#dedicated-servers
1 messages Β· Page 58 of 1
Player screen on stuck
they should disconnect and reconnect
alt+f4 and disconnect?
yep
This does not help, we have already removed character from the safe, killed her characters, anyway, hangs on this download.
if they still are stuck connecting maybe it's performance related issue, I have the same problem on very big save on my dedicated server
the dedicated server somehow does not want to finish loading the client
Moreover, this is exactly the problem on a dedicated server. When I just invited without a dedicated server, she came in without any problems
Well, that is, it is most likely related to the PC configuration?
Because the 2nd could go in, one can't Join to server
I mean the server should not do that regardless of the pc configuration, but it can make it fail more often
I suspect the client and server are playing catch up

I dont like it either tbh
I have the same problem
too bad :( I dont have solution so far
okay, so I was finally able to test right now, and people from outside CAN actually connect
@forest scaffold
how do i change when the dedicated server saves from 5 minutes to 3hours
since the commands no longer work
queston for you all which server host would be a good pick for me and my gf and maybe 1 or 2 frinds for satisfactory?
looking at both nitrado and gtxgaming. I'm just unsure which is more new person friendly
Hey all, Would anyone be able to help me a bit in setting up a dedicated server? I (hopefully) got everything right for the most part, just a few things im still confused about. Using Steamcmd on ubuntu
can i add a old world save tomy dedicated server ?
Yes just go to the sever manager in game and load it
awesome than you
how do i find my game saved in my files to send my world to a friend ?
Type %localappdata% in file explorer
If im running it on a vm at home, what IP do i actually use to add the server?
Then local\factorygame\saved
Also, how do i know when the dedicated server is actually running, after starting FactoryServer i just had the same output for 15-20 min
My bad I read ur question wrong lol
lol all good
What have you guys found easiest to use for the servers? i've been making new VM's all day trying pterodactyl, steamcmd etc
not sure if im gonna keep it for long, dont wanna spend on renting a server, its more just im interested in it and for myself and a buddy to mess around in
Why not Just run it on your PC natively
No idea lol, started trying to do it on a VM, and just sat there trying to do it lol
π€·ββοΈ just run it natiely itβs not very resource intensive
i cant figure out how to get these servers to work so my friends can join them is there any tutorials ?
u could set up your virtual box network settings to allow the VM to get its own IP from your router, then go into your router and port forward the satisfactory ports for your vm. But yeah there's not really any reason to use a VM for this
^
Do you have access to your router to port forward?
no because i dont know what that is ?
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777 i did use this in power shell like it was advised
i have access yes but cant figure it out
Yeah, so that's gonna set it up on your local network but you need your router to unblock those UDP ports so that people outside your network can connect to you. If you run the server on your computer, are you able to connect to it yourself?
yes i can connect
Yeah try accessing your router from your computer browser, most of them should show a login or something if you type "192.168.0.1" in a web browser
im inside the router just dont get port forwarding
What's your router model
after reading what i wrote i thought it would be read like that haha i mean i dont understand it "i dont get it" π
I'm running into this same exact issue and just came here to look for answers. Other players can join my server, I'm stuck in an endless loading page.
im at the port forwarding page but o dont get what im forwarding
Ah okay, you'll want to to select the local ip of the computer your server is running on, then select the UDP ports you need to open. If you don't know your local ip go into cmd and enter ipconfig. Should be 192.168.0.X usually
do i have to make 3 port forwarding for each port
Probably
Yeah
done all 3
Once you do that, it should take a few minutes but your friend should be able to see your server
Iam hosting a dedicated server but i get kicking out of it ands its lagging, the server has a AMD Ryzen 5 5560U (Core and 4 GHz) 16 GB RAM Windows 11.
DW me being an idiot
Did you figure it out im having the same issue
Hi guys, having some dedicated server troubles. I've tried with both SteamCMD and the Satisfactory Dedicated Server tool in the Steam Library, and have run the necessary commands as administrator in Powershell to create a firewall exception and to check the inbound ports are open (looks identical to the screenshot on the wiki page). Problem is, only I can connect to the server through the server manager. My friend has tried using my public IP but no luck. We both have moderate NAT. Anything I can try?
^ I did try this changing to Friends Only (I assume we've all seen that reddit post) but apparently that isn't how dedicated servers work anyway.
it was problem in HDD, after setup game on SSD she can join to server without problems
interesting, ill look and see where mine is installed.
mine appears to be on my m.2 ssd. Im on linux though but it has been working fine until update 8
i wonder if there's some breaking compatibility issue. I'll have to try on my windows partition π¦
what's whacky is i was able to log into the server several times after update 8 went out and use it. it just stopped working mid session and i logged out and couldn't get back in.
Hello, i rented a Dedicated Server and load up my savegame, when it restarts it wont start the game, it force me to begin a new one. Every time after a restart. Is this a known bug?
Ahh didnt know. Just ended up hosting without the VM lol. Thanks though
Dedis are pretty unstable at the moment, probably not a lot to be done unfortunately
You need to go into your router settings a port forward the 3 ports the game uses
Yup, as I mentioned I've checked the inbound ports are open
Did you actually go into your router? That command only opens ports in your firewall on your computer, not in your router
Yeah I have, all 3 are opened on the router
Are you using the default ports
so just wait
More than likely. We could try to track down the issue if you'd like but the experience is not very good nonetheless.
Yeah not having a good experience with a friends Dedicated server either heh
Double check that the ports are open using an open port checker tool online
Alright lemme have a go
bruh we tryed half a year ago and it was shit, now we have 400 Hours on the world and its unplayable
but its not 400 playtime the server was on 400 hours
Not large enough that the hosting hw should be an issue
Is there anything else running on the server?
no
What message do you get when it kicks you out?
it just timesout
@verbal spoke can you please enable threads in this channel?
I'd reccomend raising the timeout
This one works for me
Lmao guess I'll have to dm it
Just remove the https:// from the beginning of the link
Do you use it often here? Could also pin it.
It's been a while since I've needed to check ports but yeah I typically use this one
If I spin up a dedicated server, can it be update 8?
I guess my router is refusing to cooperate because the ports are closed. Seems others are having issues too. Well at least I've narrowed it down now, thanks
I also have a problem with my server #1174766416239542352
For me, the website "check-host.net/check" shows Result: Open or filtered
Then again, using the website you've linked returns Open or Filtered
Does anyone know how to solve this problem?
does anyone else have this
that once you connect conveyor belts to an assembler it wont transport any items?
Update: its only the right slot that doesnt work
Withour seeing your log we are simply guessing. Based on what you did give us.. try to add -multihome=0.0.0.0 to the startup parameter
"Open or filtered" is correct behaviour?
I honestly dont know how its checking UDP port status.. the protocol doesnt really work that way
I just threw a random port in there that isnt being forwarded and should be actively dropped by my firewall and it says open or filtered.. lol
Lol idk, seems to work fine for me. I throw in a random port and it says no route
What port are you trying
You are using the UDP port check?
Just out of curiosity
I tried 15000 which is and 42222 which isnt
15000 is the game port no?
I mean.. it needs all 3 ports so does it matter? The server is listening on all 3 and all 3 are forwarded on my firewall
My point is that UDP is stateless and doesnt give you an indication on whether the connection was successful... so questioning how exactly they are determining UDP forwarding status when you really cant check unless you are using an application that will do two-way comms
unix.stackexchange.com/a/235845
seems like it depends on if your router sends the "port closed" message for UDP ports or not. I'm guessing the "or filtered" part means the firewall is preventing the message being sent back
I guess a workaround is to just try to open both tcp and UDP and check the tcp port lol
I haven't got a clue why the server is being weird then. Guess I'll just stick to running a server from the game like a pleb 
Want me to see if I can connect to it?
Hey guys, got a server up and running earlier, having trouble getting the session ID, I created a new game, when I try to copy the ID to clipboard in game it says I need to change privacy to friends only, I do that, but still gives me that error message, if I unpause and pause again, the privacy changes back to private, any ideas on what my dumb dumb head doing wrong?
