#dedicated-servers
1 messages · Page 60 of 1
That isnt a crash?
The logs after that line are all related to shutting down
Would probably need to see the full log but I dont think that warning would be an issue or cause a crash
Hrmm okay
If its actually crashing there would also be a crashcontext.xml in the crashes folder (same dir as the logs)
LogWorld: Bringing World /Game/FactoryGame/Map/DedicatedserverEntry.DedicatedserverEntry up for play (max tick rate 30) at 2023.11.29-03.25.51
LogWorld: Bringing up level for play took: 0.001600
LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
LogPakFile: Precache HighWater 16MB
LogGameState: Match State Changed from EnteringMap to WaitingToStart
LogLoad: Took 0.367489 seconds to LoadMap(/Game/FactoryGame/Map/DedicatedserverEntry)
LogModuleManager: Shutting down and abandoning module ImgMediaEngine (162)
LogModuleManager: Shutting down and abandoning module NiagaraAnimNotifies (160)
LogModuleManager: Shutting down and abandoning module Niagara (158)
Different log this time, no reference to that previous issue
U8 to today's patch.
Well, the next step from that log point is to load the save world
Perhaps you have a corrupt save or upgrade issue, can you download the save and load it in singleplayer?
I'm at work currently, ran the update remotely. I'll try the save files when I'm home
Hi. I have a player, who, prior to this afternoon's update, was playing with me on a dedicated server (hosted by BisectHosting). After the update, my player friend cannot logon. He gets a timeout error. I went into the config files and changed the timeout to 40 seconds (vs. the default 20 seconds). He is still having trouble connecting. Any idea what the problem might be? Server has today's Experimental update on it.
how do i update a dedicated server ? its the first update since running dedicated edit: just stopped and restarted the server. Updated itself.
Same here getting DC issues. I try to get to the server and then said the version was incorrect with the game updated the game server and gotten this issue now.
I am getting the same thing. thought it was my config. I just setup the server and gave up withing the same day
Is there a way to tell which offline player is my old body? I see two at the HUB with no name, just "offline player"
Is it possible to auto update the server
Or do I have to manually stop the service and restart?
server won't update to version 269772 its stuck on 2634901 and now i'm getting a mismatch error
steam and steamCMD
lol, been able to get it to update, now its just crashing on start up over and over
Hi, i have dedicated server, and machines does work when players are offline ?
oh man this is so annoying, every update we cant join the server. It is really starting to become tedious.
Can I second this guys question? Was trying to setup a dedicated server for a friend, public facing IPV4 address isn't working, the server client says it's listening on port 15000 but I don't see anything in the log about an IP
Go to whatsmyip.com, under a standard configuration you'll see your public IP there. Should also be viewable on your Router if you have access. Don't forget port forwarding
yeah I'm dumb, thought I had all 3 forwarded missed one of them, cheers
Only 15777 or the query port needs to be forwarded for the server to work. But if you like having more open ports that's on you
The beacon and server port are initiated by the server, so those will open automatically as they're outgoing connections.
I don't think that is true.. the query will tell the client what the other two ports are to connect to
It works and has been working perfectly for me.
If the server was making the connection and the connecting client was behind a firewall, that would be blocked generally speaking
You have just the one port forwarded and you're not on lan?
Where is the server in relation to the client?
I'm guessing different firewalls may behave differently. But in general outgoing connections are always allowed
Right and outgoing connection is allowed. I'm not saying that that's not allowed. But you're saying that the server is originating the connection which would mean that the destination would need the port to be available?
Server is accessible through wan
I think the client contacts the server on the query port, and the server responds on the beacon port or game port.. I don't have wireshark setup yet to see exactly what it's doing. That's a project for another day
You still need the other two ports free, otherwise it'll have issues
The client connects to the server on the query port and the server responds with a beacon and the game port and the client should then perform the join using the game port
That firewall screenshot you shared, what firewall is that? Is that your local firewall or the firewall where the server is located?
Firewall on my home network where the server is, why
So others folks, outside your network can fully join (not just add it to the server manager) your server with only 15777 forwarded?
If thats the case, this changes how I understand the Satis Dedicated server networking functionality, want to understand.. The only follow up question I have is do you have multihome or disablepacketrouting switches added?
