#dedicated-servers
1 messages ยท Page 59 of 1
Yes.
At this point I feel like it can only be something really complex, or something really simple that I've had a brainfart about.
I'm unware of command line flags being able to change the ports to TCP.
there isn't
Thank you so much the server is up
no I mean people just have been port forwarding them to be TCP
It's not router config, the server OS shows that UnrealEngine is listening on the default port.
can you show me your bat file for this
Linux btw
Fetching it, just clarifying because it feels wrong to call systemd a bat file ๐
haha fair, I host all my servers on a windows server
came with it kind of thing
sadly I run into some games not supported by linux while hosting so it's hard to stay with it 
The pertinent line is: ExecStart=/home/collutio/SatisfactoryDedicatedServer/FactoryServer.sh '-ServerQueryPort=15778 -multihome=0.0.0.0 -log -unattended'
I'm not running two on a single box; this is a separate server to my other instance.
seperate systems?
Different physical machines even.
that might be the problem, I've never heard of doing that way so I have no idea. Though I'm looking at the wiki right now to see if you missed something. Usually for me the multi query ports work on same machines though it's still same household I assume so you'd assume it works the same
Each works fine on its own on default ports (if I shut down one or the other). It's just the changing of the three ports I need to do, and two of the three are sorted in Engine.ini.
They're on different networks so no contact between the two machines.
unless it's different IPs then the query can't change as it doesn't have another instance to even go off so it goes to default
Im gonna annoy you but my friend cant join, ive given him my ip and the 15777 port to join cause for me that works but not for him
is it on your machine or dedicated server?
Thanks for being chatty and helpful straight up btw.
Troubleshooting a Satisfactory dedicated server feels almost like metagaming.
ExecStart=/home/collutio/SatisfactoryDedicatedServer/FactoryServer.sh ' -multihome=0.0.0.0 -Port=7778 -BeaconPort=15001 -ServerQueryPort=15778 -log -unattended'
try this real quit just curious
That's what I started with but with -multihome after the ports. Will try this order because I have no better ideas.
have you tried without -multihome?
or changing the multihome to your actual IP instead of 0.0.0.0?
sometimes that helps
Yes, have tried it with the desired local IP. Haven't tried without it though as I run dual-stack but don't want to sort out IPv6 for this second server.
I'll give it a try too though, nothing to lose.
well if you got no other options better to try some then give up
Spot on.
also another issue you could be running into if the port forwarding you have doesn't allow specific instances and is just specific to the port it can conflict with other games same game port though I've only had this issue once so odds are probably very low lmfao
grepping ss is how I know two of the three ports are right, and one is rogue.
which is wrong
its port forwarded fully I assume
forget if you posted that or not
when he tries to add server does it say the server exists?
im this guys friend btw
@green cloak did you finalize the creation of the server?
We love Catamari.
when you add server you have to claim your server with the name, session name, admin password then you can join the server and it claims it as you the owner
I don't think anyone else can join till it's been "created"
This permitted the port to change as configured. It's still not letting me connect but I can resume regular troubleshooting now. Many thanks ๐
sometimes a server restart can fix this, also connecting through same port and IP can be an issue sometimes. Unless you are hosting it off a dedicated machine or not playing it shouldn't have issues but that's why I got a dedicated machine so I don't run into problems like this. Could always host locally
sorry couldn't be fully of help. I'm new to hosting on satisfactory but have plenty of other servers haha
Alright I think ive tried enough with this, server stuff thanks for your time seeya pizza
yeah I've had issues since I've started I just got mine working and others being able to connect but for some reason there's an issue after an issue. Local hosting and keeping the computer on saves more time at this rate if you got a few friends xD
Factorio has its place but satisfactory looks 100x better and feels more enjoyable then the top down game ๐๐ข
Well, it's working now.
The server query port was ignoring the -multihome=0.0.0.0 (or 192.168.x.x) and listening on IPv6 only. The other two ports were listening on IPv4 as configured. I had to hard disable the IPv6 stack before it would listen on IPv4 at all.
Probably worth noting that there's some tomfoolery there for those running proper dual stack.
I think I'm facing a similar issue. Server appears online (both from LAN and from external), so port forwarding must be fine. I can connect and play from LAN, but not from external (I'm using a DDNS address to the dedicated server when trying to connect from external, <myserverid>.duckdns.org). Like I said, I can see the server details from the in-game server manager, but when I try to connect as an external client, the connection times out
The server is a dedicated one, running on Ubuntu 22.04, created using LGSM
How exactly did you find out that The server query port was ignoring the -multihome=0.0.0.0 (or 192.168.x.x) and listening on IPv6 only.?
what ip did you give him ?
my IPv4 from ipconfig
then that will not work
you need to share your public ip to your friend, the one in ipconfig is your local ip, it does not mean anything on the internet outside
you can use that to get your public ip in a stripped and reliable way
Aight thanks I've never messed with this stuff so the info helps
Im assuming not but does me hosting on epic and him joining from steam affect anything, still not working
what now?
it should not
the server is completely platform agnostic
did you opened your firewall ?
forwarding is not sufficient
friend --internet--> public IP | forwarding > local network -> local IP | firewall > dedicated server
all that must match and allow the connection
you have a power shell script in the wiki to open the port in the firewall correctly without much room for error
tldr: Local connections to dedicated server work, external connections time out
I think I could use some help. I have a dedicated server running on Ubuntu 22.04, which I've set up using LGSM.
From my local area network I can connect to the server and play.
I've opened ports on my machine using ufw.
I've confirmed that the system is listening correctly:
$ ss -plnu | grep UE
UNCONN 0 0 0.0.0.0:15000 0.0.0.0:* users:(("UE4Server-Linux",pid=4729,fd=19))
UNCONN 0 0 0.0.0.0:15777 0.0.0.0:* users:(("UE4Server-Linux",pid=4729,fd=14))
UNCONN 0 0 0.0.0.0:7777 0.0.0.0:* users:(("UE4Server-Linux",pid=4729,fd=16))
I've forwarded the same ports on my router.
I have setup dynamic DNS for my friend to connect to the dedicated server.
I've confirmed the DDNS translates to the correct external/global IP address.
When they add the server in the server manager, they can see the server details.
When they authenticate and click 'join game', they time out after 20 sec
I read some things about the -multihome option. It is set to 0.0.0.0 by default in the LGSM config, so that should be fine.
Also I disabled ipv6 on the server, as I read that might affect things too
Any ideas?
I am running a dedicated server with vanilla without mods. Can I use mods on my client?
I think ~~multihost ~~ *multihome * 0.0.0.0 ist wrong, it should be your LAN IP IIRC because your router then forwards it there via ports.
it is not multihost it is -multihome=
I've changed it to my LAN IP (192.168.0.60), but that doesn't solve the issue unfortunately. Maybe it should be my external/global IP?
You're right, that's what is says in my config. I've updated my message. Thanks
did you write it all without space ?
FactoryGame -multihome=192.168.0.60 -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
seems right expect "FactoryGame"
also for what it's used -multihome=0.0.0.0 should be ok, and it is less error prone, because otherwise as soon as your server local ip change it will not work anymore
I'm pretty sure that's not the issue. The server is working fine locally. I'm on Ubuntu Linux, maybe the executable is named different on different platforms
since the latest patch it does not seem to work anymore. But its only on my setup.
did you check your firewall port ?
Yeah that's what I thought.. It's weird that local connections work fine, and external ones don't. I'm running servers for various games, also configured using LGSM, that work fine
I mean did you check you have opened them
Yep, I have. When people add my server to their server manager list they can see the details of the server and get a ping, so ports must be fine
ok but they can not connect to the game itself ?
When they authenticate and click 'join game', they time out after 20 sec```
And then they see the image I posted above
@vernal magnet I see you're struggling with the same thing. Any updates yet?
im planing to use NGNIX to reverse proxy and see if that actually works.
but might take a few days, cuz im not working on it yet.
so far some ports are wroking as expected, just not the ones used the by satisfactory.
i can change those ports, but i decided that using a reverse proxy is just a better idea.
call ur ISP technical support to solve that problem.
if you don not have a static IP, ur adress might be a shared one, and that cannot be used for any forwarding.
What makes you think this is an ISP issue? I have other UDP ports opened for other games that are working just fine
for me some ports open and others do not at all, and i cannot connect to them from outside my network.
and i disabled my firewall entirely.
this happened with me, and it truned out it waas my isp, they dont allow me to forward anything unless I get a static IP
i'll update you on my solution if you like, I'm just getting used t o a few tools that i never used before. and fixing some poor planing on my side
Cool, sounds good! Keep me posted
that's not how it works, nginx is a http proxy I already told you that, also where are you going to host that reverse proxy ?
oh i dont remember, my bad.
I'll figure out a solution.
some port may be allowed, if you find what port you can use them
yeah, i just need to make sure, that things wont get weird in the future.
cuz i have other projects that would require smoe more networking, and im asssuming most of those ports are blocked by my ISP, cuz they kinda do that.
Using a car just kicks me or my buddy after a few minutes. I've seen other people complain about that particular problem before. Did CoffeeStain mention something about that?