Dedicated server does not use session id. You need to just give your friend the ip and connect through the server manager. If you are hosting it yourself you need to open the ports on your router so that your friend can connect
Hello
How can I played with more than 4 players
I tried to put
[/Script/Engine.GameSession]
MaxPlayers=8
in this file SatisFactory\FactoryGame\Saved\Config\WindowsServerServerSettings.ini
Ah, okay my bad lol. Which IP do I give him? I assume the internal IP I use to add the server wouldnβt work for him right?
Yeah opened the opened the ports on my router already
Right, that internal ip only works on your network. You need your router's ip which can be found by any "what's my ip" website
Perfect, thanks. Will give it a go later πͺπ»
Nah I just found this old discussion
#dedicated-servers message
Hey I got a server running couple days before the new Update Now after the update i'm getting err for Navmash how do i fix this i'm using Steamcmd on ssh Debian
Can give it a go sure
Just dm ip
Is anyone here?
Plenty of people
π
Im trying to test a deployment I just got running on the akash network. Problem is i cant find the containers ip
not in the log files?
I did see something that looked like an ip. ill see what the logs say
I see a 0.0.0.0 something with a port but nothing like an ip address
wait do you have a domainto the deployment? should be on the deployment details page
Yes I do
yeah thats just an alias for the ip
ah ok
so I just use ping?
if you want the numbers, yes. but usually anything that takes the ip should also accept domain names
to see if its up?
Yes
sure, dm ip
ok
I haven't tried hosting dedi servers for over a year. For anyone testing them on the regular, how is the performance now?
Performance is good, stability is bad
If anyone is intrested how to solve this issue: If you create a Game without Session Name, a dedicated server canΒ΄t load the session after a restart, meaning it forces you after every Server restart to create a new game. It took me hours to find this out π
No. I was able to create a session name for the existing save π
I would post that on questions.satisfactorygame.com, not sure ive heard of that before but sounds like a bug to be fixed on DS
Appended to the end of the launch arg
if im doing unraid docker that would be here?
Yes
do i set the ip in the 0.0.0.0? or is that the code?
You shouldn't need to change anything besides adding that arg
do i need to set my router to ipv4 too? i get an ipv6 when i do whats my ip?
I am getting a similar error, i never had issues with my server until recentlly. I use windowsgsm to server host and it is not showing anything strange on the server side.
can I get help
what about it?
Can anyone help me, I'm having a problem installing the Server, it appears that the server is unavailable on CMD, it seems that I tried to connect to the server
I already tried using the public IP and the local IP
yeah, im able to connect on my local ip, but not public. ports are forwarded, firewall rules there
me too
Same problem
my firewall is already disabled
If you are behind a router/firewall you likely wont be able to connect to your public/outside IP
You need to use the internal, not the external
Others will use the external
yeah, meant buddies cant via public
Okay, did you forward all 3 ports? And using the multihome switch?
and checked them via https : //check-host.net/check-udp
Yeah that isnt really going to check UDP availability in all cases.. UDP is stateless so you cant "connect" to it, just send stuff and it sends it back if you are talking to it correctly
either way yeah
So it works internally for you, but not external - what router/firewall device do you have?
And you forwarded 7777, 15000 and 15777 UDP (not TCP & assuming default ports)
lookin at the rules now
and yes
even have old ports for when i was running a few games
What is the server running on?
windows using nssm
Well I am also using NSSM with a pfSense firewall and after forwarding the 3 ports, works okay with multihome.. so some other problem in between it seems
I used to have Eero's which are sorta similiar to Nest, maybe its double NATing or something. What is your dedicated internal IP and the router IP? On the same subnet?
192.168.86.63 192.168.86.1
Do you get anything at all in the factorygame.log when others try to connect?
yes
Red your problem is multihome, I can see the IPv6 addresses there trying to attach to IPv4
And in the one above it its binding to the ipv6 address
Yes, you see the ::ffff::170.... that is trying to do a 4to6 or something which doesnt work atm, add -multihome=0.0.0.0 and it will fix that
notta thing in the logs
how do I do that ?
Then they arent getting to the server at all, maybe reboot your Nest? Dunno on that one
yeah, that was my next step
Where you are starting up the server with the -log and -unattended add multihome
ill report back if that works so folks can see it
Could also throw up another server to test as well, just to be sure where the issue is
What about this error
Seeems like you alreayd checked windows fw, but that shouldnt matter since LAN works
no dice on the restart
That looks like the initial startup is having an error loading the world
take add out and i dont think you can have spaces in the port config
its worked for me, but only whit Ouery port
Is there are a reason you are specifying all of the ports?
yes, they are open to me.. but even with the 7777 standard the same thing
My friend tried from port 7777 But it doesn't work
If something isnt working, why make it more complicated by specifying non-standard stuff.. oh well
You should connect using the "QueryPort" when adding it in server manager
I didn't understand the last line, sorry
My friend tried this QueryPort
But it tells Connecting status
Long term and it doesn't work
@grim mica
It doesn't work either, I don't know what to do, but I'm going to try to ask the company that provides internet so I can open the correct doors.
Did you show any logs or anything? Dont think I saw anything
Do you have cable or fiber or? If you can just put that one machine straight on the internet (no router) that would definately rule out an issue on the Nest devices
Unless your ISP is blocking inbound ports for some reason, they probably wont be able to help much
If you have an ISP provided modem, not all of them can be placed in "bridge" mode at that point you may have to buy your own cable modem
Do they make Nest modem/routers? That might be the case but I dont think ive seen one
I can't, I use fiber I have another game server 7 days to die and it works normally
is your other game server using any of the same ports?
7d2d doesnt use 7777 15000 or 15777, i run one ocasionally as well
depending on how their server handles stuff it may still work even if the ports are locked. so saying I have another server and it works fine doesn't really apply
Client seems to be making a connection, do you have all 3 ports forwarded and have the multihome set on the launch of the server?
Well it at least means the port forward would work, there isnt a double-nat in between and is able to connect on the LAN - just nothing on WAN
The problem is that it accepts the connection but within the game I can't change the server settings
Cant authenticate or asks for auth?
I thought you said external clients show no connections in the log at all? Are you able to connect on LAN and actually get into the game and move around or no?
I still don't know how to configure Multi home, just do this
I have to put the IP in place of 0.0.0.0
0.0.0.0 = any/all, so dont need to set it
and that is the proper place to put it, however your ports are not the default ones
Whats with the weird spacing and characters in between?
Well, tomorrow I will arrange for the opening of the standard ports because I depend on my internet provider
This is my NSSM setup and launch commands
Oh I am confusing Ominous and Red.. my bad
If you want to use those ports, you need to stop the 7d2d server
how? Do you mean firewall and internet modem?
A singular port (1-65534) is able to bind only one process per IP address
If 7d2d is started and its using 26900, it will be claimed by the other process and when satis starts up wont be able to bind
Correct, if you are hosting a server you need to forward port 7777,15000,15777 UDP to the machine hosting the server though your router/firewall device
cI noticed you use a program for this
NSSM is just a service manager, if the dedi crashes it auto restarts and when I reboot the machine it will auto start, thats basically it
Its the same as running it via a cmd/powershell but is handled as a "service" instead of an app running in the user session
as is factory server crashes quite often.. so if you've got other things to do during the day rather than babysit your server.. it's a must
I did this
What file do you mean?
this photo
The batch file that they created? I dont think they send a batch file with the dedi files, so yeah you need to make your own
Brazil is shit for you to have a fixed IP you have to sell a kidney
Pretty uncommon for static IPs in US for residential at least
It also didn't work
@grim mica
Can someone help me with this
Not 30ms but 30 times per second, I wouldnt adjust the tickrate unless you need to but you can via config files
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files
ty
But I still have a problem with port 7777
My friend should connect to the server from port 7777 right?
