#dedicated-servers
1 messages Β· Page 57 of 1
:: is ipv6 equivalent of 0.0.0.0
put port setting and multihome before -log -unattended
ISTM it should be fine either way
hm, thought that was the issue, but guess not.
pretty sure my port forwardings are set up properly, as others can see my other opened port stuff
but when they tried to add the server, kept saying it's offline
(local LAN is fine)
it does say the same tho
or should i set serverqueryport to 27015?
i wouldn't change any of the port numbers
I figured it out. Apparently it does not like using my servers name and wants the IP address. Now to see if I can get my save to load
can you elaborate "it does say the same" . To what nottoosmart said, you can also use the speicifc localnet IP on that machine, but 0.0.0.0 means "any ipv4"
i'm trying to connect externally tho, does that make a difference?
i'm using its ipv4 address
if you are talking about binding address stuff : no
that is talking about the server's local addresses
yeah, im using the local IP, before when it was giving me issues i was trying the server.local name
doing "ifconfig" as root should show you the local IP's, and if you for some reason don't want to use 0.0.0.0 you use the actual localnet IP
Still reading above for people with similar issues, but I can't find any yet.
I just updated a working server on my own linux machine to update 8 and it's gone kaput.
It seems to start okay, and I can see it in server manager but am unable to connect. from an internal IP or external IP.
I've tried nuking the server files and rebuilding it, but no luck there. I'm not sure what I might be missing given that it was working fine before update 8.
no need to do root, use ip add please instead
external access involves dicking around with router forwarding rules. I avoid all question of that and use an edge VPN (zerotier) to work with friends
netstat -tan | grep LISTEN
?
same, when creating a new world on the new server version, it crashes
ss -plnu | grep Unreal as root
This has no output even with the apt. Not sure if that is expected
well, still nothing
So dedicated server not working right now?
me externally is working, i can connect to the server manager from satisfactory, but crashes on world generation
well, i'm giving the commands that work in debian or ubuntu. if you're in red hat or arch or something like that... good luck
if netstat isn't installed, possibly ss is
we need a fix for the dedicated server
are there log files where i can trace the error?
so not working too?
server crashes loading a world
yep same here
LogLoad: (Engine Initialization) Total time: 1.29 seconds
LogGameMode: Display: Match State Changed from WaitingToStart to LeavingMap
LogGameState: Match State Changed from WaitingToStart to LeavingMap
18:59:05
LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
LogCore: Fatal error!
the question is if the coffeestains are working on it or not.
is there a support channel or contact?
perfect xD
from what they said in their video, they are fixing some things in the multiplayer panel first. Dedicated is way down at the bottom of the list of priorities
above golf, tho
so dedicated server not functional for a long time i guess?
it has been sort of working throughout the exp period and can't imagine why that would have changed now
hmm weird, anyone got it running yet?
Nope, not working here either
i haven't started one in months, but it won't take me long. let's see..
good luck then
-DisablePacketRouting
ok got it thanks
Did you get your server running?
you got server problems too?
i think everyone has them
Yeah, my buddy tried to update and cant get it working
and this fixes it thanks alot
it fixes what? mine is crashing the whole time
this issue
yes
on early access?
mine didnt crash (tbf we just reinstalled the whole thing anyways because we wanted to wipe it) i just werent able to connect
update 8 working both server and client
im doing a fresh reinstall
as of now mine is working and i have joined successfully
I updated mine no issues as of yet..
okay the issue for me seems to be the server is in a kvm environment, but dont know why that should be a problem
it shouldn't unless it causes network issues.
did the game get an update as no mod seems tro work atm?
the server doesn't even start
ooh lol
if you've got it setup in a kvm, spool up a fresh install and setting it up there?
i did a fresh satisfactory installation, now trying a new kvm installation
or, run the steamcmd server install command again. maybe something didn't get downloaded right
already tried 5 times
alright. what are you using for a guest os and what is your hypervisor?
i'm running same setup
it's cool tho. ubuntu not so much. the only linux distro I have any luck with is raspbian.
lol okay, why the hell is mine bitching all the time
its so weird, it worked to the server console then it crashed, and since then broke
@polar solstice, make sure your processor type in proxmox under hardware is set to host.
that just fixed me.
lets try
It's relying on some optimization in the cpu that isn't passing through with the generic type.
Interesting Information, where did you get it tho?
Is it just UnrealEngine things?
it's in here somewhere.
oh okay
found via a support ticket for update 8
setting the session to "friends only" doesn't do anything, what am I missing?
it indeed works now, ty very much
No problem! Just passing on the info π
This might be the wrong channel
I'll make a note of that for when I setup stuff on proxmox. thanks
oh i'm running a dedicated server i figured this would be it
I see that this update changed RAM usage drastically
I haven't played in a while.
Anyone who is playing these days on a dedicated server. Do the conveyor belt animations work correctly now?
anyone got a dedicated i can join?
I have a similar setup and after today's update my server kept crashing. your suggestion fixed it. Thanks and this might be worth pinning.
Is anyone else having trouble with the EA dedicated server?
One of my friends set up a dedicated server. Other friends can join without any problems without changing settings, enabling ports etc.
But for some reason this doesnt work for one of our friends. He just get a notification about "Server name pending - NotAuthenticated" or "This server appears to be offline".
Any ideas? :S
Using latest version early access, client version CL#264901
That's what I'm getting, same setup
hmm, we have tried quite a lot of different things now but to no avail π¦
anyone know where i have to change the default port of my dedicated server? like in that .ini?
How are you running it ? (Linux/Windows/Docker/Cloud/etc)
Windows
added [/script/Engine.GameSession] MaxPlayers=16 but i wanna edit the ports too
It's explained here https://satisfactory.fandom.com/wiki/Dedicated_servers#Windows_2
You pass command line arguments witht the ports you want to use.
ive been using that but my server crashes since the update came out
.\FactoryServer.exe -ServerQueryPort=50062 -BeaconPort=50355 -Port=50063 -log -unattended
I would look at the logs to see why it crashes.
[2023.11.14-18.44.12:337][ 0]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072)
[2023.11.14-18.44.12:342][ 0]LogNet: Created socket for bind address: [::]:50063
[2023.11.14-18.44.12:348][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.11.14-18.44.12:356][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.11.14-18.44.12:361][ 0]LogNet: GameNetDriver NetDriverEOSBase_2147482210 IpNetDriver listening on port 50063
the ports are open but thats the last 6 lines
And you're sure it's not running
?
yes it is infact not running, the console closes after the port listening attempt
Does anyone have a problem where tractors in the game don't run smoothly ? (they teleport from one spot to another). I tried changing network quality on the client and server to ultra and also changed the different bandwidth settings but nothing helps.
Strange. Unfortunately I'm not super familiar with windows so I can't help much more.
Hi guys, i just set up my server in a proxmox container and it seems not working. when i add the ip address on the game it shows "Idle / Server name pending / Not authenticated / Ping 1ms" but after like 20s it pops up this message. Can anyone help me please?
did u portforward?
I'm on lan, do i need to? Cause i have other server i can access in lan too without portforward...
only if u enable the ports on the container ofc
then u can connect to it without problem afaik
not ur router settings, the container settings
@hardy sluice one thing I had when setting mine up was that the documentation was wrong and said to expose 7777/tcp but you had to expose 7777/udp instead.
@hardy sluice which image are you using ?
But, just for be sure, is it working right?
That looks good, yes.
I downloaded with steamcmd the lastest stable build so update 8 same build as experimental
Oh you're not running in a docker container ?
Not right now, i had a pre setupped container with assetto and minecraft servers so for simplicity i just run out of the box, do i need to use it?
I have essentially the same setup (NSSM), latest EA build (should be U8) on both client and server, server is starting up but the client is refusing to acknowledge it's running. I've tried clearing the ServerSetting.15000 file, changed some arguments. Server is definitely running, but...the client is being the client.
Not necessarily. In that case if you have a firewall on your proxmox server make sure that the ports are open (15000/udp, 15777/udp and 7777/udp)
how do i find out whats wrong with my server, if its not telling me whats wrong with it
Is this the log that's printed to the console ? If so maybe you can find more information in the log files.