Guys. I got a dedicated Server from nitrado together with a friend. And joining is hard. It seems like it is random if i can join the server or if i just get kicked out. Sometimtes our games just crash, sometimes i get the message(invalid authentication token), or sometimes we just get sent back to the main menu. pls help if there are any suggeations
Greetings and salutations. I thought I followed the instructions to a T... Dedicated Server on Ubuntu, default config, added security groups for 7777, 15000, and 15777. What I dont believe is if I'm launching it correctly.. ./FactoryServer.sh launches the thing, but I can't type any console commands in once it gets to a certain point, and when entered into the game client, it says Server Appears to be Offline....
I tried using the launch arguments suggested above to no avail
Im not entirely sure it's actually started... the console's kinda sitting there after a few hundred rows of text, but I dont get the impression that I'm at a live console I can type commands into
and commands typed dont do anything
oh, after 7 minutes it spat out a refresh update so I guess it's doing .... something
I'm clearly missing something here, but I dont know what.
Are all the ports TCP only?
oh, udp
derp
all better ๐
changing the InitialConnectTimeout tp 180.0 doesnt Helpt either. What am i Supposed to do i cant help it
Either use the -multihome option or put in the IPv4 address of your server if you were using a FQDN before
In the launch options
where is that?
is it in Satisfactory or somewhere in the files of my dedicated server. Im on nitrado btw
Oh wait, I thought you were getting a timeout
But since this is a dedicated Nitrado server this is probably a different issue
I am getting a timeout, or rather my friend is getting one
You should mask your public IP
what does that mean, im lost sorry : (
Wait um dump i understand
My friend is trying to join again, once he got the crash report ill sent it into here
When they add the server and it says "server address" what did your friend put in?
Something like "myserver.nitrado.com" or an IP address like "123.123.45.23"
Ip Adress
with the quarry port
We got basically the exact same issue, that was reported here:
Can you add additional starting options with Nitrado servers?
I think so
-multihome 0.0.0.0 solves this issue for most people
Can i call you maybe?
I am in a game with friends right now but you can DM me if you want to
รคhm ok, where would I add the -multihome line normaly?
If you were using a Linux server you would just add it as a starting parameter
<GamePath>/FactoryServer.sh -multihome 0.0.0.0
What else can you see/change?
well i can open all the .ini files and add commands
Btw. this would be the crashreport my friend gets:
I am not sure you can set those starting parameters in an .ini file
Let me check something
Add -multihome 0.0.0.0 at the end of the 5th line
Then restart your server
The space is necessary
Ok thx ill try my best
And don't worry. Managing your own (Linux) game server is confusing in the beginning. You will get the hang eventually if you keep at it and know how to google ๐
Didnt, work out still got the same crash report. But thank you for lending us some of your time. We appreciate it ๐
Did you put an IP address at "Address"?
Thank you on my behalf, too. I followed the whole conversation very curious, because me and my friend have the same problem and we also play on a Nitrado server. ๐
yes
and the quarry port into the port field
i just noticed
My Server deletes the multihome command when i start it
Shut it down. Change the line, then start it
i did just that
Im afraid there is no Option for that
Yep there is a button "save changes" i need to press
Are you on Nitrado too, or are you just hosting a linux server on your own?
hm...
Weird thing is my friend was able to join on monday when we just started top play. But he's having the timeout issue since yesterday now
I've changed nothing
Weird
Before Update 8 dedicated servers were already finnicky. In my opinion it got worse with Update 8
Yea I have played in early 2023 and it was a mess
So @verbal spoke mentions "As experimental and early access have converged, this channel is locked. Have fun everyone! ๐" Why does Steam still let one select Experimental? And why did my Ubuntu server download a new experimental (version changed) release yesterday? Inquiring minds want to know...well at least my mind ๐
Does anyone know how to fix tractors teleporting around when doing an autopilot path? I've tried changing the server's network quality via the .ini files but it hasn't made much difference
No fix currently
Yea, same issue here since yesterday. If you run behind it, it will make the tractor speed up...basically not freeze then jump 8-10 m then repeat. As you get close to the back of the tractor, it will jump ahead....Think of a carrot on a stick attached to the head of a pig ๐
Ever since the most recent update I cant drive vehicles on the dedicated server I play on without my game crashing and returning a network connection time out error. At first I could reconnect and it would join me as a new character. My old player model would still be in the world, inside the vehicle. You could not enter or deconstruct the vehicle. We tried doing a rollback but now I am getting the error "Invalid authentication token" when I try to connect. I have logged out and back into Steam fully and the server has been restarted but the token error persists. Anyone else running in to this?
I thought they were relatively stable before U8 tbh. This update has brought a lot of problems with random disconnects, busted hypertubes, vehicles just not being happy with collisions, etc. but then it's also improved aspects (I haven't yet encountered an out of sync belt animating into the sky ...). A bit more reliability would be nice though.
Sorry if this has been answered already but with the latest update every time folks use blueprints on my dedicated server it's crashing the entire server. Is there any temporary fix or are we just waiting for a patch?
Hey i need help with my Dedicated Server on Windows. The Server is starting & i can "create" a game but after i press "create" the Server is shutting down.
We tryed everything, like reinstall, Port, we installed the API Certificat from Epic and so much more. But now we are frustraded..
Do you need the log informations?
hi Plexte, we got the same problem over here...
[2023.11.21-23.10.35:712][239]LogStreaming: Error: Couldn't find file for package /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW requested by async loading code. NameToLoad: /Game/CB/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/StreamingObject_251CVL0ABL1HOH6ZF3KRICZIW
[2023.11.21-23.10.35:712][239]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2023.11.21-23.10.35:712][239]LogStreaming: Error: Found 0 dependent packages...
I've FINALLY found a Solution that worked for us. We both had to add these two lines: "InitialConnectTimeout=180.0
ConnectionTimeout=120.0" to our client (Engine.ini within the game files) and to our nitrado servers Engine.ini under [/Script/OnlineSubsystemUtils.IpNetDriver].
Maybe that Helps someone
Yeah that must be the same problem...
Can i Post the complete Log in here?
maybe use a spoiler
This is what i get. First the Crash Report & second the Log
yeah, pretty much the same problem. It starts to generate the world but stops and crashes.
Btw, a friend of mine started the same Server on his home PC and volรก it starts... but we cant use his Home PC for hosting the server ..
thats crazy...
anyone an idea how to fix this? Maybe we have to install the base game? But that wouldn't make any sense tbh
christian where you host your server
I host my server on my own machine. it's an ubuntu vm, 4cores, 12gb ram; KVM host is a proxmox
they are talking about the Discord channel
Is it difficult to run multiple instances of the dedi on the same machine/vm?
of satisfactory, depends if you are on linux it's a struggle but haven't heard much complaints from window providers
So. How would you go about doing it on windows? I've got a powershell script that looks for a process factorysever, will a second instance of it be called factoryserver (2) ?
for the instance you could do a separate file just like your normal server the things you need to change are all the ports by 1 number or depending if you are hosting other games you need to be careful of specific ports but I believe they are all pretty high ports compared to most games
I'm not really worried too much about the ports. My concern is how it'll be handled by windows as far as processes. I'm using powershell to relaunch the server if it crashes
Lol..
-multihome=0.0.0.0 -Port=7778 -BeaconPort=15001 -ServerQueryPort=15778 -log -unattended
for a second server
It crashes pretty often. Tbh Most people use nssm I think
personally haven't had issues unless its modded
For us I think it's when a client dismantles foundations. Usually
I guess my question is more related to how the second instance will be listed in windows processes, since that's how I make sure my server restarts if it crashes
on my server, i have 2 players that arent real. one was accidentally created when steam had a meltdown and let him play without his username basically. watched it happen. his username was gone from steam. no idea what happened but it messed with our game. started him a new player. I can delete this player no biggie.
now though, ive noticed another unnamed player. if i open it up in the editor, it says host and i cannot delete.
how can i get rid of this character? can i just kill him in game like we use to be able to? or is there another way
Hi i was wondering if i could get some help getting my server up as its saying the server appears to be offline ingame
but its up on my panel
Does anyone know if it's possible to run the multihome command on the in-game server console? I'm trying to disable IPv6 and I've tried every shape and form of the command and it just does not work.
For reference, this is on a Windows server I do not have access to, it's rented.
from what i understand, the multihome command is used on launch
Yeah, regrettably I don't control how this server launches.
In bash I used "ss -plnu | grep Un" to show the listening ports. The first two were showing as listening on 0.0.0.0:15001 (or 7778), the recalcitrant port was listening on *:15778
Can someone tell me what is the best server to play this game on
Your own
How well would a server run on a raspberry pi 3? And how would i install said server
step one, hate your life. step two, recompile the game from source...
Mmmm the joys of armhf
the pi sucks even as a minecraft server. There's many very useful things you can do with them, running a game server is not one.
yes, the game is written for x86 cpu's..
I just read the pins, i assume the wiki has instructions?
yes
Thx
if you're looking for dedicated hardware to run the server on, look on ebay for an optiplex desktop, they can be had for less than $50 usd even with shipping.
Does anyone know why my server on Nitrado isnt working? keeps timing out, losing connection to the host (me). sometimes the entire game crashes, this wasn't an issue before U8, and it has been bad the past few days but never as bad as it is right now, ive been trying for 3 hours, validating game files, reinstalling, restarting the server, my pc.. everything i can think of
I want to setup a dedicated server for this game using my old pc parts, what are the recommended specs or can i just use anything modern?
