have a video of it somewhere

#

but yeah, it does like a charmed snake rising from the pot thing 😛

halcyon finch
# glacial canyon Me and a friend are experience so much lagg the game is unplayable sometimes. Is...

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.)

mint junco
fading quarry
gleaming cipher
#

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.

deep turret
#

nothing ?

#

the password window get out when you validate it ?

boreal lance
#

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?

deep turret
#

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)

boreal lance
deep turret
#

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

boreal lance
#

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.

coral shard
#

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?

frosty gale
#

Not sure where to put this but

#

Does anyone have any experience with Shockbyte servers? How do you update the server to update 8?

boreal lance
deep turret
frosty gale
#

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?

boreal lance
#

Oops. I tried to link something for you.

#

Got slapped.

frosty gale
#

Well damn

frosty gale
#

They are Very vague with telling you how to update the servers

unborn haven
#

hi all cant start my dedicated server

boreal lance
frosty gale
#

Doing that now

unborn haven
#

this is what im getting i hit start

frosty gale
#

Downloading update!

boreal lance
#

Sweet!

unborn haven
#

keep going around in circles

#

heres my interface

boreal lance
unborn haven
#

@golden roost can you please shed some light on this

#

or do i need go experimental

last blade
deep turret
#

snutt does not provide support for specific third party interfaces and setup though

last blade
unborn haven
#

this is actually not 3rd party

#

this is steam cmd

deep turret
deep turret
#

you could change any commandline settings in steamcmd

unborn haven
#

i might need to wait then

deep turret
#

why do you keep relaunching steamcmd update ?

#

it says its updated

unborn haven
#

im not

#

what just happened

deep turret
#

it's already 2 times

last blade
# deep turret 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

unborn haven
#

yes i am

deep turret
#

I have an "issue" with them relaunching updates when it literally says it's updated successfully

#

that is steamcmd not amp stuff

unborn haven
#

so its steam having an issue

deep turret
#

What issue ?

unborn haven
#

quit
16:38:04
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded.

#

steam doing an update loop

deep turret
#

steam is updating it fine

#

quit

unborn haven
#

just swapped over to experimental

#

just so you know this is a clean install

#

just started fine in experimental

oblique crag
#

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.

last blade
oblique crag
#

whatever the last update was.

deep turret
#

was

#

when

unborn haven
#

switched back to public beta now starts

last blade
unborn haven
#

checking

oblique crag
last blade
unborn haven
#

connected

#

grass

deep turret
unborn haven
#

my server side load

last blade
#

did you run it with a 4GB limit before?

unborn haven
#

no

gloomy carbon
#

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

keen wagon
#

i have the same problem as @last blade server wont let me connect after update

desert walrus
#

Likely version mismatch, check for that

deep turret
oblique crag
# deep turret what are your starting arguments ? did you let the server process the game and r...

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
'

unborn haven
last blade
keen wagon
#

okey let me try

unborn haven
#

yes

feral beacon
#

uuhm i forgot my Admin login info for the Localhost thingy sooo how do i reset that?

deep turret
deep turret
oblique crag
unborn haven
deep turret
last blade
# keen wagon did not work

what are you using to host the game? and what is your console output? is it always updating instead of starting it?

keen wagon
#

self hosted on a pterodactyl panel. ill do a reinstall on experimental and then try to switch

keen wagon
last blade
unborn haven
#

check your ports

keen wagon
#

ports are opened. we just played before the update ._.

deep turret
#

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)

keen wagon
#

hmmm okey guess ill need to dig deeper

oblique crag
deep turret
oblique crag
# deep turret For people asking for password reset : you can try that : https://discord.com/ch...

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

deep turret
#

that is not the save files

#

that is the game files

oblique crag
#

found it. it was in a hidden directory

deep turret
#

~/.config/Epic/FactoryGame

frosty gale
#

My shockbyte server keeps crashing :(

#

Its downloaded the update like 5 times by now

deep turret
#

is shockbyte directly providing satisfactory service ?

oblique crag
frosty gale
#

I think so, yes

deep turret
#

then shame on them

#

the bytes got shocked

frosty gale
#

I don't really understand it

#

It just keeps repeating

deep turret
frosty gale
#

Meaning what exactly?

#

The server is screwed?

deep turret
#

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

frosty gale
#

Damn it

deep turret
#

if you have access to ServerSetting.<port> you can try reseting it

sullen remnant
#

i cant seem to find my server, stays on "Server name pending"

#

server is on a vps

#

what am i missing?

civic lantern
sullen remnant
#

not sure

solemn matrix
#

my dedicated server kept listening on my IPv6

civic lantern
#

everyone has the ipv6 problem

oblique crag
# deep turret `~/.config/Epic/FactoryGame`

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

civic lantern
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until you add "-multihome=0.0.0.0" or disable ipv6 in the operating system

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the fact it shows you binding to [::]:15000 is proof of this

sullen remnant
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add -multihome=0.0.0.0 to the .bat?

civic lantern
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yep. you should see it binding to 0.0.0.0:15000

sullen remnant
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start FactoryServer.exe -log -unattended -multihome=0.0.0.0 -⁠ServerQueryPort=15800 -⁠BeaconPort=15000 -Port=8000