C:\Users\Server\Desktop\SteamCMD\steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Crashes\UECC-Windows-08672809421011C182D19DA210F012AD_0000 thats the path
Okay, now i temporary disabled the firewall but still doesnt work sadly
And your server's IP is 192.168.178.16 ?
Yep
Can you du netstat -lnup on the server ? It will give you a list of UDP ports the server is listening on.
i guess ill wait when they finally let me add the ports wihtout making a batch file :/
Here u go
Interesting
Nope, but i give it a read, thanks
Looks like you're onl listening on port 15777 on ipv6 and not ipv4 for some reason
I just came here because we have the exact same problem with the new update (installed a few hours ago). We have installed it on Windows Server 2019 and we suspect it has to do with .NET 4.8 but we have no solution so far, still searching
Dedicated server is exiting with no real issues
Okay so i have to try disabling ipv6
Use the -multihome switch when on Linux, otherwise it tries to use ipv6
That seems like a bazooka to kill a fly. I would try to understand why it's not listening on the port on ipv4
Well, there you go I guess.
Do i have to place before the command or? Sorry but i am a bit noob on theese things
All switches go after the call to the executable.
hold up a minute while I load up my VM running Debian that I spun up just for testing Satisfactory dedi on Linux
Thanks mate now it works, time to try to set it up π
alright, have fun (:
now to figure out why my dedi server on Windows is being wonky-donkey
Do you have found asolution for this problem? π
Yep, thanks to @thorny shore i had to use -multihome ipaddress
Hey ya'll. What do you all recommend as the best way to play this game multiplayer? Rent a server or just let ppl connect to you?
It's what your comfortable with.
If you're not okay with people knowing your IP address, rent a server.
One isn't any less buggy than the other then?
I don't know, I've not rented a server for this game.
But both would be using the same software, so the bugginess would be probably the same.
Gotcha. A buddy and I rented a sever back in July and it had a bunch of bugs. We played for a couple weeks but the bugs just broke things too much and we quit right after we got trains.
may have just been the release y'all were playing? I dunno.
Yeah, idk. I can't find many patch notes about dedicated servers so I'm not sure how to find out.
So I decided to come here. π€£
Anyone else have issue with dedicated server since todays patch? We can't connect anymore but server is updated and should be running.
Mine is crashing (Steam version on Windows Server 2019). Still trying to figure it out
You just add this in line command in start file? π
I am, not sure how to fix it though
But I am not the only one with issues right? The patch broke something about dedicated server?
I really wish they'd hire a team to focus on the Dedicated Server if they're serious about it.
Not work for me π’
Help! π
The server in theory shouldn't be broken, as it's the same one I've been using for the last two months on experimental
Same here old Server working without problems i disabled ipv6 and firewall no solution for me
Hi everyone, since the update our Dedicated is no longer working - we just get a Connection Timed Out
after the update it will not work
So I have been reading some of this and have an observation. 15777 appears to still be IPv6 even with -multihome, but the rest is IPv4
Hi, Since the update, my dedicated server is no longer working.
My logs :
"[2023.11.14-21.05.50:116][ 0]LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
[2023.11.14-21.05.50:116][ 0]LogAIModule: Creating AISystem for world Persistent_Level
[2023.11.14-21.05.50:117][ 0]LogWorldPartition: ULevel::OnLevelLoaded(Persistent_Level)(bIsOwningWorldGameWorld=1, bIsOwningWorldPartitioned=1, bIsValidLevelInstance=0, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=1)
[2023.11.14-21.05.50:117][ 0]LogWorldPartition: Display: WorldPartition initialize started...
[2023.11.14-21.05.50:117][ 0]LogContentBundle: [Persistent_Level(Dedicated Server)] Creating new contrainer.
[2023.11.14-21.05.50:117][ 0]LogContentBundle: [Persistent_Level(Dedicated Server)] Begin initializing ContentBundles from 1 registered clients.
[2023.11.14-21.05.50:117][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] Creating new content bundle from client FGWorldPartitionContentBundleSubsystem with client state ContentInjectionRequested.
[2023.11.14-21.05.50:118][ 0]LogStreaming: Error: Couldn't find file for package /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/Generated/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW requested by async loading code. NameToLoad: /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/Generated/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW
Damn we cannot play together now. Dedicated server was running smoothly for weeks and not it does not work. Connecting directly to host creates crashes... why did they patwch that to the stable branch....
[2023.11.14-21.05.50:118][ 0]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2023.11.14-21.05.50:118][ 0]LogStreaming: Error: Found 0 dependent packages...
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] No streaming object found. No content will be injected.
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] State changing from Unknown to Registered
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] No streaming object to inject.
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] State changing from Registered to ContentInjected
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [CB: TestContentBundle][Persistent_Level(Dedicated Server)] Client WorldState changing to ContentBundleInjected
[2023.11.14-21.05.50:118][ 0]LogContentBundle: [Persistent_Level(Dedicated Server)] End initializing ContentBundles.
[2023.11.14-21.05.50:119][ 0]LogWorldPartition: Display: WorldPartition initialize took 2 ms
[2023.11.14-21.05.50:120][ 0]LogLoad: Game class is 'BP_GameMode_C'
[2023.11.14-21.05.50:122][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2023.11.14-21.05.50:122][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2023.11.14-21.05.50:122][ 0]LogInit: BSD IPv4/6: Socket queue. Rx: 262144 (config 131072) Tx: 262144 (config 131072)
[2023.11.14-21.05.50:122][ 0]LogNet: Created socket for bind address: 0.0.0.0:7777
[2023.11.14-21.05.50:122][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.11.14-21.05.50:122][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.11.14-21.05.50:122][ 0]LogNet: GameNetDriver NetDriverEOSBase_2147482210 IpNetDriver listening on port 7777
Signal 6 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=6
[2023.11.14-21.05.50:151][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2023.11.14-21.05.50:151][ 0]LogCore: Fatal error!'
did you do -multihome=<ipaddress> where <ipaddress> is your numerical ip address?
where to put this? On nssm or in ini file?
<ipadresslocal>? or <ipadresspublic> ?
Yep fixed it
the one you're going to use to connect to it
Found my serversettings file was corrupt after the update - renamed this and rebuilt it and now its loading
I fixed mine by going back to the experimental branch for the Dedi server.
Just waiting to get into the game fully
Yep im in game now
If your linux check the following file
I just did the switch, no IP. Im disabling IPv6 entirely on the server and going from there.
I try π
~/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.xxxxxx - your probably find its corrupt
The file itself was?
you need to specify the IP address.
Let me try that real quick then
I deleted mine multiple times.
all i did was "mv ServerSettings.xxxxx ServerSettings.xxxxxxx.bak" let it rebuild and mine came straight back on
but I'm happy. the EA branch for the dedi server appears to be fubar'd.
@thorny shore im on the EA branch on dedi
That works better according to netstat
weird.
Try connecting to it now
I also noticed that if the game shows the server as Offline, sometimes restarting the game is necessary to get it to recognize its now online
spent the last hour doing all the basic stuff. Restart the client, delete serversettings.portnumber, restart the server.
Im just starting that myself.
Your solution work!!! Thanks!!! π π π
ipadresslocal
start FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -multihome=192.168.1.57 -log -unattented
the multihome command, do I use it with steamcmd.exe or where do I put it? I was runnning server on a windows machine using nssm. Ah my bad I can do it in nssm
multihome worked for me on Ubuntu 20.04
Thats ./FactoryServer.sh -multihome=IPv4AddressHere
I'm on Windows server 2016 and it work
same here
@thorny shore you're the best! π π
yw
Is there a place to report general bugs?
work for me to
The foliage is back spontaneously
yes
just make sure to update your service command line if your running it as a service
Thanks.
yw
but using dyndns I use that right?
Its the servers IP. Not hostname
I have the server in my local network open to puclic via dyndns. My IP is changing regularly thats why I was doing it like this. My friends connected to the server successfully using the dyndns address.
Hi, Since the update, my dedicated server is no longer working. When i create a new session, my server is offline
You may have to download the 'experimental' branch dedi server. I got it working that way. I would try some of the other steps, before hand (try deleting serversettings.portnumber, for example). I'm going to lay down.
have a good night, thanks for you help!