Modern cpu with at least 6 threads and 16gb of ram
There's a lot of good info on the wiki
My hubby and I are retired IT and we replaced our 10 year old rack servers with one of those mini PCs. We added a 2TB M.2 SSD, 64 GB of DDR5 RAM, 4.7 GHz i5 CPU, 2.5 GB ethernet, and installed a headless (no GUI) Ubuntu server. We run Arsenal of Democracy, Minecraft, and Satisfactory (experimental, now version 8) on it with no problems. The only issues we have either of the any of the games are either setup (Satisfactory) or software bugs. So you might want to look at those mini-PCs for a home server.
i used the installer of a pterodactyl panel from our hoster to create a satisfactory server. Ports are forwarded, could setup admin password in main menu and uploadet our save. but i cant join the server it gets me back to the main menu
i hit join game and then it says your are not connected to the server
i get this
I think satisfactory connection lack heartbeats
heartbeats would solve all these performance/loading/setup related timeout
That means ?
increase the timout time ?
try disable IPv6 ?
timeout time is on 60 multihome 0.0.0.0 was set by default
ive got the same thing for the past hour, and my friend invite me with steam, not with the ID and it works
yeah but you cant use session id for server I believe ?
also you cant set it up to begin with if yo cant calim it.
i claimed the server already admin pw is set, when i start to create a game it just wont create one and disconnects me
ah no game is created as it seems
probably you'll find something in logs ?
Im not that familiar with the game tho, sadly
but when i hit join it gets me the error above
thats what i get when joining
controllchannelclose
aam hide ur ip bro ?
[2023.11.22-15.02.22:303][705]LogBeacon: OnlineBeaconHost_2147481744[IpConnection_2147481725]: Handshake complete.
[2023.11.22-15.02.37:963][174]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2023.11.22-15.02.37:963][174]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: xx:56015, Name: IpConnection_2147481725, Driver: IpNetDriver_2147481742 IpNetDriver_2147481742, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481718, UniqueId: Epic:1 (EAS=[21f29d54e87849d4a8c6734109814114] EOS=[0002e81a6ca74999812f4b953076901e])
[2023.11.22-15.02.37:963][174]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: xx:56015, Name: IpConnection_2147481725, Driver: IpNetDriver_2147481742 IpNetDriver_2147481742, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481718, UniqueId: Epic:1 (EAS=[21f29d54e87849d4a8c6734109814114] EOS=[0002e81a6ca74999812f4b953076901e]), Channels: 3, Time: 2023.11.22-15.02.37
[2023.11.22-15.02.37:963][174]LogNet: UNetConnection::SendCloseReason:
[2023.11.22-15.02.37:963][174]LogNet: - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2023.11.22-15.02.37:963][174]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: xx:56015, Name: IpConnection_2147481725, Driver: IpNetDriver_2147481742 IpNetDriver_2147481742, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147481718, UniqueId: Epic:1 (EAS=[21f29d54e87849d4a8c6734109814114] EOS=[0002e81a6ca74999812f4b953076901e])
hidden for you but it just wont matter to hide it discord is entirely unencrypted and you can fetch everyones ip btw i didnt find a single serverlog with hidden ips here ๐ even the people with their home servers hosting ๐
i just need to know whats controlchannelclose is :/
yeah, but just in case ya know.
but it seems like just a normal connection opened and closed to me.
however take that with a huge grain if salt, im not familiar with how this works.
im assuming there is something that keeps refusing to connect, as in always on deny of any outside connection ?
but i dont know what. i host minecraft servers on the same vps for example no issue :/
but no that wont make sense, cuz then you wont beable to connect to the server it self.
yeah i have similar problems currently
yeah i can connect and set admin password upload save set settings and so on
i'm not retired so i don't have that much money
but thank you for the suggestion
i think its best to create a post/ticket in the #1038092680493801533 or look for similar case ?
did
similar case not found or i have not the right words for searching after it
i have the same problem here. I can see that the dedi is working, but every try to connect fails.
Checked the ports, set timeout to 60, used all possi. network-types on client, tried with local client and GFN client, made a fresh steamcmd and dedi install.
The server worked until the update 8.0 (EA)
Have no ideas how to solve that issue
but you connect to 15777 port. for some reason i connect to 15778
15777 is standard, via ufw allowed and UE engine is listening to it
yeah i also forwarded the 15777 via pterodactyl panel but for some reason it shows 15778 in my error lol. but seems that we have the same issue
each server will need its own set of ports.
if one pn is taken, then it will go to the next one.
i only have a single server for satisfactory. btw how should the game.ini look ? is it normal that there is only the player amount setting in it ?`
I don't know, I've never messed with the ini file.
it could be something else is bound to 15778. The port number doesn't matter so long as you match it, it's just a place to tell the client to send the data.
my game.ini:
heartbeats is a basic connection activity notification, so the 2 peers can know the other one is active, and so it does not timeout because it resets the timer every time it receives one
could be the timeout issue but no matter what i change the server doesnt accept the change of 60 seconds for example
Having issues with milestones not showing or being able to be completed on a dedicated... any suggestions?
I can see the milestone name, but it is not showing me what is needed or what has been added
are they shown in elevator interface ?
so i found something to our problem. the timeout change will not get accepted. but this bug is unanswered as far back as early 2023
Does anyone got an idea about this problem?
the elevator shows fine, its the hub milestones that glitched. After six restarts of both server and game, it fixed itself
Hello,
I am trying to start a dedicated server for me and a couple friends, and I have the server up and running on Ubuntu, but when I try to join, it get a connection timeout error, I can see the connection making it to the server, and I also upped the initial connectoin timeout to 60 seconds, and also verified both the server and my pc have the time and timezone set right, any help would be appreciated
FYI, I solved my issue, where I was not able to connect to my server from outside my LAN. I fixed it by removing -multihome from my startup command completely. I am now able to connect from LAN and from external!
I also disabled ipv6 on my server in the process, but I'm not sure if this has any effect on the result. I'm not going to re-enable ipv6 now, I'll just leave it off.
Seems like you might have the same issue I have. Try removing -multihome=0.0.0.0 if you're using that
which config file is that in, im not seeing it in engine.ini
I think they're referring to the command line arguments to the UnrealServer binary
oh i see
Also, on my server, we always get a timeout when the first person tries to connect. It works on the first Retry
no i ahvent been using any command line arugments, although i did try doing -disablepacketrouter
and that didnt seem to help either
interesting specifying multihome with the correct IP seems to be working
Interesting. I've tried all options with multihome (0.0.0.0, local IP, external IP), nothing worked. Well, great if it works for you!
I have the same problem with a web server but strangely changing the timeout settings still timeouts me with 20.01
I didn't change any of the timing settings so I'm not sure if they're part of the solution. Also I think there's multiple timeouts that you can configure, so maybe you changed a different one? I didn't look into timing settings so I'm not sure if that's true btw
I changed both available timeout settings Iโm unable to connect to my server ๐
Try to get rid of multihome later
Also note that I have always been able to connect from LAN. Only external connections were problematic for me. So before you start playing with multihome, make sure you can connect to your server from LAN
Just now, my server which has been up for a week, gave me two timeouts before I was able to join. Definitely retry like 3 times before giving up heh
its because disabling ipv6 replace the effect of -multihome=0.0.0.0
if we recommend using multihome is because disabling machine ipv6 is much more heavy
Ah yeah, that kinda makes sense. But apparently it doesn't work as well as actually disabling ipv6.
But I understand that disabling ipv6 is not an option for everyone
server keeps getting stuck with placed items only being the hologram, then the save gets corrupted and it fails to load until i revert to an older save ๐ฆ
never was a problem before update 8
Is there anyone that wants to help me? i'm trying to setup a dedicated server on my linux VPS but i keep getting this error when i try to join, did a clean linux install twice now, cant fix it. i dont know where to look for the error anymore
They're fair cheap...USD 280 to 500. Got mine on sale for USD 379
i'm not american, this is two times my monthly pay
Ah, I see.
just read my posts a few hours ago, got the same problem. got rid of multihome in the startup flags, then it worked
i cant even get it to start as a service...
but your picture shows a running server with you being timed out or ?
yes it does cause i started it manually with the ./FactoryServer.sh command
So i fixed the issue about it not starting as service... but i dont have multihome in the startup flags still get the timeout error
Can someone answer a QQ about autosaving with a potential API? https://discord.com/channels/370472939054956546/1176986014552690809
Since you cant use mods with dedicated, not sure how an API applies?
There is no native external api/command interface for DS that I am aware of, I have seen a Discord bot but that seems to just watch logs and report on event/status changes
What about auto saves?
They happen at whatever interval you specify and you can also control how many are kept, it also creates a "continue" save when the DS restarts
Need a way to save on a schedule, I understand autosaves
Doubt that is possible with currently available tools
Wdym a continue save?
When DS is up for 24h, it will auto-restart
Before it does so, it creates a differently named autosave with a _continue attached to it, that is the one it will load when it "restarts"
Oh okay... we need to restart every 6 hours using a different process..I'm sure that's why it doesn't work as intended then..it takes 10 minutes to full reboot though
If you have a really tight schedule like that, your best bet is shorter autosave cycles and just be prepared to lose the last autosave as there is no way to gracefully shut it down without typing into the server manager console
Can't have shorter autosave cycles as it is ridiculously slow lategame...to put it more broad: We need to run the "server.SaveGame" command outside of the server manager console on a cron job schedule
Its a completely custom solution that you are in.. nothing I know of will let you interact with the server console without the client
Would need to reverse engineer the server manager module for connections and how to send commands and write your own app that does it
Understand that...Maybe can use a python script, hook into stdin of the satisfactory process and pass the save command along
I dont believe the console takes text input, I use a service manager so havent seen it for awhile but not sure its even watching for commands
Could be an easier option if it does though
The mods don't look at these support channels?