That's correct
I do not. No multihome, or extra launch options. Only log and unattended flags
Interesting, okay it must be a feature of the "Packet Routing" then that is accepting all packets on 15777 and forwarding them to the proper 7777 or 15000 depending on the request. Cant really find much info on packet routing in UE5 though so that is just a guess
I wonder if yours would work with disablepacketrouting added and only that port.. I suppose I can test but have my own issues with dedicated that nobody can move around (instantly get disconnected when try to move) once joined to my dedicated when its over WAN but works just fine over LAN, never actually fixed that
Once I figure out how to host a second server on the same VM or spin up a second vm (less than ideal; my server only has 32GB of ram) I can try it
Your issue almost sounds like an issue with your isp maybe, do other services work without issues?
Yeah, hosted Terraria, Space Engineers, Factorio, 7D2D, Night of the Dead, Sons of the Forest, VRising and Valheim in the past with no issues
The disconnect problem only started with U8 as well, didnt happen with U7
I have a fiber for primary and a cable/coax backup and same behavior on either connection, am using pfSense at the perimeter so its probably related to that but dunno
Poke poke, just a reminder as requested
the numbers are pulled from Scalability.ini, so you can override them for your network quality. These are defaults
[NetworkQuality@0]
ConfiguredInternetSpeed=60000
ConfiguredLanSpeed=70000
MaxClientRate=60000
MaxInternetClientRate=60000
TotalNetBandwidth=240000
MaxDynamicBandwidth=60000
MinDynamicBandwidth=50000
[NetworkQuality@1]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
MaxClientRate=120000
MaxInternetClientRate=120000
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[NetworkQuality@2]
ConfiguredInternetSpeed=200000
ConfiguredLanSpeed=220000
MaxClientRate=200000
MaxInternetClientRate=200000
TotalNetBandwidth=800000
MaxDynamicBandwidth=220000
MinDynamicBandwidth=200000
[NetworkQuality@3]
ConfiguredInternetSpeed=300000
ConfiguredLanSpeed=340000
MaxClientRate=300000
MaxInternetClientRate=300000
TotalNetBandwidth=1200000
MaxDynamicBandwidth=320000
MinDynamicBandwidth=300000
the number after @ is the value of FG.NetworkQuality option.
On top of that, if you set it to a undefined value (say, 4), it will leave the default settings intact, letting you override them separately from NetworkQuality
Gotcha, okay so that is what I suspected based on what I saw from some others - even with the mIntValues setting NetworkQuality@3 (though I overrode the specific settings via scalability) it still negotiates at 120000 which seems to be profile 1. Will play some more with custom settings and see if I can get it to 'take' the higher values
Can anyone explain to me why I can't get the EA branch of the dedi server running, but the experimental branch is just fine?
Added a NetworkQuality@4 to scalability and then adjusted it to 4 in the mIntValues, still getting 120000 netspeed
Crashing or?
I don't know. I use NSSM to manage it as a service, NSSM reports the service starts successfully, but in the server manager it shows as offline. the Experimental branch shows as online successfully all of the time.
the preview is just weird. if you click the image it's full
@grim mica when you click on the image it shows the whole image.
There should be 3 images
Scalability.ini
GameUserSettings.ini
Log showing client
When the EA is 'started' the exe stays running in taskmgr?
If so should see some log entries for bootup, client connection, etc unless its crashing before that which the log would also show
Windows log viewer says that FactoryGame is reporting OOM.
Ah, well that could do it too, may not start at all without memory available
buy why is the EA branch dedi server OOMing and not the EXP branch?
I have been staying on the EA as I didnt want to inherit that uobjectlimit bug since I have a huge world
The FactoryGame.log should be in the server exe directory, similar to steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Logs
With no players connected atm my DS exe is using 8.5GB, I think when I join it goes to make 9-10G or something but dont think ive ever seen it go over 12 or so
yeah, I shouldn't be OOMing, at all.
What does taskmgr show available and committed?
I have 64GB of RAM
Total doesnt really matter if its in use 😄
The question doesn't matter because the experimental branch dedicated server runs just fine.
but since you asked
Well unless a CSSer chimes in on memory management changes between patches, we wont have an answer - simply trying to assist with troubleshooting
The % in task manager isnt really accurate though as that is 'in use' vs 'committed'.. anywho ~56% of 64 should be more than enough I suppose
Dont think I realized the builds had converged again, wonder why the exp channel is still open in that case
Does it run out of memory with an empty world as well?