Imma try this
Thx for your help, but didn't work :/
Me either
Maybe the suggestion was for me. Try the multihome argument
start FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -multihome=192.168.1.57 -log -unattented
Is the multihome ipv4 supposed to be my local or public ip?
I think it is the local
Idk if I should put this here, but it's when I try to connect to the server. Command line shows it's online so idk
It's the IP everyone is going to use to connect to
I dunno, hostname might work if you have one.
Has anyone figured out any of this? I've been following this thread for a while, and me and my friend are having the same issues. Either Server name pending, or the connection timeout error.
Do u guys see stability upgrade on update 8 deditacted server?
I'm getting the same error
My server is 1 hour behind my client, I don't know how to change the time in the Satis server
what server are you running? how did you check the time?
the time for the server is 23h26, my client is at 23h26 but in the log of the server is 22h26
weird
I tried setting the multihome argument to my local, public, and hostname. None of them made a difference. Even restarted the router for good measure
local
It depends
Which address are you going to connect to? Use that one.
I use the hostname
try with local, it work for me, and see for external user... idk
https://satisfactory.wiki.gg/wiki/Dedicated_servers
Since this is the example given, I suggest using the numerical ip address.
The documentation shows that it expects a numerical ip address.
ok I set it to local even though I had already tried it
and it works now for unknown reasons
IP v4
anyone know how to fix the map? litterally got 3 resources showing up and map markers at end game stage.
just leave things be for a bit.
it happens to me every now and again, usually after I've used SCIM
Someone help me, since the update, as soon as I launch a new game on my server (debian), the server stops and goes offline
I'd help you since mine did the same thing, but somehow fixed itself
maybe verify files again π€·ββοΈ
tried that, only thing ive found is replacing structures gets them to come back but that will take forever lol
I did a complete reinstall of my server to resolve this (removed all my files on the debian server regarding satisfactory).
reinstall of my satisfactory server*
Problem im facing since the update is that my connection keeps getting timed out
Anyone know a solution? or is this a confirmed bug?
"There are currently no plans for an ARM CPU-compatible build, so the Dedicated Server cannot be deployed to, for instance, a Raspberry Pi or new Microsoft Surface Pro." :(
I mean, recommended RAM is 12GB minimum for 4 people.
I have 4c 24gb arm servers
so it's just a bit unlucky, can't serve the minor edge case though
Raspberry Pi's?
;') x86 servers are expensive
Not really?
compared to arm ones
I'm using a repurposed Dell Optiplex <250
well this is a problem... network issues werent an issue before the update
they are Ampere A1 virtualised, not RPs
I am a student I don't intend to lug around server hardware
Dell Optiplex is a desktop
anyway, most modern motherboards are capable of virtualization. Client Hyper-V, VirtualBox, a host of options for both Windows and Linux.
Why would you lug around the hardware?
maybe try setting multihome argument in launch
it worked for me I think
how do I do that with sh?
I would rather the server be remote instead of running out of my room, which is why I was sad I can't utitlise my ARM VPS'
bash FactoryGame.sh -multihome=<ip address>
put the switches after the shell script. It's how I did it.
do i need two copies of the game to boot a server on another PC? i reinstalled the server after the update 8 and it says i need to purchase the game on my server. PC Used to work with 7?
Just in case: you are running the dedicated server right
from the steam client yes
ok
people make mistakes so it never hurts to ask
what is the server running with windows or linux?
Window
hmm
the server uses your steam id as a host, you only need one copy of the game I believe
idk then
This worked for me, but only on my private IP. It is not accecible for public trough my router even tho it is port forwarded on 15777
try port forwarding 15000 and 7777 as well
also are the ports open in the server itself
idk what 15000 is exactly meant to do. The wiki refers to it as a beacon port. 7777 is the game port. 15777 is the query port tho
Hey all, my dedicated server is on EA and since it updated to Update 8 today, it won't launch anymore (I'm using the Steam launcher). I don't get any console window, after a few seconds Steam just goes from saying I'm playing the game to saying I'm not.
Is this a common issue with the move from Update 7 to Update 8?
There have been some issues yes, what exactly are you experiencing?
Is it an linux or windows server?
Oh sorry, Windows
Windows 10
Are there like, log files somewhere I can check to see what's going on?
I'm not familliar with Windows 10 (just windows) hosting unfortunatly. But maybe someone else can help?
Mainly dealing with Linux shit here
^^^^
Hello everybody. I am new here.
I recently bought the game, and I would like to be able to play online with my brother (who lives at another address). Is it possible to run a server on my own computer and have it access so we can play together?
I have already installed the "dedicated server". An ms-dos window opened with a bunch of text that I don't understand.
I'm quite a beginner, I don't even know where to start to try to access and see if the server is running. I tried to access using my IP address but it didn't work. Can someone help me? (Windows)
As a first step, I would be happy if only I could access a local server... later I venture to go further and free up ports on the router for it to access
Have you looked at this page already? https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_firewall_settings
Reading. Thanks
also if you don't plan on playing seperate you can just do regular multiplayer, either through steam/epic or sharing session id
Yeah, I didn't think to point it out, but if you only ever expect to play together, you don't need a dedicated server. Dedicated servers are just if you want something that can be running all the time even if nobody is on so that anyone can hop on at any time
I don't know how I do this, but it seemed quite interesting for what I want. I'll research how to do this. If you have a link to a tutorial I would appreciate it.
do you both have the game through steam?
Yes
both hop on, one of you create the world. Make sure you're friends on steam ofc. Invite them through the friends tab in the overlay (shift+ tab)
Great. That will work. Thanks. Thank you very much
tried everything on a new server with freshly installed steam and dedicated server.
Server details:
Linux Debian 11 (with gnome)
4 cores
20gb ram
128gb SSD
problem description:
when I try to load a save, or create a new one. The server crashes completly. So I can see and manage saves and manage the server. But I can't open a save in-game. It crashes after that.
It also only allows me to connect when I specify multihome in "bash FactoryGame.sh -multihome=<ip address>"
The game is not installed with root, but with a regular user called "steam". It is installed with the command "steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit". In accorance with the documantation: https://satisfactory.fandom.com/wiki/Dedicated_servers.
I have no solution for this. But I have a logfile that might explain why this is happening. Maybe one of the devs can take a look at it?
I'm no dev, but can you send that as a txt file?
hold up let me see what I can do
Download it and you'll eventually see "critical error"
Second attempt... same result as above
I believe this is the first part of the stacktrace where it all goes to shit.
Something with an unhandled exception: SIGABRT: abort() called
0x00007f55fc8cad3c libc.so.6!UnknownFunction(0x8ad3c)
Yo can I join?
are there any known no-nos on dedicated servers? or list somewhere?
How do I join the dedicated server
In a VM?
Yes actually
Change your CPU type to host.
Proxmox Virtual Machine
Ah can do, but I'm going to sleep for now haha. That could be it tho
It is, fixed it earlier today π
How did you get that out of that stacktrace?
What did you google then?
The discord message is in this channel, probably easier to find than what I did.
Alright. Thx, I'm trying it now because otherwise I can't sleep haha
The new update likely is requiring a new (to the engine) instruction set from the cpu. This exposes everything the cpu has to the VM.
yeah makes sense, testing it now
Appears to be running stable. Trying it with our (insane) save now
Okay insane save file still does not work unfortuantly
Does anyone know what these errors could mean?
We have modified the save file once or twice. Moved around some stuff in it. I think the file might just no longer be compatible with update 8
Means a chaos physics related crash
probably, that page is pretty behind and I need to do a lot of work to get it caught back up
My dedicated server doesn't have a SatisfactoryDedicatedServer\FactoryGame\Saved\Config\game.ini file
I have a SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer\Engine.ini and .\GameUserSettings.ini
I tried adding the suggested stanza to both and I'm still getting the "server full" message when a 5th player tries to join
MaxPlayers=8```
I was getting errors after updating the dedicated server, so I made a copy of the gameserver folder and it's running fine, now what would be the directory where the actual world save to import it? Seems to be if I copy over the log world save files (if that's correct) the below error happens
You need to make a file yourself, next to Engine.ini and GameUserSettings.ini
Major rubber banding through connected clients, I'm getting the following errors.