@grim mica
Did you set a different port?
no
@grim mica
Well my friend sees the online server when he puts port 15777
but this QueryPort
You connect to the server with the query port, the server will then send the proper ports to the client
If a client isnt able to connect, check your port forwards and set multihome if it isnt in place yet
Well I'll try it when my friend wakes up
Thank you very much and sorry for bothering you
@grim mica
Experts in this channel are probably heckin busy lol
I just joined in because update 8 broke my dedicated server setup
Reading up on the previous fixes to see if anything helps me
Thanks for everything you all are doing here
Yeah, nothing's fixed me yet. Multihome or no, my server just doesn't work anymore
I wonder if this is the issue?
My server is.. was... configured to listen on 15777
Doing -Port=15777 didn't change this value, so idk if it's related
If I remove the -multihome line, I see lines like this whenever I try to load my server from the client
But it just sticks there and I eventually get timed out on the client side
Are you using custom ports or no?
No, I'm using the defaults
Opened 7777, 15000, and 15777 through my firewall
All was working before Update 8
Is your server local or hosted?
Firewall doesnt matter then, unless you mean the local/windows
Hosted to my friends
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****
It's a box in my closet lol
So can you join over LAN?
Let me try
Same issue
It just shows that on the server side. Client gives me the famous time out error
I've already added the timeout lines to my config inis as well
Welp, I'ma head to bed. Seems like this is an issue affecting a lot of people
Doesn't look like multihone issue at least, can ping me tomorrow when you are around
He will need to do what baldur mentioned in the q&a, port forward the 3 ports satis dedi uses
anywhere explaining how to do that?
If it's working locally might need multihome added after ports are forwarded. There are probably plenty of guides on YouTube but it will be specific to your friends router/firewall and is different between vendors.
Suggest figuring out the model or at least the manufacturer and googling around with 'port forward' and the model/manufacturer
alright thanks
It's generally pretty easy as long as they have access to do so, sometimes internet providers don't offer it
Once the ports are forwarded go-to ipchicken.con and that is the up you should connect to
Its 7777, 15000 and 15777 UDP if using defaults
Yeah pretty sure it should be 15777
All of them are needed, that is just the query port
7777 is the game port and 15000 is beacon, all tech jargon.. but all 3 are needed regardless
oh ok damn
Hi there, can anyone explaine how i change the save interfal on the dedicated Server?
I'm in the early access branch an always get theses errors:
Command not recognized: FG.AutosaveInterval 1800
> FG.AutosaveInterval 1800
Command not recognized: FG.AutosaveInterval 1800
> AutosaveInterval 1800
Command not recognized: AutosaveInterval 1800
> FG.NetworkQuality 3
Command not recognized: FG.NetworkQuality 3```
Search this channel, I've answered it in the past. Command don't work for u8 dedicated
cant remember, thats just a bug right? console commands r being added back eventually?
Hey I'm having my server hang at this line
[2023.11.17-09.32.36:637][ 57]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 11.591863, Update Interval: 359.056976
I did a search, someone mentioned a 'multihome' string but I'm not sure what that means
I have the problem that can be seen in the pictures.
In the game itself I get a timeout when it tries to connect to the server. at this point I don't even connect to the game itself.
I updated the Dedicated Debian Server normally via steamcmd, did NOT use the experimental version and started the server.
Tiemout entry, I have already done, no difference.
I also did multihome, but it didn't even recognize that the server was running.
Any ideas?
Hi guys, it's been a few days since i set up my new server thanks to you. Can i reduce tickrate to make it run better in any way? It's a 2540M so 2c/4t and boost up to 3,3Ghz so not powerful at all...
You have an IPv6 on the server.
try sysctl -w net.ipv6.conf.all.disable_ipv6=1 to disable IPv6
means that you have both IPv4 and IPv6
thanks, i can connect to the server again but now char seems to have reset or i have a new one ???
i can't disable ipv6 global. Have other Software running that need it.
Was wondering the suggested way to restart our Satisfactory servers.
We are using Pterodactyl but is seems to loose 5 min of gamer progress and takes 10-15 min to reboot.
We are using the built in schedules to issue a "restart"
Any ideas?
Is it normal that servers keep lagging every second?
Is there a way to create a game save from command line?
how can friends join my dedicated server I can join with my PC same network but he cant join the server same IP same Port ?(running on laptop)
Use the server manager ingame
Did you port forward?
We have 10 servers that reboot automatically.
We want to initiate a save just before the auto reboot.
Ah, I see
The same error is back.... π
do you need to start and stop the server on a regular basis?
No, just for update
ip adress are all fix in routeur
then run the same command that you used to solve it the first time.
I figured out the issue. It's my VPN running on the server. Even tho I use split tunneling to allow both FactoryServer.exe and UnrealServer-Win64-Shipping.exe through the VPN, it's still having issues.
I just add -multihome in .bat start file
I start with same file
did you add -multihome=<some.ip.address> or just -multihome? The latter won't work, the former should. BTW, look into adding the server in as a service using NSSM or some such. The Dedicated Server Wiki is your friend.
start FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -multihome=192.168.1.57 -log -unattented
is your ip address still .57?
Yes
Then I don't know what to tell ya. I don't use a batch file to start up my server. Maybe someone else can help you from here on out.
Ok
I'm still unable to connect to my server π¦ Just sits forever at the loading screen, no timeouts or any issues in the server logs whatsoever. I'm on Linux, but this was working great up until update 8. I even was able to get into the server on update 8 a few times before it just stopped loading. My friends are all able to connect so it's definitiely a client issue.
Have testet, client say server is offline. Only with active V6, the client see it as online.
they can just use the -multihome=<ipv4.address> and not worry about disabling ipv6 (which could mess up other programs that may be using ipv6).
I did some testing today on our server on update 8. It looks like shared head lift no longer works in Update 8. Can anyone else confirm this?
I've never heard of shared head lift
Have you seen any satisfactory streamers who have a bunch of parallel pipes but no pumps connected to them? They use shared head lift.
Issues connecting to dedicated server
Every time I try join my server I get error message.
unetconnection tick timed out
https://questions.satisfactorygame.com/post/62572a7cca608e080350c2ad
I tried to use the link above to help however it did not work.
Anyone else got ideas to fix this
I don't watch many streamers at all this day, and only one Satisfactory one and I've never seen her pipework.
Append -multihome 0.0.0.0 to your launch arg
don't forget the = sign
yeah
Is this what you mean cause it is already there?
Still not working any other ideas.
Just something random here; had ith with my (dedicated) server add the port separately in Windows Firewall (when running windows) and not via 1 rule to ring them all.
Im running it on linux pterodactyl
isn't pterodactyl that gaming multi-hosting cpanel?
ye
Hope you find someone familiar with it to help you run Satisfactory (:
I have ran it before fine but I went to try setup a new with the new update and well i am havign this issue
Problem solved, The Primary Port in Pterodactyl was wrong
Doesn't work either for me. Client say server is offline.
restart the client?
done, same
First time setting up a server thanks for the help
so how do i change the autosave interval then?
why is my server restarting in 30 mins ?
my server did an automatic restart and is now running badly ?
I believe the auto restart just reloads the world, might want to try actually stopping and starting it if its having issues
Does anyone know the network stack for the server handshake? Is it like this?
- Client connects to server via ip x.x.x.x over port 15777
- server receives connection and sets a connection on 0.0.0.0:15000
- server sends connection and server info back to client over established connection
I'm trying to figure out where the server failed when I had my vpn on
I excluded FactoryServer.exe and the Unreal exe from my VPN
As a client, I was able to see my server. When I attempted connection, I see in the server logs that it saw the client connect and did step 2 above
Then it just fails
This is the best description of what the port do, how it handles telling the client which and where.. dont know #dedicated-servers message
Thanks!