Mods or CSSers?
Either
I wouldn't expect the devs to support this channel just seems odd there's no roles designated for that sort of stuff
CSS does occasionally chime in when needed, mods would as well but neither are really here to help with support/issues
Could anyone help me out with starting docker satisfactory server?
I tried wolveix/satisfactory-server, It starts, but keeps crashing and restarting on world creating ๐ฆ
anyone know how i can get rid of Crates that are at the bottom of the map? the server sometimes dcs ppl and they just spawn at the bottom of the map ._.
So how is update 8 dedicated server comparing to update 7? I know we had some quirks and issues when we last played on update 7 but havent tried dedicated update 8 yet
On a VM? Sounds like the proxmox issue
Its about on par bug-wise as U7 DS, just new/different bugs with older U7 things fixed.
Use SCIM to delete them
lol, so pretty much ops normal ๐
Yes on VM I set up docker ๐
If you rely heavily on hypertubes or vehicles (trains are fine though), I would try to not use U8 DS but everything else pretty much works fine
Right, so what is the underlying hypervisor and/or hardware?
Ubuntu 8 cores 16 ram?
Ubuntu is installed to bare metal or is running inside a VM?
Docker isnt a hypervisor, so i'm confused with "Yes on VM I setup docker" - what is the VM running on
I'm not sure what's underlying running hmm
Is it your hardware or rented/hosted?
We don't normally set up heaps of hypertubes, and we use trains but rarely trucks for transporting goods....what about vehicles for travel, the buggy etc?
I guess I can be more specific, vehicles work okay driving them and setting the routes and will run without issue (afaik) - they look weird while doing so in that they teleport around when you are close/far
When i've used the vehicles they are okay to drive around/expore in however
ahh ok, yeah visual glitches aren't a big problem, thanks for the info, appreciate it ๐
Hypertubes are just hit or miss, sometimes they work, sometimes they catastrophically dont
I would need to ask my admin to know more details where this VM is running, now I could only guess it's also Ubuntu with AMD cpu, I thought it should not matter since it's VM and docker, isn't docker looking to VMs os for kernel?
whats SCIM?
@open iris What are the Docker logs showing when you are running the container?
Hmm wasn't looking into docker logs, tried to look into logs of the running satisfactory server, at first I thought I needed ram and disk space more as logs would tell this, but now I have more and it's the same. I'm gonna look into docker log, but docker itself seems running no problems
If you look at the crash report I can proably tell you if its CPU extension related
Yeah, look at the logs of the Docker container itself. So run 'sudo docker ps' to get the container ID. It'll likely just be a bunch of random characters. Then take that container ID and run 'sudo docker logs (ContainerID)'
Satisfactory U8 DS doesnt like certain CPU emulation from hypervisors, if the VM is not getting the full CPU passed through it wont load a world
Or this if its a VM ^
https://satisfactory-calculator.com check youtube for guides on how to use
๐ ohh, had no idea, opening looks now will see
[2023.11.23-02.44.13:112][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2023.11.23-02.44.13:112][ 0]LogCore: Fatal error!
0x00007f3841f51e87 libc.so.6!gsignal(+0xc7)
0x00007f3841f537f1 libc.so.6!abort(+0x140)
0x00007f3840048b93 libUnrealServer-Chaos-Linux-Shipping.so!TransformedAABB(+0x92)```
Does this say to you something?
It seems thats the same logs I was lookin earlier myself, I use portainer so it's easier to manage stuff
Would need the rest of the crash, looks only like part or a kernel-level crash
did not wanted to flood here, I can send you PM?
Can just post the factorygame.log or crashcontext.xml file or yeah DM is fine
bro im mad confused haha
did you set your cpu to host on the vm?
I dont understand your question hmm, for example other game servers threw docker works fine tho
LOL I would call setting up a game server with docker is a bad choice
In this case, there's an image from Wolviex that's rather good
someone mentioned proxmox. you're saying you're running ubuntu on bare metal with a docker image?
@grim mica Helped me out, it's my CPU configuration problem on VM ๐ฅฒ
I'm running Proxmox 8.0.3 with a Ubuntu Server VM with Update 8 the server is broken. I use systemd to keep the server running, but it keeps failing. If I manually start the server I get the following: https://pastebin.com/yuzVsS21
The VM has 20 GB of RAM (host has 32, no other VMs typically run on this node, or are running at time of error).
Search proxmox in this channel, has been asked and answered many times
Seems to have been it. Now I just have warning about hypertubes
Hello guys!
Please help me with the problem, I canโt open access to the server โfriends onlyโ.
All the necessary ports are open both in Windows and in the router.
The Client and Server are located on the same machine.
The problem is that the very first start of the server was correct. At that moment I was able to change the server access mode. But the next day, after restarting the PC, it stopped working...
I've just noted a correlation between the F key not working and a message being displayed on the dedicated server.
I spammed it a few times to illustrate.
https://questions.satisfactorygame.com/post/64e6f1ac87a1e63b6ceea563
I got the same problem. I am not able to create any world or even upload one. The server will crash instantly. There is no chance to get it started.
Same KVM system (proxmox as host with 64gb ram and 12core cpu, subsystem got 12gb and 6cores; ubuntu or windows VM does not make any difference)
we tested both, Windows and Linux, does not change anything
as written it's probably only saying that you can't get the build gun as the build gun is already in your hands
: it tries to load it, but it's already loaded
you can also retrieve the crates to get the items in them.
Does my friend need to port forward to join my cmd dedicated server
no
is it normal that sometimes belts loose connection on splitters ?
Ist not running Experimentarium, but it seems like its trying to Connect via epic games, i am running on Steam.
After a like 1-2 seconds it shuts down..
Is there any way to increase stability for dedicated servers?
Crashes are more frequent than crumbles in a cookie.
Sometimes it'll crash 4 times in a row on startup and then start and run for hours on the 5th.
Sometimes it starts on the first try and runs without a hitch.
Dying sends you flying no clip through the ground, forcing you to use a map editor to fetch your box.
But trying to load a different save causes the server to crash.
Sometimes.
When it is up and running it does run until I have to do anything at all with it.
This is on a windows server
Does a new server skip the tutorial
yes
Definitely have none of these problems with my DS.. what do the crashes indicate?
Did you set the VM CPU config to 'host'? Know issue with emulated CPUs
Did you set the VM CPU config to 'host'? Know issue with emulated CPUs
I Delete and reconnect.
I found 2 in my build in one day.
One in my heavy modular frame factory which meant only half of the modular frames delivered by train were being unloaded.
And one in my reinforced iron plate factory which meant that one of the outbound freight platforms was being loaded at half rate.
I thought it was my mistake but clearly not.
Sometimes conveyers don't join and appear to snap to the support rather than the last conveyer.
But in these instances the conveyer was connected directly to a splitter or merger.
Given I usually confirm that everything is running after building and before moving on I did find it odd.
Plus these factories have been around for a long time.
After every patch I update my QA posts if issues I've reported previously are still observed.
If others are experiencing the same, please upvote.
CLIENT CRASH LOADING INTO DEDICATED SERVER - Experimental: 268809
https://questions.satisfactorygame.com/post/6554b0cfd0053b102f18dd79
LIGHTS DON'T APPEAR TO BE HONOURING LIGHT CONTROL PANELS - Experimental: 268809
https://questions.satisfactorygame.com/post/654fa1bbd0053b102f18d822
HYPERTUBES BUGGED ON DEDICATED SERVER - Experimental: 268809
https://questions.satisfactorygame.com/post/648c3c2887a1e63b6cee4623
Aw damn, the server actually crashed after using a hypertube.
It didn't do that on the previous patch.
CONVEYER LIFT EXPANDING JOINT DOES NOT VISUALLY ATTACH TO FREIGHT PLATFORM ON DEDICATED SERVER - Experimental: 268809
https://questions.satisfactorygame.com/post/652e520ed0053b102f18ba20
Signs display as upper and lower case, even when set to upper case.
https://questions.satisfactorygame.com/post/65607b72d0053b102f18f3a4
BUILD KEY (Q) DOES NOT WORK ON DEDICATED SERVER - Experimental: 268809
https://questions.satisfactorygame.com/post/64e6f1ac87a1e63b6ceea563
Ah, so that's why all the trains are backed up.
And why I had no idea...
The screenshot of the trains also shows the visual glitch on freight cars when you custom colour them.
It's apparent from certain viewing distances only.
MAP BROKEN ON DEDICATED SERVER - Experimental: 268809
https://questions.satisfactorygame.com/post/648b7a2e87a1e63b6cee4374
Signs copied pasted sometimes paste upside down.
UNABLE TO PLACE SIGNS IN THE CORRECT ORIENTION - Experimental: 268809
https://questions.satisfactorygame.com/post/65533a09d0053b102f18da2a
Here's a positive, ficsmas lights are correctly scaling.
That was not in the patch notes and is probably one of the fixes leading up to the release of Ficsmas.
And the custom Ficsmas skin applied to pipes is back.
Woot \o/
We can mark this one as resolved...
FICSMAS SKINS HAVE BEEN STRIPPED FROM PIPES IN UPDATE 8. - Experimental: 247884
https://questions.satisfactorygame.com/post/648ca2fa87a1e63b6cee4b29
Does the fly option not work on dedicated servers? I edited the save fly and turned fly on for all 3 of us but it doesnt saem to work.