/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147479669.InstancedStaticMeshComponent_2147473833 NOT Supported.
[2023.11.15-03.22.38:140][906]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147479669.InstancedStaticMeshComponent_2147473833 NOT Supported.
[2023.11.15-03.22.38:205][908]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: InstancedStaticMeshComponent
At the time of the rubber banding
I don't get it. EA and EXP dedi servers are showing same version number, why was the one listed as EA not working? so frustrating.
Satisfactory Dedicated was fine until update 8 went to EA.
I had a Experimental 8 game save that we had tried doing multiplayer with a friend and they weren't able to have connected. So I had made a update 7 dedi server and everything was fine until installing update 8. I can't even connect to it. (Luckily the save file is accessible)
also received warnings on Build_PipeHyperStart, New/Old Root Size mismatch which I am unsure if this is a normal operation then connection issues and my IP address which gives the return message ingame of can not connect
what are some of you guys specs for your server pc you are hosting the dedicated server?
cause i was thinking about setting it up on my old pc that has a 4th gen intel with 16 gb ddr3
i9-9900ks, 16gb ddr4
do you use the gui that is provided on steam or use the steamcmd?
my dedicated server is also now broken
please tag if you have a possible solution or need more information
Do you guys have a dedicated server provider you recommend?
me and my friends are planning a play through
I use steamcmd in a docker container on a VM (4 cores, 8gb ram) on my server (Xeon E5645 48 GB registered ECC memory). For storage I have a raid array of SAS drives with 50gb allocated to the VM
If you are technically minded I would recommend self hosting on an old computer otherwise someone else might be able to point you to a good host
Meh. Im to lazy to set it up on my own server and give up the precious little bandwidth i have i rather throw money at my computer to make the problem go away
but i would like to not miss lol
Fair call
I'm running my server on a 3900 and 128gb of ram thru hetzner and running it as a service. Debian is the OS.
I thought about doing a linux based system on my pc but i dont know much about linux in general to start doing servers on it
It is super easy
would it be perferable to do it thru VM and still acheive the desire product?
However you'll need to learn how to do port forwarding that of which I don't know how being I am using a dedicated server in a data center
No
oh that is easy since i have alreayd setup a valheim server on my pc with portforward on 2456
hmm i might keep that in mind but i might have to figure out an alternative server setup for my valheim server too
However rn dedicated servers seem to be going brrr
That is how I learnt Linux lol
Anything I can do about that?
I have over a 1000 hours with friends in that world haha
Oh mate, just begin. It's like programming, you learn by doing. Once you get the hang of it, you'll love it.
Hey, i Just deleted my WORKING steam Dedicated server to create a new one from scratch. So basically i havn't changed anything, just deleted it ingame, and re-added it. Now it wont ever appear as online again. I can't change anything with it. What do i do π
Folks who are having the Abort Signal 6 (Chaos physics related) crash on Dedicated Server hosted on Linux - one of the solution is here .
Should i just delete my whole SatisfactoryDedicatedServer folder and re-install everything?
experiemental branch works for me now. Server on Windows 11 using nssm
Ok So this is what i did:
Launched SatisfactoryDedicatedServer from Steam (tools)
Launched Satisfactory Game
Went into Server Manager and added my own server from my WAN ip. (Ports should't really matter since i am connecting locally, but they're forwarded anyway)
Server appears offline.
What did i do wrong? π
If you added it from your wan ip without forwarding it may very well matter
Test by doing lan ip instead
Oh nice. lan ip worked. Quick question though, do you know where i can find my server password? Forgot what password i put 2 years ago
Thank you by the way
Dont think you can, easy way would be to remove server config
π
Wheres the server config? π I navigated to config/WindowsSerrver but most of these settings are just graphical settings or empty
For windows i can not answer
Check wiki
I belive it used to be in one of those %appdata% folders but not sure
Bruh
these are some hidden files my man
I deleted the whole folder and it still recognizes as my old server
Ok so new question:
How do i reset my server settings π
When you've forgot your own password*
Hey! What was the solution?
Found it. Abort signal 6 on proxmox VM, reconfigure CPU type as host
Yes !!!
Somebody has to know how i can reset my dedicated server password
Edit: ok found it, server settings was in %appdata% / Local / SatisFactory
that should work. I host the dedi on the same computer I play on.
I too am hitting issues with my dedicated server. I have it set up in google cloud - the day before update 8 I made sure everything was working and now day after I tried to connect to no avail
I didn't try update 8 experimental with the dedicated server, so not sure if the network system change caused it
So the server has not been updated to 8 but your client has?
I ran the update command on the server and then brought it back up
Why in the world does a server care about audio?
Do you know how to ensure itβs listening and not crashed? The executable name changed as well as its choice of network interface to bind to.
As long as the ports didn't change it shouldn't* be an issue, no?
I can see it's booted
It defaults to grabbing ipv6 interfaces. netstat -tan | grep LISTEN
If itβs bound to :: you need to add the option -multihome=0.0.0.0
checking
Or disable ipv6 in the operating system and reboot
tcp has 0.0.0.0:* and tcp6 has :::*
It shows both? For all 3 udp game ports?
I guess they are all local addresses, just a sec
tcp 0 0 127.0.0.53:53 0.0.0.0:* LISTEN
tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN
tcp6 0 0 :::22 :::* LISTEN
The game ports are 15000, 15777, 7777. If none of those is shown on Netstat the server is not running
The above is the login service listening on port 22
Hmm, I'll stop the service and reconfigure things
The executable name changed so your startup script should either be modified or already know about it. Are you using linuxgsm or ?
It's no longer FactoryServer.sh?
No, I mean the executable that script calls. Used to have UE4 in the name, the sh should be smart enough try one then the other by now. Where did you get that sh?
direct from the installation
Iβve not done bare knuckle. Yet. But that should work
Getting different failures after having stopped the service, at least I've got something to debug now. Thanks :)
Nothing a little rm -rf can't fix
Key is to get it listening, if itβs not listening nothing further will work. I personally used linuxgsm just now and it appears to have started fine. Going to start a world and ensure that claim holds out
Yep, top to bottom, installed and in the world in five minutes. Linuxgsm is a wget | bash kind of install. βSfserver installβ βsfserver startβ and here I am
Debian 11 machine
im stuck on this while trying to join a dedicated server
are all 3 server ports forwarded? it negotiates the connection on one and game traffic on another. eventually bails out to menu?
?
is your save file big ?
because very big save files fails to let client connects to it still
it was made yesterday
then may be a port problem as d-fens said
what can i do to fix it?
you can check used port with ss -plnu | grep Unreal as root, on Linux
(you can simply prepend sudo)
it worked a couple hours ago
there's other questions i could ask. is it on your network, are you connecting to the localnet address, can the person on whose network it is connect to the localnet address
this keeps hapeing to me how do i fix it please
sounds like your router is not forwarding port correctly anymore then
or you are using the wrong address to connect to it
there can be a bunch of problems causing this
i can connect after like 5 minuttes itt kicks me out
That suggests the server is under powered and it times out during autosave
You might look at the server logs. What are the server specs
ddr4 ram 2400 mhz 32 gigs 500 mb ssd and one m.2 nvme the game is on at 3200 mbs cpu is quad core 3.5 turbos to 3.9 it is a dell r330 emc poweredge i only run the game on it nothing else. windows server 2022 standered
Dedicated server from steam or epic games dont work right now?
So, I had a logical question when I tried to open the server via steam...I have a hosting where I would like to put the server, but it does not allow me to simultaneously run the server on hosting and Satisfactory on my computer
Steam disables from the game
For anyone having timeout issues with their dedicated server, Update 8 now runs on IPv6 by default. I had to add the -multihome=0.0.0.0 option to the command and it connects fine. Hope this helps.
normally -DisablePacketRouting is enough
you do not need steam account to run the server, launch it manually after it's installed
Hey guys, just got a server at indifferentbroccoli, and the hypertubes are wookie, you glitch a bunch when entering, if just appear to be stuck at the entrance and eventually you go out (most of the times).