If I had to guess, query port is just basic hello and here's the beacon port for management, then once 'joining' it switches to game port
So 15777 -> 15000 -> 7777 I suspect would be the client connection flow
Hmm, all three are forwarded in my router
Not really sure what you mean by VPN, talkingabout Nord/Shark type thing?
Yeah, proton vpn
It allows split tunneling so I can, say, have all my Firefox traffic go through the vpn and have Chrome go through unfiltered
So if I do "what is my ip" on Firefox and Chrome, they'll be different
I have it set up so the Satisfactory server files are unfiltered.
Interesting, okay
And it worked before update 8, so I'm not exactly sure what changed on the back end
How far are you getting? Able to add it via server manager?
Yeah, I can add it
When I try to connect as a client, the server logs update showing the attempted connection too
So it's reaching the server
Just not reaching back to the client
Multihome param set?
Yep
Maybe the multihome param won't work if it's 0.0.0.0 with a vpn running...
I'll have to test that when I get home. Maybe set it to 127.0.0.1 or something
Is this only for external clients or also your own client on LAN? Or I guess same machine I assume?
Both
0.0.0.0 is bind all/any so shouldnt matter unless you have multiple adapters that you want to specifically bind it to listen on
I suppose you could specify the adapter/IP that you want it to listen on since you would have multiple with VPN but it should still listen on any/all regardless
Hi there. WeΒ΄ve got an issue with our private server we hosted new today with gportal. After some problems with a person who joins our private game (he/she destroyed our HUB and went offline) we want to install the backup. but since then we canΒ΄t get the authentification anymore to set up the server in the game menu. Does anyone has a hint for us?
Meaning you dont get prompted to authenticate?
we click on the authenification button, type in the passwort but then nothing happens
If you goto the Create or Settings tabs it will ask for auth, for some reason the save screen doesnt ask for auth
Get that, type the password in and it goes away or the box stays there?
yes this window appears. but when we type in the adminpassword nothing happens
the box stays
ok now it disapears but nothing happens
Interesting, dont think ive seen that before.. Is it possible to recreate the server freshly and then upload the save again? Not familiar with gportal enough to know that
If you type the wrong password it will just kick you back to the page with authentication again, but doesnt indicate that the wrong password was entered
we already tried. even change the adminpassword for the server on the gportal site. in case we got hacked. but still the same
Do you have access to the server files with gportal? If you can delete the serversettings file it regenerates it at startup and will load the latest autosave as well
already tried π¦
I would think that the gportal site cannot manipulate the Satisfactory auth password though, would need to be done through the game
Deleted the serversettings file and restarted the server and it asks for auth?
yes
If its asking for auth then thats not the right file.. since it will ask to create a password on first connection
Just checked against my own DS and if you enter the wrong (or correct) auth password there is no log entry that it even happened.. so seems impossible to tell if that is the issue or not
Ok. now we have deleted the savegames on the gportal server and imported the backup. restarted the game and added the server again in the ServerManager. However, authentication is still required. When the button is clicked and the password is entered, the window disappears and nothing happens. Once again π¦
We changed the Server IP at the Gportal-Site. Now everthing is fine. Thanks for the help π
Hello, me and my friend tried to play on a dedicated server and around 1-5 minutes after the server start, the server shutdown and let us this error. Have you a solution about it plz ?
so what's everyone's preferred 3rd party server management tool? Or are we all just rocking the hardcore command line situation
I'm using a docker image. Don't need anything fancy for a couple of friends
Not sure, but I'm working on a visual installer for windows for the less technically talented among us
hey that's me lol
i cant connect to my own server but my friends can any idea how to solve this ??
Are you trying to use the public ip?
yea
If you're on the same network, you need to use the private ip
thanks it worked
I play with a friend and if he uses the hypertube, he gets stuck most of the time and results in client disconnect. This did not happen in update 7
when i start my server it still just hangs at the line that says ScheduleNextSDKConfigDataUpdate
I'm starting with these commands -multihome=0.0.0.0 -log -unattended
i just had to wait a bit lol
what a maroon
I started a new save when update 8 came out. Got to trucks. set them up. and this is what is going on.. it is on my server, I play with a couple of people. anyone have an ideas on why this is going on? or should i report this on the site?
when the trucks are close to me. they warp forward, when the get at distance, they become smooth
Are they not delivering correctly?
I honestly never use vehicles for transport on dedicated, they have always been wonky and with U8 its probably a bit worse than it has been in the past. I usually stick to belts within the region or specific product build and train or drones for logstics between
They are delivering everything correctly. it just looks wonky. lol. I am still gonna use them.. was just wondering if there is a fix for that.
Yeah they sort of teleport when you are within a certain range of them but are smooth when far away
But they still work fine, and manual driving is okay too
NSSM to run it as a service. The in game server manager is really good imo
hey every time i try to open sadisfactory it crashes after i get to the round thing in the loading screen'
is there any thing i can do?
Well this is weird. First time I've seen this. Already restarted client and server.
back to normal O.o
i wonder why server still says UE4 but Am connected using UE5 client.
Isn't there an advanced setting in Update 8 that unlocks all the tiers?
When the trucks are close they attempt to simulate physics. When they are far away they just slide along the path spline.
This looks like a physics bug in the multiplayer.
is there a planned fix for this?
I hope they fix vehicles. They're nice, but there's a lot of jank, too.
This is another example of the same issue, worse here: #dedicated-servers message
These are the ports need to be forwarded on your router
they are all in my shot
Hi does anybody have experience on dedicated servers like this one? IBM System x3550 M3 Dual CPU, a company was folding i was gifted with this. My question is is it compatible with a Nvidia GT710 for video output?
https://pastebin.com/b9BaDRQj anyone has seen this crash?
where would you want to put that card in ? also this is more like a #off-topic-tech topic
the other question would be why would you want to connect such a card
If his cpu doesnβt have integrated graphics and he has this on hand?
there are other things than either dedicated gpu and integrated gpu
this is a server machine for a reason
looks like a common crash / loop in Linux servers
some people says it helps to select cpu "host" mode for virtual machines
but I don't know if you are using one
looks like the Linux handler in unreal engine is doing stupid things
that only works when the machine is not loaded
Yes i know. But if he runs windows server on it he prob need some gpu to see GUI
Ill try. It is running in proxmox so that might be a issue
the server machine have a built in VGA
no problem, you probably didnt have that kind of hardware in your own hands
the cpu to host mode ?
Yup
nice
Yup i usualy work on the otherside of the servers as sysadmin
I could try to disable some features on my virtual cpu to see what triggers the problem, but anyway most people will probably not want to fiddle with that kind of thing (I dont use host cpu and it works)
been trying to join my own server, but it keeps timing me out after 20 seconds.
even tho i increased the timeout limit. to 180seconds.
any idea what might the problem ?
fire wall is off.
its a linix server.
there are both server and client timeouts at play
do your linux machine is powerful enough to run the server ?
Is portforwarding like that ok or missunderstood I something
are you connecting locally to it ?
that is only showing one port number
yep
i did it for every port single
that's right
now if rules are enabled/activated it should work ok when server is up with default settings
yea should be active
and what IP address can they join?
should be this one?
Friends cant joinβΉοΈ
Mabey its just some virtual CPU's but im not too worried
not this one
what you put red here probably, else you can check with a method I will link you in a second
in this message I describe it
it's a bit like when you search it on browser search engine, but much more stripped down and reliable
yeah im connecting on a local network.
any idea where is the file for client's timeout in a linux system ?
tbh I dont know much about proton/wine, but you could check where 'appadata' windows directories translate in proton/wine then look about the windows kind of path in it
like "FactoryGame/Saved/Config/Windows"
once in user wine "Appdata/Local"
remember that any ipv4 looking like 192.168.x.x is not an internet address but a local one
same applies to 10.x.x.x
thanks for the advice
so 192.168.x.x is your local network translated by your router
and the other one not like that is your public router internet address
and if it looks weird or confusing it's because these are only really meaningful in binary format not in decimal commonly readable numbers
oh ok, that should be simple, i'll let you know if it worked
well, sadly it seems like what ever i do to those files in appdata directory, it dose not have any effect on my client side settings in linux
how ever for anyone that might need to know where those settings are, this is the path.