I will give it a try and will report asap
indeed, that helped out. Could you tell me why that make a difference?
Maybe we should put that information within the docs, there will be many people using sth like PVE or similar
it is highly setup dependent and update dependent
so it does not make sense to put it in the wiki
unless it is put as a bottom line troubleshooting resort
that make a difference because it enables some cpu feature set that are somehow triggered by the underlying layer for Unreal Engine worker queue scheduling
so when the cpu does not catch up or support some of the scheduling behavior : that triggers the bug
it's not really a solve but more a workaround thing
ah okay, thanks a lot for the details
there may be some glibc worker queue locks that are not handled correctly
then lets take it as a troubleshooting step, there are many server provider like us struggeling within KVM environments with that problem
Yes, still get error messages
Couldn't find anything in the logs, it starts initiating the game when a player joins then just quits.
I can attach them when I get to my desktop.
I did find something though which I'm not sure is a cause or correlation but it seems only to be caused by some saves. Or if a save game has a too long name.
Try running the install command on steamcmd again. Specifically the -validate flag.
While that is true, it's probably worth mentioning in the wiki regardless. I've just added a check in the Docker image as the number of people reporting the issue in the past month or so has skyrocketed
Hello everyone , its been a while since i ran a server and I have one setup and running , but I cant remember the Ini file to edit to change the settings of the server , there is hardly anything in the engine or server settings ini.....or do i have to manually add what i want to change there ?
alright, i managed to solve the problem I was having, how ever it was not what i was expecting.
initially it seemed like an ISP problem.
but i also forgot about my origional nginx configuration.
so i decided to just delete all my nginx config.
and after that things worked properly.
if you have that set up, try re setting it.
you can also use a project called nginx-proxy-manager.
basically gives you a web GUI to set up Nginx and lytsencrypt ssl licenses if you want.
but again that might still be an ISP issue, if you don't have nginx configured. or some web server.
Thanks for the update. I already solved my issue a few days ago. Refer to my post here: #dedicated-servers message
Been running a dedicated server for a little while now, and having a ton of fun with multiplayer. I would like to try increasing the network quality setting. However as I understand it clients and server have to be configured the same. How and where is this change made on the server? I'd like to try the high setting, and maybe the ultra. The server is running on Ubuntu 23.10. Thanks !!!
server setting decides, client setting does not matter
ohh that's good to know !
i have been trying to run mine on unbuntu 20.04 XD
i cant connect to it to set it up
are you running it inteactivly or with startup script ?
through the factoryserver.sh
i can see my server its idle and pending name but cant connect
to set it up
i see yeah i had the same issues... i added: multihome=0.0.0.0
where do i add that?
where does that get added to?
onc sec... it's been a minute since i got it working. lol looking it up for you
ok thank you
yeah just append to the factoryserver.sh... so it will look like this: ./FactoryServer.sh -multihome=0.0.0.0
oh ok thank you
if you get it running as a service... look for the line that has FactoryServer.sh and add the multihome to it. Hope you get it working ๐
@errant geyser is the server preconfigured to use the best network setting, or is a config tweak necessary to change the network quality to high/ultra ?
thank you so much i a able to set it up finnaly!!!!!
cool man, I assumed you were doing everything else right. haha. have fun !!!!
def will!!!
Is it possible to set up a dedicated server on an unused laptop? So that I can have my multi world be up 24/7 for friends to join?
I tried using steamcmd but I ran into issues when trying to connect to it, I did all the port forwarding and all that.
you can totally run it on a laptop as long as you're meeting the minimum specifications. however i strongly suggest something better than the minimum CPU specs. As far as the RAM goes... they recommend 12-16gb. On a side note my linux server is only using about 3.5Gb of ram, keeps going up as factory gets bigger. It started out only using 1gb of ram, and now I'm at Tier 8. On windows it could be a completely different story.
Sad ๐ฆ Game Version: 264901 -- Server Version: 268809
I'm on Epic game store, no update yet. ๐ฆ
same boat, server was updated to 268809 even tho it's pulling from EA branch
need to change steam client to experimental version to play
swtiched from experimental to early access for improved stability, LOL
sucks, i can't even go back to EA, server IS on EA X=x
hey everytime i walk on the game some grounds becomes invisible and then i fall to my death and end up loosing my stuff itโs happening in like half of the world i canโt walk until i put like a foundation to make sure i donโt loose my stuff
quick question from a first timer!
I just downloaded the game from steam, rented a dedicated server, and created a new game...
It appears that when starting a new game on a dedicated server - you skip the tutorial. Is that true?
cool - thanks. Just wanted to make sure I didn't mess something up when creating the game on the server.
I'll suggest to my buddy we both go through the tutorial in single player first - then joing the dedicated server
looks like a new game gives me some items for free when starting out as well (concreted, portable miners, iron plates, etc.)
does anybody know how to force a dedicated server to ultra network quality? i keep changing it and it goes back
Make sure you're making the change to ini files with the server down.
Otherwise on restart it will overwrite any changes.
i did. it still overwrote it
Set to read-only? I usually do that anyway as well
Hey where is this located to change?
that's a too broad question
we are not talking about satisfactory itself here
it completely depends what virtualization setup you have
I run it on a smaller PC running Windows 10 and have no stability issues. However, I is only one instance.
what kind of recommendation are you seeking for ?
in my experience you dont 'need' other software to run it
other than steamcmd obviously
you could try to setup docker if you feel the need to, as some people are using that to setup a premade dedicated server (mostly Volveix's one)
as for OS it must run on x86-64/amd64 hardware (usual 64bit pc)
systemd recommended, as lot of us already set it up with it, and I can share you my templates if you want (supporting multi-instances)
but once you got that, you probably want to prefer up to date OS versions that you are comfortable with
as I recommended to someone else you can go with debian if you really dont know much, because lot of tutorial are on debian and it needs less maintenance than other OS, also it have the basics tools and guides to install it correctly
known to work in Archlinux, people seems to have some issues with ubuntu
should work in Debian too
technically could run in Fedora, Gentoo, Archlinux, and derivatives, Debian, and most derivatives, Unbuntu and some derivatives
so Fedora, Gentoo, Archlinux, EndeavourOS, Manjaro, Debian, Unbuntu, Linux-Mint, ..
I mostly know Archlinux only, I can tell you it is as claimed the "Raw" linux experience, everything is packed very very close to upstream releases, so you have what you install, though it does not always work with each other very well out of the box, it is to be tuned as you want to
so if you just want install and forget dont do Archlinux, if you want to tune everything Archlinux is probably one of the best if not the best out there
for instance when you install archlinux it have almost nothing default
the most basic install have no real network manager, no firewall, no ssh, no graphic driver, not even sudo installed
it assumes nothing about the system but about your skills
archlinux official repositories are not very wide, but they are usually very up to date
there are no "official but not maintained"
the main part about that being the kernel, the kernel is mosty raw linux with every single feature enabled or allowed by default
then you use what you want to use from it, it is 2days lagging behind Linux Kernel official upstream releases
you basically get .. Linux
nothing more nothing less
It's probably why lot of distributions have been derived from Archlinux without much change to the core, EndeavourOS for instance is basically Archlinux resources but with a pre-setup
Manjaro claims to add some values to it, but in facts it still is just archlinux resources with inconsistent release lags
(which is why Archlinux does not like Manjaro very much usually, there are some Archlinux resource's spam coming from Manjaro too, etc..)
on the darker side of Archlinux I would point :
- Archlinux does not have built-in container management
- so Archlinux does not support multiple package version running at the same time
- so Archlinux does not support having multiple single kernel version packed 'just in case' (but it does support multiple kernel types at the same time 'just in case' (i.e stable + lts versions : ok | stable 7.5 + stable 7.4 : nope))
- so Archlinux does not support well online updates, unless the package itself is aware of its own update unit reloads/restart
- so Archlinux sometimes have messed up kernel module management when you just updated kernel (the current online kernel is not matching the stored modules anymore)
for me the very black spot is : Archlinux then have inconsistent online update state
but if you stop service -> update -> restart, it works well
and for most people :
- it means rolling release in Archlinux is not only a feature, it is also mandatory or you will end up in inconsistent state if you try to update only some package and dependencies are too old
tldr :
Gentoo : build it yourself
Archlinux : sysAdmin it yourself
Debian : use it yourself
hi, anyone knows how to change default autosave interval on dedicated server? FG.AutosaveInterval xxx is not working
so, there is no console command anymore?
just broken for now I guess
Either nobody got a chance to work on it or there's some technical reason
I updated the wiki as well.. its on there
So, anyone have a config ini example that makes it so i don't get kicked when driving an explorer?
oh my, i should have known why, but i tried to setup the early access server with steam cmd on a laptop connected with wlan and ran into an exception. Added multihome=0.0.0.0, error changed, but still exception. Then connected it with an cable to my local lan (100MBit/s - lel) and all was good.
Plan on making a server, What do you guys suppose is the best host as of right now?
Anyone know why i cant seem to make any milestones active since update 8? I tried reloading the save, reloading the game, restarting my pc, making a new game file, moving the phase forward in advanced settings, making upgrades free, rebuilding hub with and without build costs, and everything else i could think of with no effect
I have 0 mods
I was really excited to play this update but now it feels pointless cuz the only way i can play is by cheating
Not sure I understand the issue?