I was wondering if it might be the hostings fault or if it's a know issue with dedicated servers.
I'm running the latests stable (early access) build.
Without steam, it doesn't want to start...
More precisely, it does not start manually from the folder
what do it gives you as error ?
steamcmd usually is working fine and it install even without account
i try now trow steamcmd, but console closed after start
any ideas?
try writing the excution file directly instead of using start
I dont know how start behaves but it usually is not needed
"FactoryServer.exe" -log -unattended```
did you check if you had enough RAM ? it's weird it is closing without showing any error
it should stay alive until you stop it manually
though update 8 is now using way less RAM at the start then the older one
so it should not be a problem
no,it have 8-9 gb for server, or it need more?
it instantly shutdown itself as if you clicked close or something
do you have ctrl+c active shortcut or similar ?
It's weird, it crushes, but the process remains
kill any existing process then
it does not support multiple working process without setting some settings manually
it looks up and running now
i have same on steam and epic games, but i cant connect to server in game
so that window is still active/alive on your server ?
how are you trying to connect (with what kind of address in server manager ?)
check that the port are open in windows firewall
https://satisfactory.wiki.gg/wiki/Dedicated_servers have a powershell script to set it up in one action
Hi guys, my server keeps timing me out... for some reason I can't connect... I am using a linux box
I opened them earlier
add "-DisablePacketRouting" to your starting script settings
did you use the powershell script or you opened it manually ?
manually
π¦
Now I dont see it in the console that someone is trying to connect ^
you must double check it :
- is in "inbound" rules
- is allowing any network to use it
- allowing
- UDP
- for all 3 UDP ports : 15000 15777 7777
"This server appears to be offline"
did you restarted your server with the new setting ? you responded very fast
you can also restart your client game sometimes the client struggle to reset the connection
which file do I have to delete to reset the dedicated server to the state as if I just downloaded it?
So its not the script I need to run with the parameter?
In game server "offline"
I'm sorry it will takes me sometimes to tanslate it / check this
this link scrolls me upwards into wall of text and I have no idea what message are you reffering to
my message :
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```
@deep turret
Do I understand correctly that this window is "OK"?
I mean, the server has started
yes
330s to start?!
What?/
Thanks
huh?
'sfserver' is the username
It remains to figure out what is wrong with the ports...
yes. 'sfserver' is also the user one adds if one is following the linuxgsm installation instructions
https://linuxgsm.com/servers/sfserver/
I just used that this morning and i went from nothing to a working server in 5 minutes
OH SHIT thanks π
I just found out
You can use docker!
that looks ok
but check that other tab :
everything on the top section must be checked,
and below the "allow edge traversal" must be selected
now you have 2 problems
I do?
version: '3'
services:
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '15000:15000/udp'
- '15777:15777/udp'
volumes:
- '/path/to/config:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- STEAMBETA=false
restart: unless-stopped
deploy:
resources:
limits:
memory: 16G
reservations:
memory: 12G
Ez
sorry, i am very biased against docker. i work with it for my day job and it's such a pain in the ass
it will probably work fine
I love docker π
i don't know if anyone has published updated docker images for u8
weir, when I run the server I can find it using 192.0.0.2, but not my IP 213.168.***.***
I checked my router and I am forwarding ports correctly (screen).
altho in game it says NAT?
(Such port forwarding works for other servers of mine, my IP is reachable from outside no problem)
it is fine if you can just bash out a line and suddenly have a working server, but that is only 1 of the many things an ops person has to concern themselves with. it's a lovely tool for desktop experiments.
7777 should be UDP and others too
all UDP for satisfcatory
not TCP nor BOTH
put it in backticks
it mast be set to "private" in porfiles and allow edge?
hub.docker.com/r/wolveix/satisfactory-server would this work?
'Updated 2 months ago' no
it must be checked for all : private, domain, public
and allow edge too
Yeah but... thats just docker img right?
well "Both" cant really hurt it, can it.
I changed all the ports to work both and still the same issue
Not the server files?
i just got through explaining i dont use docker and what i do use that works
unless you want your server to be only accessible by only you, but you probably does not want that for playing with friends, and it is also more restrictive
i don't know if this image self-updates
did you really enabled the rules after fixing the 7777 one ?
did you double check your server machine own the 0.2 address ?
is it worth it to rebuild a server with Debian from Arch to be able to run Pterodactyl Panel for Server management?
ok. the worst part of docker is trying to debug problems. i just made another linuxgsm dedi server
Hey, if it doesnt work I am defo using your mehtod!!
it works for other servers (like factorio) running on my PC. Yes, my local IP is ending 0.2
I did, but it didn't change anything, the server is also offline
what would this do that you find difficult to do now?
did you restart your client game and tried to readd the server ? did you check your are trying with the server local ip address ?
why pterodactyl could not run on arch ?
heeey
it is checking for the latest game
it would make server management for Satisfactory Easier than having to go in and restart services through command line. Also, would make it easier to manage multiple gaming servers on it.
its not a supported OS so it would possibly be a nightmare install and if it didnt work then Im rebuilding anyway. The servers job right now is only to run Satisfactory and network storage.
can anyone here test if my server is reachable from outside? Ill PM IP
i'm an apt kind of guy, so debian is π
TRAINS WITH EMPTY FREIGHT CARS SHOW AS FULL - Experimental: 264901
https://questions.satisfactorygame.com/post/6554eefcd0053b102f18de85
you can try adding -DisablePacketRouting to your starting script settings
it should be default tbh
my main laptop runs arch and i like to keep my environment consistent. I just recently added an OrangePi 5+ to the environment and it runs debian so im already splitting environment lol. I like apt but pacman and yay are so much easier
is this only on dedicated server game ?
can confirm this fixes a lot of issues. Its what resolved the ones I had yesterday
"PacketRouting" tries to do nasty things
I dont really understand why it's there in the first place
which file? Or just start parameter inside steam?
probably trying to work around UnrealEngine game connections probing limitations
I restarted the client and added the server to the list - there is no result)
I add the same IP by which I connect to VDS
Another server is running on the same IP
for the start script argument FactoryServer.exe -DisablePacketRouting for instance
VDS ? sorry I dont know what is VDS
your server is not a local server ?
not local
did you make sure all the 3 firewall rules have "public" checked ?
tried, havent helped :(
some elements are missing then
you can succesfully connect locally ?
I mean loading a game etc
yes,i recheck maybe 4-5 times)
and allow edge traversal too ?
Ofc
it worked!
marvellous
So freaking easy π
then I dont know, you can try to put port settings manually in your starting script
And I can monitor it with my home-assistant π
Can I try a port from another game that I definitely had on the same hosting and worked?
does it make sense?
Did you check if your port is actually open?
www.yougetsignal.com/tools/open-ports/
Just write the port and check, it will say yes or no
"FactoryServer.exe" -DisablePacketRouting -Port=7777 -QueryPort=15777 -BeaconPort=15000 -log -unattended
you can try that
that kind of tools are not usefull for UDP ports
only TCP
Sry didnt know
np
UDP and TCP are really 2 different things, that's why when you know which one to open it's not recomended to open for both
you could try that after, also make sure the server is completly down before trying to relaunch it with new settings
Could I use ngnix for the dns?
Do you guys have a dedicated server provider you recommend?
me and my friends are planning a play through
no,doent help
what do you mean ? nginx is not a dns service, although you can run TCP tunneling through it
Cloudflared tunnels?
I believe those are only for tcp
Also by ngnix i meant ngnix proxy manager
that red icon is always like that, it's warning experimental feature
okay so even when I tell my router to route ALL external packets directly into my PC I still cant see the server on my public IP, and can see it on my local IP.
Meanwhile factorio server is happily accepting connections on the same machine from all over the world. What gives?
For factory port forwarding as long as 15777 inbound is open clients shouldn't have any problem connecting
I dont know ngnix proxy manager ?
isnt it nginx instead ?