< steam library path > /steamapps/compatdata/526870/pfx/drive_c/users/steamuser/AppData/Local/FactoryGame/Saved/Config/
alright i got an update on this problem, i think by default the engine tries to only ocnnect via IP v6
in my case my ISP dose not even provide and IPv6 and the router dose not really use it.
to disable it on linux run the following command with super user (root) privileges
sudo sysctl -w net.ipv6.conf.all.disable_ipv6=1
i dont know if there is a setting for this in the config file on the server side client side, would be greatly appreciated if you know.
did you add '-multihome=0.0.0.0" argument to your server starting command-line before shutting down your whole machine ipv6 capability
nope, i was not aware of that one causing problems, cus on older edditions it ran like normal
I mean FactoryServer.sh -multihome=0.0.0.0 is supposed to make the server focus on ipv4 only
recheck the settings, most of these settings get reset / overriden if you dont lock the files (like chmod 440 for instance)
yeahy i'll have to look into it, now my friends cant connect to my server anymore, so i have to look into that XD.
Giving a +1 to this if folks haven't tried it yet. I have an IPv6 enabled home network (with both GUA and ULA addresses), and Satisfactory was not happy connecting until I added the -multihome flag
i see, this might be for a specific case, cuz i just tested that and it was alright with it.
with what are you talking about ?
sysctl global setting, or the server one ?
server -multhome should be enough to make it work
my bad, i meant the multihome option.
HELPPPP!!!!
i saved my game yesterday and now my complete inventory is empty, what can i do to get it back?
I had over 11 Harddrives in my inventory, everything is gone,
at all savegames its the same problem!
Did you start back at your hub on load? I just upgraded my server to U8 and it considered me a new player, so I need to find and kill my "offline" self to get my inventory back.
i start there, where the sdavepoint was at this time
my hub is in my inventory, but on the map there is no box where i can find my "dead body"
I don't think it'll show one because you aren't technically dead.
It considers your old body as a logged out player
Yup, although I've found Satisfactory Calculator's interactive map to be really handy in these cases. You just need to grab a copy of your save from the server.
HAHA, tanks for your fast help! , Love you! π
Ahh- looks like you got it
Satisfactory Calculator's interactive map, same same π
@deep turret basically I posted it here cos there are knowledgeable ppl here perhaps someone has a similar thing, it is a 10 year server and only has RGB blue connector video output and I do not have an old RGB connector monitor
gt710 is old too
Yes but it has HDMI output and cheap
VGA monitors are really cheap too, it's easy to find some people does not want to use anymore
you usually only need a screen to setup the server until you can access it from network
do you want to install linux or windows on it ?
I'm more familiar with windows at my age don't want the learning curve of Linux
tbh windows server is not fully like windows (client) either
and if you want to run windows client (the usual one) on it you need to check there is only one xeon inside that box, otherwise it will not work, only windows server are ready for dualsocket motherboards
as far as I can remember
to be fair I wasnt going for windows server just windows 10, I just want to host a couple of games on it to experiment
Ah ok yes it has two PSUs one for each Xeon so if I only use one windows should recognise it right?
the double psus are there for redundancy, they are hotswapable
it's not for each xeon
Ok thanks for that
though it may be possible to disable one xeon from the bios, I'm not sure
and I dont know if windows will want to boot from that
microsoft is making a shit ton of money from windows server licensing so they will not support server system with simple windows
I suppose so
to be honest, linux would be the easy way on this kind of system, it is not under personal/system licensing, and it is made to work on that kind of stuff
and you can easily manage it without monitor
Ok so Linux will have to do then π
also linux does not try to drop compatibility with old systems
so latest linux will run fine on it
Brilliant
but the hard part especially if you are not used to, is installing linux and managing it from remote console
(even though it's way easier and more reliable than with windows, if you dont know how to, it can still be complicated)
I assume there is knowledge base on the net for the installation
welcome to the linux rabbit hole
: it completly depend what kind of system you want to install
the most diy and then flexible is archlinux gentoo or in some way alpine linux
but you can also use the more standard debian versions
this is what its compatible with: Microsoft Windows Server 2003 and 2003 R2, Microsoft Windows Server 2008 R2 and 2008, Microsoft Windows Server 2012, Red Hat Enterprise Linux 4, 5 and 6, Red Hat Enterprise MRG 1.0/2.0 Realtime, SUSE Linux Enterprise Server 10 and 11, VMware ESX 4/4.1 and VMware ESXi 4/4.1 embedded hypervisor, Sun Solaris 10, VMware vSphere 5/5.1.
and then there are also manjaro unbuntu etc..
these are the tested OS, but it can support newer linux aswell as long as these linux are ready for server hardware
archlinux and gentoo are ready because the first is bare linux system the second is very configurable
debian have a server specific version with all the server support needs enabled
debian is usually used for servers too
if you want what is the most used in every server linux tutorial you can go with debian
it is also probably easier to install than the other ones
wow brilliant
also unlike other linux I talked about here, debian is not rolling, so once it is installed it will not constantly change everytime
Thats even better π
now keep in mind it's not because it is more standard and prepared than the other too that it means it's not linux
I mean be ready to deal with documentation still
as long it is linux base and the files work it is good for me @deep turret thanks vm for the info
your link was removed lol send it via pm if you like
for iso files:
cdimage.debian.org/debian-cd/12.2.0-live/amd64/iso-hybrid/
installation guide:
www.debian.org/releases/stable/amd64/
debian installer software documenation:
wiki.debian.org/DebianInstaller
debian installer software known issues:
www.debian.org/releases/stable/debian-installer/#errata
you can prepare the iso file for installation on a usb stick
great thanks
you probably want a vga monitor to start things off, but you probably can find it from old house with old spare parts that does not want to use it anymore
I think I have an old vga LED tv with rgb connector
in the end yes you could maybe try to connect your gt710 to it, but only if you have a gt710 low profile card
and you may need server accessories that you didnt get with your server machine
such as pcie risers
but vga monitor still are there even if they are dusty and old, so it may be easier and cheaper in the end
all is included inside and the GT710 would fit as its a one slot GPU
ok, then you can try it, gt710 does not need external power right ?
it does not need external power but my worry was that on the slot there is a sticker saying 25w that is why i was asking if it would be compatible
there are 2 slots, it's on both ?
gt710 is stock 19W tdp
so it is probably alright
yes it is on both
19w tdp is good news I myself did not see that I only saw that the it need a minimum of a 300w PSU
technically we drifted away the main topic of this channel a lot
if you need more info for your server please user #off-topic-tech instead
and I feel guilty for not pushing you in #off-topic-tech to explain all that stuff to you
Ok no problem thanks for your invaluable help really appreciate it
I'm unable to connect to my dedicated server on my local network, despite others from outside my local net being able to connect π¦
- no errors in server log
- was previously able to connect no problem, even briefly after update 8. One day the click to build stopped responding so i disconnected, and haven't been able to connect again
- no timeouts, i am just stuck here.
- others are still able to connect, but I am unable.
- added the --multihome=0.0.0.0, still no fix.
- installed onto an m.2 SSD
- my steam deck was able to connect on the same network so it can't be a network setting
- my friend just told me his got stuck at the loading screen now too.
- on a second attempt to log in with steam deck, i could hear sounds, including reactions to my button inputs, but was still stuck on loading
- third login, same symptom as desktop and now friend
It appears the first and sometimes second login works, then after that it gets stuck on a loading screen. I'm going to back up my save and try an earlier one, and then perhaps a fresh start save and see if it works
turns out loading an old save worked - something corrupted
so whats the verdict on dedicated servers these days? worth trying or wait for UE5 update to smooth out?
it works like update 7 was working
not better, almost not worse
but update8 features added
are the install/setup instructions on the wiki page for dedicated servers still accurate as of U8?
havin all kinds of issues getting it running through steamcmd on a windows server
how I fix this?