Like when you click to make the milestone set it doesnt do anything?
Also, you cant do mods with dedicated servers so.. not going to be the issue
Im not on a server, just a solo game. I was just told to come ask here.
As for the issue, when i click on a milestone in the unlock menu, the button to make it active just flat out doesnt exist for me.
I wonder who directed you to dedicated server channel for that.. uhh
I definately dont have that issue, are you on EA or EXP?
Can you take a screenshot of what the hub screen looks like?
I can in a bit, i just closed the game cuz i got frustrated with it. @ivory spear was who told me to ask here
Im on steam
This is for dedicated servers.. and you play by sharing the session id with a friend or joining via steam. there is no server browser/locator - check the looking for group channel for that
I dont know what 'NAT download' means but that isnt a proper technical term.. so dont know what you are saying
there was a file automatically downloaded
Saying net 3.5 or something
i forgot the term bruh
๐
looks like there is nothing i can do, sorry for trouble
Fresh save, just skipped the tutorial in settings. No mods or advanced settings turned on, just placed down the hub and walked to it. Still no button to make milestone active ๐คจ๐ค
Tried clicking everything visible and hitting every key, nothing makes it active
The screen is being cutoff at the bottom it seems hmm
What is your resolution set to in the Settings/Options > Video?
The button is at the bottom of the screen, looks like it is cut off out of frame... You wouldn't happen to be using a TV for a monitor, would you?
I ask b/c a lot of TV's by default do a zoom where it cuts off a computer's visible edges & you have to set the tv to autosense the input's resolution to fix it
(particularly common with LG TV's)
i might be having a deja vu moment but double i thought double clicking the milestones can also set them as active.
I'm agreeing with gunter though, play around with your window settings, the main button looks cropped off
Is it just me or is the server now a version ahead of the client?
oh derp, I'm running the experimental branch of the experimental server. rekt.
installs all of the things
Hey all!! Is there a way to enbale flying on dedicated server?
Through ags
ags?
Are network disconnects whenever in a vehicle on a road something that only affects dedicated server. I appreciate no longer falling through the map, but a D/C every 100M is tiresome
Yes its on a tv, tho i never had that problem before the update. I will test it when i load it back up and see if i can figure out what resolution it wants. Thank you for the advice
I tried double clicking them but nothing happened
[2023.11.26-03.31.06:123][ 22]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 3.948053, Update Interval: 337.374786
Is that usally the last line im supposed to see in the console when the server starts?
Just confirming. Also, I need to know which ports I need to open
any free satisfactory dedicated servers?
I still can't get the EA server to start. Exp works just fine. Same args, just changing server executable.
Been experiencing this issue regarding already cleared trees appearing for clients on our dedicated server, and hadn't really seen it before (but admittedly haven't been playing on dedicateds long). Is there any fix for this? Trees are not despawning when we cut down fresh ones either.
https://questions.satisfactorygame.com/post/60787384aa0ba107e325893e
sometimes a relog helps
it's been multiple days and persists through restarts now.
Hello, I have a question about the Satisfactory Dedicated Server engine. If I play the game on Dedicated Server, will the game run in Unreal 4? Someone has claimed that if you play the game on the Dedicated Server based on Unreal4 in the Dedicated Server file, you will return to a game mode that does not have Unreal5 applied, so we need to check the facts.
is there any way to prevent progression in a dedicated server?
i want them to stop researching and build.
theyre doing the ole craft everything by hand and blitz progression
Hi there i have set up a dedicated server for firends to play on and despite a very low ping we are encountering a bit of lag and thing rendering quite slowly, are there any tips to improve performance in the config file
specs are 11900k, 64gb DDR4 3800mhz
Have Gigabit lan attached to the server and extremly fast Fiber
I just updated my server and the client says that the game is running but no connection can be made, times out after 20 seconds.
I'm also not sure if the server is really running cause the memory usage is at 1.6 gigs and cpu usage is at 1.6% on an old i5-4570
is there STILL an issue starting satisfactory server Stable as it seems to me to be broke
as it seems im still having to use the beta / testing side to get 8.0 working
it's 8.3 right now
there may be a dedicated server / client mismatch on early access branch
or it is simply mistake of not selecting branch correctly on steamcmd
Dedicated server is on UE5
no
I'm having the same issues.
ive recreated a new server and it seems to be ok now#
Server Release Stream is the default now but i think if you were in beta/ testing with experimental you might need to stick to the experimental tag
Public/Early Access (default)
my update process
my update process
my known working folder
newly installed not working
hmmm seems the server files or steam is bugged
seems yoiu need to install experimental then switch back to stable
That doesn't work for me.
i did first start in experimental then switched it over
after
maybe update 8 servers are still set for experimental not moved over yet to stable /ea
/ version mismatch
seems that the creators are not really talking about this issue @golden roost
i use amp for my game servers just been on other discord server and was told the template was updated
@thorny shore
not sure if you are running what i am using
I'm running a self-hosted server, via Epic.
ok to all who is running amp as a service for game you need right click update /refresh configuration on satisfactory and it will work as normal for the public/ ea
refresh configuration
can someone help me to setup a dedicated server of satisfactory
is there any way to bypass this? we have a discord bot to start everything and I dont wanna keep switching to the steam user just to check the server
Set the server up as a service.
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Third-party_automated_solutions
and you should never run anything with root permissions. That's just bad practice in general.
we are running it with screen
okay? You can run it as a service and not need to use screen?
using systemd unit it's easy to set the user and group of the dedicated server
but then our bot wont be able to control the server
your bot can easily manage a systemd unit
or it could if it had the ability to turn on and off that service.
it's easier
but then my friend would need to rebuild all the code since its only looking for folders in one directory
ยฏ_(ใ)_/ยฏ
You asked for a way to bypass having to log in as the user in question to start/stop the server, one was provided and validated. What you choose to do with that information is on you. (:
"all the code" :
/bin/systemctl start/stop satisfactoryd
I am not the coder
it's especially easy if the bot is node.js or python
I am not the coder
running a service not as a service is asking for headache imo
You can pass along the info to the coder, though.
I'm not either
I can talk to you, you can forward my messages if you want
@proven plover kekw
bameninghong
he is the coder
oh
make it work
o.o
at this point, it's up to him to do the leg work. Every system is different, every use case is different. Y'all already have the basics it seems. Just need some modifications. I'm going back to bed. sleepinterrupted.gif
alr sleep well
So it seems you cannot spawn coupons with advanced game mode, is there a console way to do it?
I think the real feature is probably awesome shop having every item cost 0 coupons
Update 8 Experimental Server hosted by GPortal.. i died and there is no crate. I lost a slug which can't be refound.. anyway to fix that?
You don't get a crate if you fall into the void
My setup ist an Root Server with Windows Server 2002, what exactly do you must know to can help better?
I think this was an answer/Question to my Question or?
yes
i'm sorry for stupid equstion in advance, but does it run on raspberry?
Any idea when the hypertube bug maybe fixed... its starting to suuck the fun out of the game ๐ฆ
Really? I thought one spawned on the nearest surface? I've had it happen once long ago.
can I run the game with screen but still use is as a service?
there's no need to use screen.
Because you don't understand the nature of services.
thats true
The answer is: You don't need to use screen. A service is forked into the background so there's nothing to see in a terminal. To see what's happening you can look at the log file in real time (e.g. $ less <insertlogfile>).
with systemd you can use journalctl -eu satisfactoryd
whenyou realise your best buddy is just a minimum for Satisfactory
where is the save file on dedi servers?
Sure you can make a raspberry pi launch the server.
ARM isn't supported
Apparently windows 11 arm supports x86/64 emulation
I reddit'd it. Someone got it to launch on a rpi. Not run, because it's definitely not playable.
that's nowhere near native high x86-64 performance
and even if it could run it with native performance a pi is much less performant than a last gen x86-64 cpu
It launched. It just crashes when you try to connect to it lol
That doesn't mean ARM is supported. It's literally x86-64 emulation and, as you've discovered, unstable af.
you'd need to jit compile the libraries dependencies
to have it some what consistent
not even jit compile the whole code would be sufficient
as it already is too unstable on fully native systems if not recent or powerful enough
(I mean like combining both an emulator and a tool like wine/proton with on the fly compiling)
and that can only run if you have ~8 good arm cores
that's a lot of tool I would like it exists
but it's a bit too complicated at that point
it's probably easier to talk to coffee stains and have them use some kind of porting/translating tool for arm running
They asked, if it was possible, so sure. ๐คทโโ๏ธ put potatoes in get potatoes out
Now if you had something like nividas grace cpu, that might be different
tbh with advanced chip and micro code
it could be possible to have natively accelerated foreign set emulation support on cpu
but it's probably not worth it
and some would claim it would take too much of the damn die size
but as you said, it's not possible. Just because it launches doesn't mean it's possible. If you can't connect w/o it crashing, it's not possible.
yep
Stop temping me to actually try it.
I'm not tempting you to do anything.
Officially ARM is 100% unsupported.
If you can find a way to make it actually work, it's still unsupported.
I will do it just to do it. Most of what we do here isn't supported as far as docker images and stuff go
I just don't get why people ask if it's supported. And good on you for answering them.
Because people probably want to run it on low-power setups like RaPi's and the like. I can't blame them, but personally I'm for making sure I have the ability+ to run any particular server. From the Maker aspect of it, hacking together something to make something unsupported work is 100% cool and nerdy and I say go for it. But CSS doesn't support it, so unless you can find other hackers trying to make ARM work for them, you're going to be mostly on your own.