Nginx is a proxy server yeah
try with -multihome=0.0.0.0 then, it's a boring bug if it works like this
I dont know what CSS or EpicGames did to the network stack of the game
but it probably skips a lot of network checks and mechanisms
im using steam, and if I can find it in local ipv4 adress, would multihome really help? I understand its to force ipv4 bindings as apart to default ipv6
Okay I proxied it no clue if it works
in the game, he instantly shows that the server is offline, as if he is not even trying to ping it. I don't understand at all
beause past experiments have shown in some cases it was still trying to do weird things with ipv6 even when -DisabledPacketRouting was on, when people try to connect from public addresses (external connections)
did you restart the game and retried after re launching the server with the settings I showed you ?
proxied what, what even are you trying to achieve
nginx is a http service
nvm it didnt work, I am trying to use my domain as ip
Yes, of course, several times. I tried to turn on the server and immediately be in the game, and started outside the game, went in, then added the server and the result is the same
then you need to have a dns address binded to your ip
Still can connect from local but not from external ....
Isn't multihome 0,0,0,0?
can other people successfully connect ?because maybe your router simply does not support you connecting through your own public ip from your local network
doesnt matter really, 0.0.0.0 will bind it to ALL adapters, I know that what I am binding it to is correct
tested it, random person cannot connect
then your forwarding rules are not active
double check your router working, maybe even restarting Idk, but it would not be the first time a router do shit
my factorio server is happily accepting connections from all over the world.
You said factrio worked, so I'd that's the case it shouldn't be your modem/ router blocking you. But I don't know how factorio does multi-player
I mean sometimes the rules does not register correctly until a router restart
Over many years I have tested multiple times with many programs that I am reachable from external IPs.
My NAS is publicly accessible too (I know, I know) and I can connect to it from anywhere
so if you just added your factorio rule the same way it's valid
but if it was there from long time ago then maybe the router is not registering correctly
double check you do not have multiple instances running
maybe put port settings manually so you make sure it match the one you forwarded
and then try with some friend because at this point I don't know what's going on
did you opened firewall ports too ? are you on windows or Linux
because firewall default to allow local network but not remote network
windows, firewall off, the same port is used for checking local and external IPs, so since its able to see it at 192... it should see it at 213... tooo
I've looked around and didn't see a specific solve for my problem. I am using a dedicated server through Nitrado. I updated it to update 8, everything went pretty smooth, but after it was completed and I logged in I was assigned a new character profile. When I look at the save in the interactive map, I see the host profile is still there and has my steam id listed in the "Main object" tab under advanced debug, where the new guest profile I am logging in to doesn't have a steam id assigned to it at all. Anyone have any idea how I would fix this?
What is the default password put on the server? or where can I watch it?
there are none, you set password at first connection setup
just to be clear your test 'using local ip' is to 192.168.0.2
do the colons delineate a range? i wonder if the fact you have two rules matching port 15777 matter? change to only one rule 7777:15777
your steam client is perhaps not online
or needs to restarted
you mean a single 15000:16000
7777:15777 is needlessly wide
but good point
I just deleted the new guest profile it created for me in the interactive map. I varified game files in steam. I then restarted Steam and made sure I was signed in. Upon loading the new modified save and logging in it just generated a new profile. Do you know what "eosId" is in reference to? That's what the guest profile has instead of a steam id. I do not have the game connected to an epic account.
epic online services. I don't undertand the way it is involved in figuring out your identity
the epic id is used as session id in the save, so the user can find its character in the game when they reconnect
but it's a client thing
the server simply registers it from connecting clients
server does not use any account

How very odd, I don't even have epic installed on this computer, and I've never had it connected to satisfactory.
as @deep turret suggested before, did you add '-DisablePacketRouting' to the start?
yes,it help
the use of the "eos" in the identifier just means that when they first wrote this, that is the label they used. it is perhaps the case they put the steam or epic identifier in there.
i'll have to look at what i get for my savegame
Running a dedicated server on Debian 11, stuck in a crash loop I'm unable to figure out. all clean install
satisfactory.err complains about "Project file not found: /home/steam/SatisfactoryDedicatedServer/FactoryGame/FactoryGame.uproject"
this looks like trouble loading the map file, as if it were damaged
the map is in ~/.config/
so if you just 'rm *' you wont' delete it
should i remove .confg/Epic/... then reinstall?
just restart the server, should do
Hello All!
i'm struggling now for 2 days and i changed a lot of settings on the server but nothing helps.
Hopefully somebody here has some advise.
Yesterday i have updated my local dedicated server and now i will constantly get a time out during saving.
What i already have done:
- start the server with -DisablePacketRouting and -multihome command
- change the parameters ConnectionTimeout&InitialConnectTimeout in Engine.ini (on the server and my computer)
- install the server on docker (same result)
- install the server on Debian 12 (same result)
by restart the server you mean literally restart it or reinstall it? because its in a constant restart loop at the moment
can you reconnect not long after this failure?
is the server reasonably powerful?
this looks like default timeouts.
how big is the map?
then just deleting .config/Epic it should successfully start next time thru the loop
please advise them to backup the files first
or they will completly nukes any save they have in there
im not worried about my save, i'd just like the server to actually run for more than 20 seconds without restarting
as soon as i select to start a map from the server manager in the game client the server crashes
Sadly, update 8 server utility won't let me connect. Fresh server install on linux. Won't even let me claim ownership of the server when connecting because it simply won't connect. Any suggestions.
Same rig has been hosting update 7 just fine. Nothing about my setup has changed other than moving to the update 8 server tool.
add -multihome=0.0.0.0 to start of starting script arguments
Update 8 tries to manage network in weird ways with "packet routing" and ipv6
Ok, will try, thanks!
problem persists, the server stays up as long as i dont tell it to host a map. as soon as i tell it to start a game in a given map location everything comes crashing down
makes me wonder if it attempts to write a file and can't
everything is running as your usual linux user?
I don't think so. I had the same problem and had to switch back to the 'experimental' branch of the dedi server.
well, not the same but similar
ish
its under the steam user, which i was using with update 7 no problem
this is my log immediatly after selecting to start a map
Just saw the note in the wiki too - yes, that let me authenticate with the server. Thanks for the RTFM help. π
about the -multihome=0.0.0.0 ?
Yep
ok nice ! happy it works for you
oh ffs
linuxgsm.com/servers/sfserver/ is what has worked for me. 4 commands to working server on deb 11
ok ill give that a shot
suggest following their advice to have the server in its own 'sfserver' user so you are certain everything's clean
hey guys i noticed with update 8 that my NAT is Moderate, does this influence in anyway my connection or is it oaky for it to stay moderate
Only if you're hosting
NAT state has basically nothing to do with dedicated
Mine is moderate most of the time, I'm not sure what 'moderate' conveys too, though.
If you're running a dedicated server, you probably just want to port forward and you'll be fine
NAT restrictions won't affect anything if you're just running as a client
i deal with networking all day long, and i have no clue what 'nat severity' is supposed to mean
With regards to dedicated.. that is true but connecting to others may present a problem with normal multiplayer
Prob whether the game can try hole punching, UPNP forwarding, etc.
i can directy reconnect to the server.
I run the dedicated server on a unraid server with an Xean E3-1270 V5 CPU and 47Gb of RAM.
The savegame is almost 14MB , i don't know if this a big savegame for an satisfactory game ?
Then you know what NAT means.. how uPnP works and how clients connect to remote peers using ports.. pretty straightforward once you know what the different NAT types actually mean
i guess nat w/o UPNP might be termed mildly severe
Yep
Yeah, I have 15000 forwarded. No problems with my peeps connecting.
NAT w/o UPNP is great for security, but not so great for games π
That would be Strict.. vs Moderate vs Open
14mb is not small
I would take a guess and say that Open means direct port access, like having a dedicated IP on your machine. Moderate is for NAT with UPnP, and Strict means no UPnP?
Or at least the app couldn't negotiate with the router for upnp
this is a 12 year old CPU, so i'm not surprised it takes more than 30 seconds to save. if you successfully increase the timeouts from 30s this issue might "go away"
My router supports upnp, but I still do the port forwarding. I bet open would be if I properly forwarded all three ports π€£
14MB is friggin' tiny
Yeah it could also be just how many of the ports the game can bind to
problem still persists, even in the new user / clean install
i still got my other computer left with an I7 8700K . will this make sensen ?