I'm having the same problem Ebrah. Friend can't connect to any of the worlds in progress, but can connect to new ones.
Just what helped me, change your network type to ultra, helps sometimes
that sounds like a load performance issue, do it happens even after retrying while you are also playing in the game ?
Hi, can I remove offline players via terminal? The problem is, that sometimes the client disconnects while driving in trains and after relogin the player starts in the hub but not in the train. So there is a player in the train and I cannot kill him and also not dismantle the train.
(its a dedicated server)
youre only way is to use satisfactory-calculator
ok i'll try, thx
i have the same problem.
where do i change the network type to ultra?
How I do this @thick sapphire
Options> Gameplay> Network quality
It loves to reset every time you relaunch though
for me and my friend not working π¦ we can't play together
it needs to be set in both server and client though
How in the server?
editing the .ini files
GameUserSettings.ini
adding
mIntValues=(("FG.NetworkQuality", 3))
Ok
Even with the timeout increase to the engine.ini and Ultra settings we still can't connect, but only for established worlds. New worlds are fine.
Question i got a dedicated server from a good source. Is it normal for items to lag on belts in multiplayer?
network quality is on high
i'm checking server CPU and its only hitting 3.3% with basically 0 disk usage
Yea update 8 is a little unstable in multiplayer, the same happend to me on a multiplayer game.
So, I set up my server a long time ago (year plus at least) and have since forgotten the admin password for it and cannot authenticate to the server at all anymore.
After checking the wiki about resetting it, I do not have a ServerSettings.[port] file anywhere. not on the server, not in my local install, so I can't delete anything (Though I did remove all of the .sav files from a past time playing for good measure on the server file system.
Where else might this information be located for me to get a fresh start on it?
I built a new server this morning and had this problem. I ended up fixing it by adding the -multihome=<public ip> to the FactoryServer.sh line in start_server. After that, happy days.
ie - change the line
$InstallationDir/FactoryServer.sh
to be
$InstallationDir/FactoryServer.sh -multihome=<your public ip>
is this on linux or windows?
Linux. I have the server installed and configuerd in a /GameServers/Satisfactory location, so the path I would have expected to see these files in would be /GameServers/Satisfactory/FactoryGame/Saved/SaveGames/. This is where the server/ location is that contains the world .sav files. I just have no SatisfactoryServer.15777 file to delete per the wiki instructions.
I did end up adding the -multihome=0.0.0.0 to my startup command to allow ipv4 connectivity earlier today. I just now can't authenticate.
what do you get from
find /home/steam/ -name ServerSettings*
if nothing from that, try
find /GameServers -name ServerSettings*
That I see. I didn't realize the server would use the users home path for the servers. I was expecting it to use the server install locations. Thank you for that clarification. didn't know it was going from the user specifically.
ended up getting both of my servers now. Much appreciated.
/home/steam/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.15778```
no worries. I think it's one of those things that steamcmd wants it in a particular place
or Epic or w/e
most likely
anyway, happy to help. now I'm just trying to work out why my server is kicking people after 30 seconds even after the connection timeout edits to GameUserSettings.ini (which going on their description shouldn't change timeouts for saves) and a bunch of server and system restarts.
[2023.11.19-07.01.22:655][725]LogGame: Compression: 2.480 seconds
[2023.11.19-07.01.22:655][725]LogGame: Write To Disk: 0.046 seconds
[2023.11.19-07.01.22:657][725]LogGame: Total Save Time took 50.880 seconds
she's a chunky world....
oof, yeah, it's been a long time since playing for me, so we were starting fresh. I was just slightly shocked that the reinstalls didn't reset the passwords, but given that central location for steam, I guess it makes sense.
I guess it also means that if you re-install the game to switch from EA to experimental you're not clobbering everything
What is the best monthly subscription server for satisfactory for the money?
probably buying your own server hardware and look through the next years of use how you spread the cost for each months
but need more knowledge ofcourse
since update 8 need less ram, you can start with a less costly bare machine, and put the server on it
Does anybody else have problemes with teleporting vehicles on autopilot and bugged hypertubes?
Is it correct that the old console commands wont work on the update 8 dedicated server?
idk about vehicles but hypertubes are definitely borked rn
Motion prediction seems off for vehicles, which was true before but seems particularly bad now for e.g. sugarcubes on autopilot.
Known issue for vehicles on multiplayer clients
autopilot never had a real physic, it's currently intended
yes but you can put the values inside the .ini file
hi how can i start my dedicated server on landing 0 ?
What is landing 0?
in the hub
Play it on single player/normal multiplayer then when you get the hub finished upload to the dedi
I don't think you can start with the 'tutorial' part on dedicated including the pod drop sequence
I started on dedicated servers, what is being talked about ?
I don't know why you'd want to, tbh.
I first built hub from inventory
The early phases of the game where the hub isn't even built yet and you basically just sit there handcrafting to add all of the parts
all the parts to what ?
On dedi you spawn with hub parts in inv and can just build it fully completed
yes, that's how it's done.
Dude start a new, single player and tell me the hub is there..
why do you not want to skip the tutorial part?
To each their own I suppose.. lol
you can also skip the tutorial in singleplayer.
I think I did the tutorial 2-3 times and once they added the option to skip never went back again, far too slow
(which I did for a new save with me starting in Northern Forest)
Back on u3/4/5 or something
The tutorial is good for newbies. But you're right, far too slow for more experienced players who know what they want to do and how to do the basics. Again, why wouldn't you want to skip that on dedicated? Especially since you only need one hub and one space elevator. Unlocks are shared for everyone.
I never done tutorial then
It's enabled, btw.
for the multiple times I've been here, yes.
I've been using this channel for three years now and never figured that out π€£
Idk I checked when you asked and it appeared to be disabled, but when I asked Baine he said it's already enabled. So, no clue. 
Huh π€·ββοΈ
I've seen the option to turn a reply into a thread ever since I've been active in here
did some magic
ty
Hey guys, I'm having you issues with my attempt at running a server.
Running the game without -multihome runs the server and is accessible locally with [::1] but dispite all my firewall and Router filters being set up fine my ports for the server never open [My MC server runs off the exact same Firewall and Router Filter template so I've ruled that out]
When trying to run the server using -multihome=[REDACTED::##64] i get a serialization error and the server runs as if i never typed it in (Running on [::1] and 0.0.0.0)
When trying to run the server using -multihome=REDACTED::##64 the server attempts to run but then shuts down with the only notable errors being:
LogServer: Error: Failed to initialize server. Could not bind any addresses to port '7778'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
--
--
LogNet: Warning: Could not create socket for bind address REDACTED::##64, got error WinSock: binding to port 7777 failed (21)
LogNet: Warning: Encountered an error while creating sockets for the bind addresses.
LogNet: Error: InitBindSockets failed:
LogNet: Warning: Failed to init net driver ListenURL: /Game/FactoryGame/Map/DedicatedserverEntry?Name=Player:
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = NetDriverListenFailure, ErrorString = , Driver = GameNetDriver NetDriverEOSBase_2147482341
LogGame: Error: Network Error Recived: Type: NetDriverListenFailure, MSG:
LogNet: NetworkFailure: NetDriverListenFailure, Error: ''```
Are your external peeps trying via IPv6 or v4?