30s save time on a 2 hour save with ARM emulation performance levels, sounds like a great idea ๐
hey how are dedicated servers doing with the new update? any major problems and bugs?
is there allot of crashes
I haven't had any server crashes. I'm using the dedi experimental branch because I can't get the EA branch working for some reason.
Hey I'm trying to get a dedicated server up on headless linux using steamcmd. I've got it install and running, and all ports are active listening and not blocked by firewall. However getting a Connection TIMED OUT error when trying to connect with my client. I see some people have fixed this by increasing the timeout limit in /FactoryGame/Saved/Config/LinuxServer/Game.ini, however that file doesn't exist for me, and creating a new one with the timeout limits has no effect
The files I do have are Engine.ini and GameUserSettings.ini
are you using the correct port?
$ sudo ss -plnu | grep Un
UNCONN 0 0 0.0.0.0:7777 0.0.0.0:* users:(("UnrealServer-Li",pid=3976,fd=15))
UNCONN 0 0 0.0.0.0:15000 0.0.0.0:* users:(("UnrealServer-Li",pid=3976,fd=16))
UNCONN 0 0 [::1]:43285 [::]:* users:(("UnrealServer-Li",pid=3976,fd=3))
UNCONN 0 0 *:15777 *:* users:(("UnrealServer-Li",pid=3976,fd=14))
on i mean
*no
i mean what port are you using to connect
Ah, yeah using the default one (15777). I can even see in the server logs that a connection is opened, but no other info is printed after that
hmm
what is your startup command
i'm not familiar with the firewall software you are using, but did you try to ping the port?
[Unit]
Description=Satisfactory dedicated server
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
[Install]
WantedBy=multi-user.target
use the startup paramters -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0
Ping succeeded, but will do
That worked! Thank you
np
ok so, my friend is hosting a dedicated server for U8, we have a lot of problems connecting to the server, lots of initial connection timeouts, we've bumped the configs (both inital and reg timeout) to 120, but it seems like we're still always timing out at 30s
i just want to confirm that we're updating the correct file in the correct place, has it changed in U8?
or if anyone has experienced this
just had a similar issue, changing the startup params to above fixed it for me
Anyone here running their Satisfactory server? if so, how do you guys mask your public IP?
I am using cloudflare but I can't seem to get it to work for some reason...
What are you using from Cloudflare? Would also be interested in the answer to that before I give out my public IP
the SRV tag
Type *
Were you able to manage it?
A SRV type of DNS record is still resolvable to an IP, and once connected (unless you are using a full proxy) the client can check what IP its connected to anyway..
basically can't. You need a proxy of some kind
connections are not black magic
you need the connection to end at your home
so the connecting thing always have a mean to connect to your home
there are no paradox
if you want people to talk to you without seeing you you need someone else to know you in-between
that connects to you on behalf of the connecting thing
that is proxying/tunneling
"I want someone to come to my house, but I don't want to give out my address"
Hey everyone, i started my dedicated server. This is the last response from the command line. Anybody knows why it doesnt work? I cannot connect to the server.
Is anyone else experiencing massive server lags whenver a player enters a new region? Even Regions that are already Factories built in are causing lag, when someone enters them. Im playing on a nitrado Server. If you have suggestions, for fixes to reduce the server lag pls reach out to me : )
Hi, where can I find the FAQ?
For only dedicated server
Ohh found, thanks
Hi, I don't know if it due to my lack of text comprehension or if there isn't such infomation.
Can someone tell me how the server works? Does it run on my PC if I were to set it up as per the instructions?
Or steam is providing a hosting service for the server to be running?
Hey, me and my Friend just rented a Server on Nitrado to go and try a second playthrough. We quit the first one due to MASSIVE ServerLag and Loading times. We're not even through the Oil-Processing-Stage and we're already Experiencing the same Issue.
Examples for the Problems: ServerLag whenever a Player uses a longer Hypertube. Random ServerLag, Lag during fights with Alien Creatures, Lag during Building, Getting Disconnected after Dying, Being Stuck in a place for a short amount of time after joinin or respawning.
Its NOT about FPS issues, its about SeverLag
That are just some of the issues we encounter.
The game is nice and stuff, but its literally UNPLAYABLE like this. Is Nitrado just bad, are there better server hosters, that you guys had better experiences with. Is the dedicated Server I can download from Steam and run from my PC better?
If you have any suggestions on solving this ServerLagProblem or if you have any ideas ply reply to my post.
Hi I'm trying to configure the save interval of my DS to 30 minutes, but the command stated in the Wiki doesn't work. I've tried serching 'autosaveinterval' in this channel but can't seem to find the message. Could you kindly help? tia
Nitrado is trash
There is some options out there i've heard to be viable, but probably more pricey...
I would recommend just playing normally if you are just going to play together with your friend anyway
downloading dedicated server and have it on your own computer is also ofcourse possible, but i would not recommend it as it would require very much ram
What dym by normally? I mean we do need a Server to play together somt we?
no you can just go multiplayer and invite through steam if thats your platform
the one starting the save will be the host
This is the same as the downloadable dedicated server isnt it? I mean if im the host the server runs on my PC an requires equally much ram as if i would ise the dedicated server
Or am I missing smth
running two instances of the same thing will normally require twice the amount of resources
Okey cool, one last question. Is it possible to transfer my save from nitrado to my PC so I can use that to continue playing multiplayer?
also dedicated server is experimental, so unless you really need the "dedicated server" feature of it i would say go p2p
I would believe so, most hosts give out a ftp share
however i've never rented a server from nitrado
yeah
Ok i try that thx ๐
thanks!
Proxy? what could I use?
I am using NPM with port 15777 but still nothing
Hi, anyone else their dedicated server getting auto upgraded to experimental build?
Either u have a vps to proxy ur dedicated server or just use a vpn
Which wiki? The fandom one is not maintained but wiki.gg is, see https://satisfactory.wiki.gg/wiki/Dedicated_servers (last question in the FAQ)
What is the difference as far as mods are concerned with the Dedicated Server versus inviting someone to your game?
Mods in terms of admins or mods like mod support?
Like Smart and Refined Power etc...
Mods dont work on dedicated
ahh kk so the only way is for one player to play singleplayer and the other player to join
Correct
assuming we had a 3rd pc (and another copy of the game) would it give better performance if we ran it as a game on the 3rd pc and invited the other 2 of us into that game?
(probably a stupid question sorry :P)
It would'nt really make a difference
Whichever pc has the best cpu performance should host
Ok cool ๐ Appreciate the help
Hi guys, i have a vm hosting a dedicated server and it was working since 1 week, but today i tried to connect to it and i got this. The server seems offline, when in the vm its seems to be working as usual. I tried to restart the vm but still. Any ideas ? Thanks. (sorry for my english)
i created a dedicated server but not to change it from private to friend only
So I have the reverse problem from most people. I created a dedicated server on my Intel NUC, forwarded ports, etc. All my friends can join it, but I get errors trying to connect to it from my gaming PC on the LAN. Neither the local IP works, nor external. Anyone know how to get around this?
That setting does not affect dedicated servers
Are you sure you're using the correct lan ip?
Yep. I connect to it regularly with other games.
Neither LAN nor external works for me. External (obviously) works for my friends. So strange :/
I can get in through the server manager on the NUC, but the game runs like ass on that and it's also not in a place setup to play. Just can't get into it on my main computer.
It says Server Name Pending in the list and I get a ping (2ms), but it can't connect.
Does this have something to do with having to run my same Steam account on two PCs?
I hate games that have dedicated servers tied to a Steam account because of the forced logout when trying to use the client on another machine. Might be the issue here, but I'm not sure.
That helped! tysm gunter!!
So is using a dedicated server like having the game running in the background 24/7? Like if no one is logged in and playing, the factories still produce parts?
You can set it up so that they stay running or so that they pause when nobody is online
Thanks!
do i need to port foward 15777 15000 and 7777?
Yes, all 3 ports are used
Dont use the Steam client use steamcmd instead, you can login anonymous
do i need to restart modem?
UDP is a connectionless protocol, not possible to see if the connection is successful with a port checker
oh
it asks for private ip to port foward
that is my pc ip
and then public is my public ip right?
it also asks for public port and private port
to which i put 15777-15777 for both
You can check if its being blocked but thats about it, firewalls have 3 modes - allow/accept, reject (tell the remote party no) and deny (silently discard)
If the connecting client is using PAT (very likely) the inbound port will be randomized, you only want to specify the destination port. Correct on your PC IP being the private and public being internet
destination being public or private?
Destination port
A typical port forward takes any inbound port (again, they are generally randomized) to a destination port (in satisfactory case 7777, 15000, 15777) and remaps it to an internal NATed address (machine running the dedicated server)
Thats interesting.. hmm what manufacturer is that?
smart modem 1
yea
I think its asking if you want to PAT the ports, just a weird way to say it
Id say set them to both the same on privaet and public
so the way ive done it?
Correct, would just need to make 3 of them for each of the ports
Well thats better than offline, when you click on the server it doesnt show anything on the right side?
on the right it says it appears to be offline
If the machine hosting your dedi is on your LAN you dont need to do port forwarding unless you want others to also join
Where is the server in relation to the client/your machine?
its on my pc
Running dedi server and the client on the same machine?
yeah
And even you get the name pending or thats other peeps?