8700k is perfect
sense
exact same crash as the last 3. that's annoying
fair.
Idk, never really read the docs
Usually NAT severity is something like this though
Considering it's in UE, you could probably just look it up there
As long as the game is using the built in networking code as its base
Super thnx.
i will directly install Debian on it and will keep you updated
Open is that the ports are available externally and forwarded, whether through uPNP or normal NAT/ACL the client doesnt know since that happens at a layer above. Moderate usually means the router/firewall is doing static source port for egress packets. Strict means no inbound connectivity at all and the source ports are being randomized for outbound connections.
Is this a VM?
yes
Dont say on Proxmox..?
Sounds about right π
Which hypervisor are you using then cause that supports multiple
In any case, look for anything in regards to CPU emulation and make sure the hypervisor is passing the full CPU through and not something else. Users that run Proxmox have to set the cpu type to 'host' in the VM config to get U8 working due to some engine changes that seem to be looking for certain extensions/capabilities on CPUs
interesting, ok ill try that
Can you post the full factorygame.log? That will tell what CPU is being passed, or the crashcontext.xml that goes along with that crash
Just keep in mind it will have your external IP in it if you are connecting that way. If you want to DM it instead or sanitize (replace in notepad) it before sending here
With update 7 it was already a challenge to get the server running without time out errors
Thnx! with the new server it works ! till now π
Hey, uhm so is it intended that trucks on dedicated servers never drive but will always just teleport to the next node?
Wow... yeah... not sure if something happened in the last week or two but I'm having a really hard time connecting like some ppl have said to my dedicated server. I've got -multihome=0.0.0.0 set but it's rough to get on if at all. I'm getting the timed out error a lot and a ton of rubber banding. I'm running on a Debian VM hosted off a VMWare ESXi server.
World save is 13Mb, so it's not a small world. I've also been trying to up the save time from 5m to something more manageable but so far any modifications I make are just ignored.
We are having issues with automated server restarts.
The players are loosing progress. Is there a save command we can automate before each reboot?
hey guys, I'm trying to host a server, but when I try to start it with root privs, it says "Refusing to run with the root privileges.", so then I try to run it without them and it wont start because it has no privs and it wants to create new folders and says Permission denied everywhere
This is an example of what I mean
Oh that's very nice
Have you read the guide on the wiki? The page is a little outdated for some stuff, but the instructions for installation aren't.
I use epic, and the included cmd window. I control setting via in game menu
Anyone know if this is normal behaviour for a dedicated server?
Make sure the user that is running the server also owns privileges to the folder
Generally the server only creates files in within the base directory
So I'm seeing a lot of -disablepacketrouting & -multihome=0.0.0.0 to fix a lot of current issues. Should I use both? Do I have to enter octets of my outside ip, or does that stay as 0.s?
By the Wiki, -multihome automatically engages -disablepacketrouting, no need to specify both.
0's
or you can use your local ip address.
127.0 local or router local? Sorry just want to be 100% clear when I try to fix my server after work.
or 192.168.*
Apprently it doesn't really matter.
I'm currently running an Experimental Server. Is there a point to now going to an Early Release server or is the "just released v8 on Early Release" the same as the last release on Experimental?
same, and I've not had any luck using the EA branch of the server. I had to go back to using the experimental branch. YMMV
for some reason I'm getting insanely high ping to my dedicated server.
Okay. Thanks @thorny shore , I'll just keep using my existing Experimental server as it's served me fine the past months :).
might have something to do with all the downloads going on, now that I think about it.
Could be, that does sound logical.
Then again, they also changed the network functionality, so who knows.
but still, dedi is on the same 'puter I'm playing from. 45ms is still kinda high.
On the same computer is quite high, agreed.
I remade my vm, with different cpu options and now everything seems to be working... thank so much
What did you have to change? I'm getting this crash
i need to ask my server provider questions i guess, but would like a good starting point
Iβm running on a truenas host, I changed my cpu option from βcustomβ to host passthrough or the other host option. I had to reinstall my vm os, before the reinstall I was getting weird seg faults and random shutdowns
The server now is running well thnx for that!
only 1 question is the command FG.AutosaveInterval xxx still working? because when i want to change the interval of the server he will give an error message "Command not recognized"
Search for autosaveinterval in here, I have posted a few times on how to fix that
They were all moved to the config files basically, mFloatValues for interval
what a maddening problem
What should I do to handle players who log off and then on login get duplicated? Is this a misconfiguration? They've told me they can't do anything, one of them's body is stuck in a vehicle, can't get loot, etc.
I opened the save in https://satisfactory-calculator.com/en/interactive-map and see I could delete them, but I'd prefer to keep their loot, and I'd also prefer to not repeat this.
afaict there's no known reason and no immediate fix
wonderful... what a time consuming bug
there is a reason, which is that the player's identity (steam # or epic #) is not discovered (or remembered??) when the game starts.
if your players are playing on pirated copies, well, that would be why
ther'es other reasons that have nothing to do with piracy, all coming down to internet be flaky
it would make sense to remember your last ID if it can't find your current one, but.. no
it is also possible one is offline in steam
Interesting. It's all legit Steam users having the issue. None of them are losing connection, just simply rejoining hours later.
Operating in a k3s cluster, ports are wide open as needed, zero issues I can foresee to lead to that information being lost.
upnp is horrible for security
it has to do with how it read opening match and rules
strict is full set nat
this different behaviors are also known as the "cone" of the nat
Yup.
you're a lifesaver :^)
does anyone have a dedicated server on an late game save that runs smoothly? my current server/gamesave ran great with 3-5 people up until tier 8 and it became unplayable. now that the new update is out we decided to try again but its just nonstop crashes in hypertubes, which are pretty essential to playing the game.
server is i3 10100f @ 4.2GHz, 48GB ddr4 @3200, running on a 980 evo ssd. i know the processor isnt great but the game doesnt really fully utilize it anyway.
That cpu is massively underspecced for your workload
Is there a hardware recommendation page for launching the game (offline or online)? (RAM, Graphics card, CPU)
Steam for the game client, wiki for the dedicated server
i understand its not the strongest/fastest but task manager doesnt show that it is really being utilized much with alot of headroom left. ill try running the server on my gaming rig with a 14900k and see if there is any improvement
just wondering if anyone in here had good results on any hardware with a dedicated server on a late game save because from what i found online/reddit most people have issues regardless.
i understand dedicated servers are not really fleshed out yet
I've played to late game on a dedi with very good results, but that wasn't on u8
That's true. Hypertubes have issues no matter what you do, but the overall performance should be a lot better on a different cpu
Satisfactory is very reliant on a fast single thread
the most important hardware for running the server is cpu, you seing it is not fully used is because you are looking at cpu package load, the game does not use all the thread, it max out one thread, so on a 24thread cpu for instance it is using 7-10% maximum yet is bottlenecked on the cpu
You wont see high CPU utilization across multiple cores and that CPU is honestly better than others ive seen around here.. like Xeons running this on dedicated is going to suck
Even looking at the individual graphs for each thread the one that the server must be using is only like 30-40%. Iβm setting it up on my 14900k now will report back if itβs any better. Iβm sure it will run better but doubt itβs going to fix the hypertube cannon issues
Hypertubes are just known to have issues on dedicated servers atm, I would just avoid them as you get really unpredictable results.. sometimes it works, sometimes it doesnt and catastrophically so
execpt these xeon have lot of cache bandwidth and satisfactory loves cache
Itβs a shame cuz itβs a pain to get around late game without the cannons
Honestly if I were configuring a new dedi machine right now and had the budget, it'd get a 5800x3d
Right but a 24c Xeon @ 2.0Ghz vs a 4c i3 @ 4.4Ghz is going to be a night and day difference in single threaded performance
The x3d chips perform so insanely well in this
7800x3d should even better
Cache isnt going to make up for that much of a difference
I would expect so
the glitch we are experiencing is looking like we are riding outside the hyper tube and hitting the side making a thump noise
depends what i3
I like to think the newer i3s can still hang π€·ββοΈ
the thump noise is you getting sucked back into hypertubes
because the server know you are in, but the client show you out
well i wish they would fix it ... its headache enducing. I ha ve had to stop playing because I needed to do a lot of tube travel and it enduced a migrane >.<
Dont think ive seen that specifically.. but have gotten telported to a hypertube across the map which reuslts usually results in a client disconnect. Sometimes I just get stuck in the hypertube and cant move at all, have to rejoin. With cannons sometimes I get stuck in the middle of the cannon but can spam crouch and jump (sometimes dismantle) to get out of it, other times it all works fine. It seems to depend on when it was used last and where the pawn went after usage, if I stay local to the hypertube (few hundred meters) I have less issues than if I take it to fly across the map and try to use it again after using resources and coming back for more though I need to science that a bit more to prove that is related.