I'm using my usual site to check with ipv6: Port Tools / IPV6 port checker
This site has never failed me with testing other game servers
Oh boy again with port checking.. so UDP is stateless and you wont get an actual true open/close when trying to query a UDP port
People see "open or filtered" that just means the firewall didnt reject the packet, but it still could be discarding (the superior firewalling method)
Excuse my ignorance but does a MC server not also use the same
I dont know anything about Minecraft, if its UDP ports its always the same
The protocol itself is stateless, has nothing to do with the application
TCP connections are stateful and would have a connection established to validate connectivity
Getting into a networking conversation which isnt relevant.. so anyway. Multihome does two things, one it forces the listener bind to the specific adapter (why I tell people to just use 0.0.0.0) AND it disables UE5 'packet routing' which appears to be the actual issue.. So if external peeps are connecting via v4 then dont use v6 internally and give your external clients the ipv4 address
Well as far as im aware they are both using UDP and my MC server reports as open which also has correlated to my friends being able to connect or not...
Where as Im currently testing SF and its reporting FAILED
As long as you are using default ports, forwarding 7777,15000,15777 UDP to the server, along with the multihome switch, they should be able to join
Well when my friend is available I will test, atm i have no way to actually attempt to join from outside my network
has there been a fix for the warping vehicles on autopilot?
Do you have a cell phone and wireless adapter? Can hotspot it
No, unlikely to be fixed as its multiplayer sync related and will be completed near 1.0
Not sure what you mean
it never happened before.. update 8 broke it
Right, well then play U7 π
Put your machine on a hotspot and try to connect from outside with the LAN disabled
My server is running off the same machine as my Game Client so i don't think thats possible
Oh.. okay then yeah probably not easy to do
Is this Right?
Well i appreciate the help none the less, I'll check back in once my Friend is online 
@deep turret
for cod
mIntValues=(("FG.NetworkQuality", 3))
Is it placed like this?
I also just read through the error a bit more, not sure if its related to the attached ipv6 multihome but is something else using 7777?
Run 'netstat -ano' from a cmd prompt and look for ip:7777 with the process ID and then use taskmgr to find what is using that
That looks like the client settings ini file not the server one?
here
Or don't you talk to me?
Seems to be missing a bunch of files too, but yeah
Thats what my directory looks like where the ini files are for dedi
I'm sure that my ports are free and Filtered, I'm behind CGNAT so IPV4 is off the table.
I'm using ports 7777 for the Server, 7778 For the Query and 7779 for the Beacon. I know these aren't default but that shouldn't be a problem (It makes filtering on my router easier)
I'm also using -multihome=:: which has seemingly worked fine. The server is running and I'm in the game locally, If your up for testing it out if i DM you my address I'd appreciate it
oh But I have a friend who was able to log into one server and another could not because of this error
Okay, instead of the multihome - try just the -DisablePacketRouting switch, it will keep the ipv6 stack in place but turn off the v4->v6 conversion
However, my 1G fiber connection doesnt actually offer IPv6 DHCP leases last I checked, let me re-enable it and see if they are distributing addresses again
NetworkQuality is probably not going to fix a timeout error
Well what do you advise me?
Honestly dont know, pretty odd that most of the ini files are missing as I thought the server auto generated them. In any case I believe that is the correct spot to put the NetworkQuality parameter
ok
Yeah ISP still doesnt do ipv6 lol.. good ol Frontier
No worries my dood
My cable provider does though, i can switch over to that
If you cool with that go for it but don't inconvenience yourself on my account π
Yes I use SteamCmd as well
I dont have ipv6 enabled on my LAN at all and I am out of my depth with ipv6 holy hell this is confusing vs v4
Trust me my dude IPV6 is a trip to get your head around
Learned about ipv6 in networking classes and tit was always "oh its the future, we will be switching to this in a few years at most"
20 years later and we never deploy ipv6 networks still
Odd now I run the server with -DisablePacketRouting not multihome i can run the server but it crashes as soon as i try to join:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00007f0100000053
0x00007ffe130a2898 UnrealServer-FactoryGame-Win64-Shipping.dll!FServerSocketReceiveThread::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\Server\FGServerSocket.cpp:62]
0x00007ffe4503fc35 UnrealServer-Core-Win64-Shipping.dll!FRunnableThreadWin::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
0x00007ffe45038e91 UnrealServer-Core-Win64-Shipping.dll!FRunnableThreadWin::GuardedRun() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
0x00007ffeb8497344 KERNEL32.DLL!UnknownFunction []
0x00007ffeb96426b1 ntdll.dll!UnknownFunction []
Crash in runnable thread PacketRouterReceive-7778
Pisses me off, as difficult as it is to get your head around, this whole CGNAT frenzy we have now is a nightmare unless you cough up extra money to ur ISP
Thats a new one.. hmm
You might be a little screwed by multihome/packetrouting and having to use ipv6 honestly
I dont know that ive seen others here using ipv6 over WAN before honestly
Maybe, Whenever my friend is available I'll do some testing and report back.
Finally got an IPv6 address set on the firewall with DHCP and have an IP in that space on my machine.. wee learning
What that mean? And how fix it?
Are you not able to join or? Doesnt seem that its causing a crash or disconnect but would need to see the rest of the logs
Well I'm back and While my server is up and running on my Local Machine my Friend still can not join using my Public IPv6 and any of the Ports set up
You might have to look into a VPN-type connection where you can use IPv4 to connect with the multihome or disablepacketrouting
I dont think there has been alot of experience with troubleshooting around here with ipv6
Well, we've got even more tomfoolery afoot...
So using my "Private" Permanently Set global v6 address the game is un-joinable (which is what i use for other things without issue)
However after running out of answers in my brain i gave my friend my current dynamically generated global v6 address [OS's will generate random addresses with 24hr leases for improved security/privacy] rather than my Permanently set custom one... And BOOM he could join
If i was a networking veteran the reason would probably be obvious but with my current experience I'm completely stumped
Side Note: Multiple IPv6 addresses can be assigned to a single adapter unlike IPv4
I have the same problem, but I haven't found a solution. And no response from the community π’
Ah yeah, that looks better
where at can i change tthe save time from 5 minutes to 3 hours for dedicated servers
In server
.ini files
Does anyone else sometimes have pionts where they get the prompt to mine a node but cannot break the first ore stone on tip or mine the node by hand?
I hve E to mine, but nothing happens
I have a question: How do I add a Blueprint file to the server?
Instructions on the wiki
We've basically run out of IPv4 address space. Hence IPv6..
We have really not run out of IPv4.. been saying that for the better part of 20 years now
Sorry, nevermind, I had installed mods and forgot π
we do have run out of address spaces .. but not of address still
Can no one solve this problem? My server is a Proxmox VM based on Debian 12. I've had this problem since the last update.... My server no longer starts. Plz !
I made an Address reservation but is this what its meant to look like for a DCHP thing, am I even meant to have a DCHP thing? and the second image is what should be my "port forward" is that right? does anyone have a specific link for an archer router?
Yes, you need DHCP. DHCP is how IP addresses are issued to devices on your LAN. Your router receives a request to join the network from a given MAC address, then issues that computer an IP.
Your port forward looks fine
Hello, my dedicated satisfactory server (ubuntu 18.04) keeps running on UTC time instead on local time (same as hardware time), and the clients cannot connect because of "CONNECTION TIMED OUT" error (same as screenshot attached)
it does not
satisfactory needs 3 port opened and forwarded to work correctly
the main one is 15777
and it's all UDP (not TCP)
I meant fine as in I don't see any issues with the port forward listed, but I guess the question was probably contextual to hosting huh π
there are no other contextual information to evaluate it other than it being for satisfactory
and satisfactory only use UDP
I understand π I am just dumb
7777 is one of the 3 ports though 
the other one is 15000
I have exactly the same problem! I guess we'll have to wait for the next patch
others cannot connect to my server for some reason.
its fine in a local network, but for some reason cannot be accessed from outside.
i made to portforward rules for my server, and even disabled the fire wall.
and tested the ports, they work totally fine.