What startup parameter are you using on the dedi?
factoryserver.exe -log -unattended ...?
yep
add '-multihome=0.0.0.0' and restart it and try it again
(without the quotes)
Example:
should i be able to type in the console?
No, doesnt accept input just ctrl+c or X out of it
Yeh normal
If it has no world to load it will just pause after the initial startup and you can manage it via servermanager on the client
What did you put in the add server name/address field?
my public
Use your private or 127.0.0.1
Your machine wont be able to go inside -> outside -> inside without very specific router config
my private it says unable to connect
127.0.0.1 works?
but can others connect to that?
No, that is a placeholder address for loopback which is your machine
127.0.0.1 is always "localhost" or whatever machine you are on, so mine is for my machine
If loopback works, are you sure you are using the correct private IP? Probably is something like 192.168.1.x
When you are on your LAN with the server, you use the private IP. When you (or others) are not, they would use the public
yea its the one on my pc my ipv4 right?
can i reset the password?
of the server
cause i cant find the old one to the server
Have to delete the serversettings.15777 file
where is that?
check %localappdata%\factorygame\Saved\SaveGames
careful becuase if that is your client, your saves are there as well
just delete the ServerSettings file and leave rest
correct
and they use my public yea?
yep
Yes, defaults unless you changed them
hmmmm they cant connect
Seeing any connection attempt on the console of the server when they try?
no i cant see
Could be the port forward, but also since your local IP wasnt working might be firewall?
what would need changing in firewall?
Correct but you might have multiple, make sure you pick the one with the gateway that matches your router
Example - if the router/modem IP is 192.168.1.254 your machine should be 192.168.1.<something>
When they add the server you should see something in the console along the lines of "[2023.11.27-23.41.29:369][231]LogNet: NotifyAcceptingConnection accepted from: 192.168.80.249:61167"
If you dont, port forwarding is not setup correctly
im having the same issue on my rent server
actualy could restart it and seems that i can log again
Am I missing something in this case? I have all of these set to '1048576' (1 Gbps) yet the client still negotiates at '120000'. I do have matching settings set on the client but doesnt seem to matter either way.
Rental server is.. well up to that company on whether or not you can get to it ๐
all my vehicles broke
ffs
im hating the update tbh
every 10m something breaks xD
it's not really placeholder, that is really loopback address
the "placeholder" is 'localhost'
Network quality overwrites these settings in runtime
If I remember correctly
I did set NetworkQuality@3 and then used the mIntValues to set it to 3, should I try a custom number instead of 3 since I think that is defined?
I don't remember from where it pulls numbers for that setting, potentially from some other config property
If you poke me tomorrow or better on Wednesday I could give you a definite answer
Sure thing
Is there any good rule of thumb for a reliable hypercannon on dedicated's?
It seems like the main issue is how many assets need to be loaded...
Anyone have an issue where you canโt manually mine ore or break the chunk on a resource mound using dedicated servers?
Known issue
Any way to fix it?
Not afaik
Thanks
It should be fixed on the experimental branch if you want to switch though
First time playing around with a dedicated server. I have ubuntu server running, steamcmd and run the following command ```/FactoryServer.sh '-ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0'
`Version: 264901, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Fatal error: [File:C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 873] CurrentQueue.Fence.D3DFence->GetCompletedValue() failed at C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:939 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
FactoryGame_D3D12RHI_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:873]
FactoryGame_D3D12RHI_Win64_Shipping!<lambda_3da3d0314ca24078ed23be2b47fc07e9>::operator()() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:943]
FactoryGame_D3D12RHI_Win64_Shipping!FD3D12DynamicRHI::ForEachQueue() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:385]
FactoryGame_D3D12RHI_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1093]
FactoryGame_D3D12RHI_Win64_Shipping!FD3D12Thread::Run() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:83]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent2\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]`
That wouldnt come from a dedicated server..
Right, I see the device hang text in there, it's just weird because there's no obvious performance issue.
Its a driver/windows issue with your render device and DX12
Update drivers, switch to DX11 or get new/better video card
Updated drivers might actually be the problem, newest Nvidia drivers are apparently terrible on mobile. Not sure what cards specifically affected.
I have been playing U8 on a 2070 mobile GPU, dont know what version but its within a few months and it is stable on that with DX12
Mobile 3080 16GB in a Legion 7. The game gave me the ultra preset with balanced DLSS, so maybe I just need to dial it down. I'm off for now, I'll try it later.
On desktop, I have a 3080ti that was really bad around U8 UE 5.1 release but got way better with combo drivers + updates from CSS
Hi everyone, I'm quite new to this, and I've just set up a Docker container with the dedicated server 'wolveix/satisfactory-server.' I've enabled the corresponding ports for access on the server: '7777:7777/udp,' '15000:15000/udp,' '15777:15777/udp.' It's working fine; I can connect to it from a computer within my network. However, when my friend tries to connect using WireGuard (which I've also set up in a Docker container on the server), he's unable to authenticate, and the Satisfactory server appears offline for him. Interestingly, my friend can ping the server successfully from the terminal, which is a bit puzzling. Any ideas? Maybe I'm forgetting something...
No experience with Wireguard or Docker.
guys can u please suggest couple of good websites to rent to host a server
Iโve been using indifferent broccoli for the past couple days and itโs flawless
Thereโs a 2 day trial and you donโt even need to provide payment method to test it out.
Now that I have played non-dedicated for a bit I realize that it is actually possible (on non-dedicated) to shoot hatcher bugs. From playing on dedicated I always throught they were just invulnerable.
I play exclusively on dedicated and usually use the xenobasher on the crabs, but the rebar gun works on the hatcher's main body as does the rebar gun.
hi everyone, i'm having trouble setting up a server. it's about the whole port shenanigans with the windows firewall and router, would appreciate it if anyone could help.
Guys, I'm trying to open my server on a VPS. This is the server opening log. But it doesn't work in the game. Do you know if it's right?
Are you specifying a different port? I see it listening on 15001 which is not the default..
yes
Is there a specific reason you arent using default ports?
Even on the standard port, the error persists
There are 3 ports, are you remapping all of them? And then the further question is what are you entering in the server manager add window?
When troubleshooting, don't make things more complicated.. Start simple, then increase the complexity - testing at each step.
With the defaults in place, when you add the server on the client do you get any logs on the server that indicates a connection? It should say "accepting connection from..." or something to that effect
I'll start everything from scratch again
Do you know how to configure? Could you do this for me?
Yes I know how to configure, but no.. not going to configure your server for you sorry
Id suggest renting a game server if you are unsure on what the options, ports, etc are but everything is on the wiki that one would need to know https://satisfactory.wiki.gg/wiki/Dedicated_servers
Unfortunately, in Brazil we do not have companies that directly rent the finished server.
Google 'nodecraft', they seem to have a Sao Paulo datacenter/location. Not endorsing anybody just some quick googling around and there are at least two I found so far
Is there any place where I can rent a dedicated server for satisfactory?
Servers in europe pls
Google.. plenty of hosts all over EU
Ok, i just googled, found one that people advise me to not use for satisfactory due to the low amount of RAM each server has. Any advice on a good server provider?
Indifferent broccoli have a pretty good reputation
But I don't know if they have ue servers or just us
So if you order a ded server from let say gportal and it gives you the adress and port, you cant use those?
If a third party hosting site gives you a specific port, you'll need to use that specific port. They are going to be hosting multiple servers on the single IP and changing the port is exactly how you deal with that type of situation. My point above was that changing from the default configuration without knowing exactly what you are doing and subsequently asking for help is a little silly from a troubleshooting standpoint
with the game console not taking a lot of the old commands, can someone confirm the required option (I'm guessing in engine.ini) to disable ficsmas?
I think that would go under mIntValues
i may be stupid but entering in the info that was given still gives me the server appears to be offline though i can confirm that the server is live on gportal.
Are they giving you multiple ports or just the query port? Not really familiar with any hosting providers so I honestly dont know what they give you
I do recall helping someone with a gportal server that I could connect to and they couldnt, some problem with their ISP perhaps
just a single port
If you want to DM me the IP/port I can try to connect if its on the current EA build
nevermind. updated, it crashed two seconds into launch. re-ran update script and now it launches. jankypos.
my friend has set up dedicated server through steam, but when I use his IP to connect it says 'the server appears to be offline'. does he need to do something with windows firewall?
he needs to allow the server in windows firewall and open ports on his router.
You should probably have him read this https://satisfactory.fandom.com/wiki/Dedicated_servers @chrome rose
thanks
mIntValues=(("FG.DisableSeasonalEvents", 1))
in GameUserSettings.ini gives me
[2023.11.29-01.31.18:713][ 0]LogSeasonalEvents: No active seasonal events
in the logs, so that's another thing off the list
Nice, now the question is how to structure that for people with adjusted networkquality and have both set, dont think ive seem an example of that
not sure if that was in reply to me, but I guess it would be something like
mIntValues=(("option1", value1), ("option2", value2),("option3", value3))
assuming the comma is the best seperator for that.
Yep, that probably would work - just need to test it out and put that on the wiki before fiscmas starts and everybody shows up asking the same question ๐
How did you install it? Same way to update
sadly my server is in use for a speedrunners low% planning session, otherwise I'd happily twiddle to work out the best values.
Just set this, going to see what it does
step 1. update the server
step 2. place underwear on head
step 3. ...
step 4. profit.
how do i figure out the address for the server i'm hosting