How large is the save file? Not a perfect indicator on amount of objects but a reasonable indicator. Another is the time it takes to save as well, in the factorygame.log it will show the duration of the save cycle. That is tied directly to single core performance as well. Is the server able to maintain a 30 tickrate or is it dropping into the single digits?
6.5 MB
hypertube issues. which are a pretty essential part of our save
i figured. its a shame, they should just let you adjust the speed of tubes instead of having to make cannons
If only we could get mod support on DS.. could fix (workaround really) it ourselves!
I have the same problem (with tractors)
Seeing this error in the logs on linux - I probably shouldn't but I'm tempted to run the server with sudo: LogStreaming: Warning: Failed to read file '/home/steam/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.15777' error.
You can also just move them.
this is all I needed, even functioning netstat doesn't show those ports. thanks :)
same issues with my dedicated server on the 14900k. crashes almost everytime in hyper tubes. im sure it would play fine without the hypertubes but thats not a realistic option for us to run around the map 24/7.
Hey, I'm having an issue of my server appearing offline to my friends, I've port forwarded the three ports to my computers ipv4 address, yet the server still appears offline to them no matter the ip i give them. Does anyone know why?
is your windows firewall off?
yeah ive made sure to open the firewall to the ports aswell, and they are udp
I have twice now in <24 hours logged in to my server to find I am susceptible to the login-session bug (despite waiting for the session authentication in the bottom left to validate before loading, and restarting after first game load after update), and I can't just "find my old body, kill it, and get my stuff back" as my old body disappeared from existence. Pictured below are, the northwest most player: my friend who i play with, the southeast most player: my new body with nothing in my inventory, and a distinct lack of a third body for me to go kill to reclaim my items
i'm losing valuable (at my point in the game) resources and expensive high-ticket items repeatedly
and i don't know how to solve the issue
this time, I lost 2 hard drives in addition to my full compliment of my normal-loadout inventory and gear.
a backup of the map from ~ 2 hours ago, before i logged in for the first time this afternoon, on my 2 player server, showing a distinct lack of a second player
based on savedata (every 15min for 24 hours), it looks like the timing of the issue is immediately upon logging out my character data gets erased from the map
I logged off right after 5AM this morning, and the last save that has my playerdata is from 5:04 AM
5:09 AM I am missing (and i'm unsure why it had a 5min gap vice 15, I might have it set to save on disconnect, and I may have logged out at 5:09?)
interesting. When attempting to open the server settings from the server manager menu it says "you need to be authenticated to view this page" even though in the bottom left it says I am authenticated already
Does anybody know how to get a dedicated server to end game without locking up due to lag?
Trains are a nightmare, drones are sketchy AF.
And the last server simply got to a point where it would not run anymore.
Belts to a minimum and using mass transit?
Is it possible to get transport running that won't braek due to desync?
Sorry to bother everyone but I am getting an error when starting my dedicated server today after I updated it. Not sure how much of a log you would need to see but here...
[2023.11.15-23.08.52:513][ 0]LogWorld: UWorld::CleanupWorld for DedicatedserverEntry, bSessionEnded=true, bCleanupResources=true
[2023.11.15-23.08.54:903][ 0]LogWindows: Error: === Critical error: ===
[2023.11.15-23.08.54:907][ 0]LogWindows: Error:
[2023.11.15-23.08.54:908][ 0]LogWindows: Error: Fatal error!
[2023.11.15-23.08.54:909][ 0]LogWindows: Error:
[2023.11.15-23.08.54:909][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002010000000f
[2023.11.15-23.08.54:910][ 0]LogWindows: Error:
[2023.11.15-23.08.54:911][ 0]LogWindows: Error: [Callstack] 0x00007ffbdbeab714 UnrealServer-CoreUObject-Win64-Shipping.dll!
Have you tried deleting the server folder and reinstalling it
jet pack, zip lines, vehicles
Hello. On my server if i drive or go inside hyper tubes i get kicked and it says i had a connection error. This has only happened with update 8 .
Hi all. Sorry if this question has been answered. Tried doing a search, but maybe I'm searching for the wrong thing. -- I just downloaded the Epic dedicated server tool, installed, and ran it. I am able to see the server using the server manager, but it's asking me to authenticate. I tried to use the password in the log file, but that doesn't seem to work. Any ideas what I'm doing wrong? Thanks!
(It's not asking me to create any new game or claim the server, just asking me to authenticate)
-multihome=0.0.0.0 where do i put this at?
For anyone else with the above problem -- Deleting the C:\Users\username\AppData\Local\FactoryGame\Saved\SaveGames\ServerSettings.15777 file and restarting seems to have allowed me to fix the issue.
Linux or Windows?
windows server 2022
at the end of the command and any other switches.
i keep gettting kicked any help
The multihome goes with the log and unattended switches
my friend cannot join my linux dedicated server from outside my network. I have real ip.
sessions is set to friends
I am having similar issues, can't even connect while VPN into my server's network π¦
FG.AutosaveInterval COMMAND NOT FOUND
Having some really bad session issues, every 3 or so times I relog into the server I get an entirely new character (running Early Access/Stable now that it's out)
that and riding cars/vehicles (trains excluded) results in a "Connection Lost" after a minute or so (pretty consistently) which causes the player to get stuck in the vehicle (reconnecting/logging in gives you a new character), requiring save editor to fix as Snutt posted in a youtube video
First server is using my public IP
Second server is using my local IP
Firewall is off, router is using DMZ to route everything to my PC, I have public IP (tested over many years many times with many programs).
You can see in video it actually pings the server, resolves it "Game ongoing", and then fails resolving the details.. What?
Screenshot of server when I launch game and open server browser with only Public IP server added.
Screenshot of server when I launch the game and open server browser with only Local IP server added (connection succeeds)
tried -DisablePacketRouting, tried -β multihome=192.168.0.2, tried -β multihome=0.0.0.0
with multihome it looks like this:
(192.168.0.1 is my router, so when its accepting connection from that IP it means the packets actually came in from the outside)
Hello, i would like to ask if anybody have any experience on running dedicated server on lenovo thinkcentre? I want to buy one and try to host SF server on it but i am unsure about which CPU should i pick. I know on the dedicated server wiki is written i5-3570. And that is like minimal or recomended? i was thinking about I5-6500T but i am not sure if it will run smoothly
that's not how it works
Hello, my friend recently set up a dedicated satisfactory server, and can join and play on the serverhimeself. However, whenever i try to join it says Server name pending. I have asked this question in a different section before i was kindly directed here towards the experts. From my understanding, my friend must make the server 'multihome' and give me a public ip. I have looked up a few ways to solve these issues and found almost zero cohesive or understandable answers. Can someone help with this issue?
here is the thread of our problem:https://discord.com/channels/370472939054956546/1174680397624381491****
tbh even : it absolutly can not work that way, if your router is really doing that, then your router is completly faulty
and how does it work, then? @deep turret
you did say that you can't connect from outside right ?
ye
so it does not work
ah, right, thanks
your router should send the packet to the server as it is coming from outside
it should not come as being sent from the router
I pressume yoiu mean client
client is sending connection requests to public IP
so first it goes out, and then comes back
if when you really connect from outside it does that then router is faulty
your router is badly handling hairpining
which means you can not really test external connection yourself unless you connect literally from outside (using mobile phone connection sharing for instance)
one player stack in infinity load,after connect server, what we can do?