-- EDIT --
not sure if this information is important.
but I know that others can access the server, because im hosting other games at the same time as well and they dont have any problem.
you able to connect to it yourself with your wan ip?
actually no XD. i forgot to test that one.
i tried to access it using a domain name, and that worked, not sure if that counts ?
well only thing i suspect then is port forwarding tbh
or that you are specifying some different ports than what is normally used or something like that
should send some screen shot of the open ports ?
can you send your start query
that you use to start the server
also do you have ipv6?
nope i disabled it completely, just as an extra measure .
yeah if I usee emy wan IP adress it conneects fine.
my friends tho, cant connect using it, or the domain name.
do your friends have mods installed, correct version?
we are all using the stable version, but i could ask theem to make sure they are eusing the stable version.
are we talking about the start script
FactoryServer.sh ?
or actual logs from the servere ?
yes the script
screen -dmS $ScreenName ./FactoryServer.sh -DisablePacketRouting -unattended -multihome=0.0.0.0
would like to also note, that those options also did not have an effect, on weather i or my frieneds can connect.
i do believe your problem is with your -multihome
put it before -unattended
anything after -unattended is getting ignored
those are my forward rules just in case.
you don't really need to forward tcp for said ports
i see, i'll give it a try.
yeeah i know but i got a bit frustrated XD decided to just enable it to see if anything happens
yeah it seems like its not working
verified filese for my friend , and still could connecet to the server
oh i see i think i found a problem, seems like my prots are still closed so that is the problem.
sounds like a big issue yes
well, i foundout that the router refuses to let traffic in for new ports, but is fine with old ports.
sadly that meeans that my mineecraft server is down now.
its an ISP thing for now.
so gonna havee to deal with theeir crap.
well, maybe i can fix it with some sub domain and ngnix magic.
You haven't specified the External port number, so no ports will be opened.
Copy the internal to the external and try again.
A port forward takes an incoming packet on an External port and directs it to an Internal port. If you skip the external, it doesnt know what to forward.
Any tricks to not making hypertubes unreliable deathtraps? They used to be so smooth in U7 π’
Having some interesting lighting glitches I hadn't noticed before.
*one of the ways IP addresses are issued to devices on a LAN
Also @vernal magnet, if you have a firewall make sure to allow those ports too, else its still closed
yeeah i noticed and fixeed that issue, but it still refuses to connect, and when i test the ports they all timeout.
i made sure firewall is disabled just to test it.
Well, to find out if its the router or the computer your server is running, can you connect to it from your internal network? So, from a different machine than where the server is running?
yeah i can connect and play fine on lan, but it seems like my router just refuses to open some ports.
it's mostly my ISP
the ports 15777 / 15000 / 7777
always time out.
i also tried other ports just to test things, and i got the same problem.
i'll try other things later, and if i do find a problem i'll let you know.
but for now this issue got me very frustrated XD.
thanx for ur time guys.
anyone know why it keeps disconnecting players but not crashing
could be any number of reasons. Network congestion, server host throttling, unstable Internet connections for the players.
why would you do that?
disabling those ports won't make the connection any more stable.
DO i need them?
its changing the port afaik inside the console to a range i didnt open
an external port is just a common way to decide on how to communicate outside of the host system.
well we just got kickt again but this time becuase of the hypertubes ^^ so im guessing thats the reason "wrong move smth"
gettin this now
set it to 0.0.0.0
could because of the timeout limit.
but i had that same problem cuz its trying to use ipv6 ?
oh wow
I am having this issue on the dedicated side only, but not on the self-hosted side, so I am guessing timeout as well
even when VPN into the server network I can't connect
never had this issue on previous releases, and I have deleted and re-installed the docker image multiple times
that's a bug on the Linux server for w/e reason
interesting, but not on the Windows side?
not that I'm aware. I self-host a dedi on Windows and have 0 problems with it trying to use ipv6.
interesting, maybe I will spin up a VM on Unraid and try this
for science if nothing else π€·ββοΈ
I spun up a Linux VM real quick and sure enough, had to specify -multihome
hmm, I am unsure how to change this through unraid
Client Hypver-V is still available for Win 10 Pro. Not sure what's available on Windows 11.
swapping to Win 11 has been a mistake for me
fkn nightmare tbh
so many weird bugs even after 2+ years of dev
Which is why I purposefully disabled the TPM module on my motherboard through the bios. Now Windows won't force the upgrade. Suckers.
gotttemmm
it worked fine on my laptop, but then I tried on my main, with 3 monitors, nothing but display issues lol
so for the -multihome command, where would I inject this?
may as well try it before spinning up a Win VM
just include it in your list of arguments per normal
try using the actual ip address of the interface. I didn't test with 0.0.0.0 though some swear by it. I don't see how binding the ip to what is a null value is useful if multihome actually does what it says
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Starting_the_server
Bind the server process to a specific IP address rather than all available interfaces
The main point of multihome is that it also disables packet routing
0.0.0.0 is not null, it's a definition for all/any so it will bind to all if you don't put a specific IP in. If you only have one nic in the box, it doesn't really matter either way
ok, swapping to my no-ip add worked for it
thank you for the ideas, been going mad
I would assume the actual IP would do just fine, but its remote at a buddies house and I am too lazy to dig it up
You mean dynamic DNS? No-ip? DNS just takes a name and gives you an IP, the client will resolve DNS if you put a name in, so it's the same as using an IP just easier for human to remember
yes, exactly
it was a very simple fix, and now I feel like a fool for not even checking this before lol
Its not a experimental server but i cant connect
but there's a specific option for that already.
ive setup a dedicated server using my IP address and its online & everything but when my friends try to join with my IP it says "server name pending" and " server is offline". i have a server name and the server is online
did you set up your router to port forward?
whats that
ive never even setup a server before except using paid servers which are easy
Right and specifying multihome also applies disablepacketrouting, my point was you can disable packet routing and that will probably fix the ipv4/ipv6 issue as well, multihome is intended to be used when you need to bind a specific NIC to the listen port when a machine has multiple
what does the yellow text indicate?
Please make sure your network does not limit UDP packets (for example, QoS)
If your router supports packet capturing and traffic monitoring, please check if the UDP connection was congested or not.
If your router does not support that, use Wireshark on your PC (you need to learn a little bit to do that)
define congested
If issue persist, try to set up an OpenVPN tunnel between your home network and other player's networks.
π¦ never used OpnSense
Can't help you with that dude
My main router is MikroTik ROS...
You probably want to try to get with Wireshark to see if your UDP traffic was blocked or not
I did the port forwarding, I have no problems with other games and hosting servers but for some reason I can't get around the same time out message after testing a couple things. Anyone have any ideas?
the server has been tested fresh save, imported save, settings changed, port changed. Nothing has worked yet
multihome has to be before -unattended
anything after -unattended will be ignored
also if you're on linux it's not needed to have -unattended at all
Ok good to know, thank you, this was all preset in the docker install
We had an issue getting through router firewalls. Turns out there were 2 places in the router firewall settings that needed to be setup. There's a general rules location, and a NAT rules location. Check to make sure both places are setup to the 15777, 15000, and 7777 (or whatever you've set them to)
Last question then ill stop annoying people about port forwarding. The first image presents my attempt at port forwarding. I used my IPv4 Address to open the dedicated server And last image is my result. I have already done the DCHP thing I simply dont understand whats wrong
when "adding server" what port are you using
all of them
The 15777 is for the port of the server by default. So saying all of them doesn't help though yes you need them port forwarded to use.
should be IP:15777 unless you use custom port
I have tried 15777 does it matter between EA and Exp
whats your start bat line?
what is that
I havent added multihome, where do I add that
how are you starting the server just from FactoryServer.exe?
I press steamcmd, type login anonymous, press Factoryserver, open up experimental
Its worked before but changes
ππΏ
I've just started scrolling up, also a MikroTik user here (but literally a network engineer so that config is fine). My problem is that using the flags to change the ports doesn't work for -ServerQueryPort, but the other two change. Been ugooglizing for an hour and found nothing.
are you talking about using custom ports of the three this game has by default?
Yes, two of them have changed just fine but the third hasn't.
which