I had helped someone here with a save file that wouldnt load on a dedicated server. Wouldnt even load on mine so I loaded it in single player, saved there and then it loaded on DS without issue.
I would try a blank world to see if it even works at all - that would at least rule the save out as a culprit
whats with that attitude, you havent said anything about your save beside that it behaves differently on different branches
Yo guys, can u take a look at my reddit post? thx
I can't connect to my server
I get this error
Already tried:
Messing with firewalld (Opened all ports)
Set client connection to ultra
Disabling client firewall
Changing clock time
-DisablePacketRouting option.
Add '-multihome=0.0.0.0' to the startup parameters
ok 'll try it
From your log I can see it trying to connect over ip6to4 with the "::ffff:177.8..."
So what should I do abt this?
The multihome will fix that, it disables the ipv6 to 4 routing functions
you could also do '-disablepacketrouting' instead
You would need to add that to the server startup parameters and restart the server
Already did that
same thing
Can you share (or DM) the full FactoryGame.log?
Its still connecting over ipv6 based on that screenshot
Ofc, just a sec
Where do I find the logs?
Assume linux based on firewalld? um
yes
That is a very good question.. I use Windows on my DS and it puts the logs in the folder along with the exe (not the other directory where the saves are)
I would think it would be similar, in Windows its steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Logs
Exact same location, thanks
After todays Patch the Server Version is to old to play on, even after Updating the Server. Any ideas?
Were you on EXP or EA and updated? Also patch was yesterday
since the update my server CPU runs at 80°C while before it was usually at 50ish, did someone also saw and increase in CPU usage?
how do we know which one we use ?
Slight increase in memory usage from the first u8 patch I think. Before that the server was using like 12GB
I opened this crash site, but no HDD was inside. Dedi issue or game issue? Scanner still pings on it too.
It's the southernmost of these 3. The others require Ficsmas items.
deleted my message as i messed up the update script file and had it installing in the wrong location
Shift+left click as if it was there, it will magically appear in your inventory
Is that the same as double left click? Double left click didn't work.
Might be, I honestly never both with HDDs anymore but them not appearing in the little window has been a problem for quite some time on dedicated
There's also now way more HDDs, at least 20 extra?
Always been more, dont know how many more but I think its more than 5
Yeah, I'd just verified HD counts the other day and updated the wiki. There's 21 extra without FICSMAS, 25 extra with FICSMAS
@twilit fox it feels like there might be more? maybe old world wonkiness?
World I just played might be on track for 30~ extra with FICSMAS
I've never actually played on a dedicated server, but I know that the game has given me the same HD more than once in singleplayer
Maybe some were collected twice by multiple people due to lag, though
I have more extras on my U8 world than I should
Even in solo? Huh.
Like I collected a HD, quit the game, came back after a couple of hours and the HD was collectible again (though I still had the originally-collected one available)
I assume it's related to some similar instances I've had where fart rocks reappear (even without a game update inbetween)
So yeah, presumably there's some wonkiness with saving map chunk states or something
Makes sense, yeah. And possibly exploitable if you want to log in on top of a crash site to exploit lag and collect from the same one over and over? A problem for another time, I gotta get going.
Hey guys, my friend is trying to connect to the dedicated server I rented and he keeps getting timeout error code when trying to connect from the main menu.
we googled, tried everything and still not working. Anyone faced this recently? I saw threads on reddit that go back to even 3 years ago and tried their solutions and to no avail
do dedicated servers have their own automatic restart? i just got notification of server restart in 10 mins and i dont remember any settings for that
DO NOT log off in vehicles in dedicated server.........
I think that’s the online service, not the dedicated server stuff. I have it happen when playing hosted MP stuff as well as on dedicated
What ever it is called they use to broker the connections needed for friends joining your session.
Negative, dedicated servers do a soft restart every after 24h of being online. It will make a separate autosave with _continue attached, unload the map then reload that saved map.
anybody care to share rules youve set up for your servers?
hi ! did it's normal the autpilot teleport point to point when on dedicated servers ? 🤔
yes
it do the same on solo but you don't see it
Yes in solo it's better because we can go in the vehicle without having it teleport 😂
They need to do MESH
I have two settings that refuse to save on my dedicated these always reset to checked every time server is restarted bug?
would apprecite any help here guys 🙏🏻
did you set it to ipv4?
that fixed it for me
just add -multihome=0.0.0.0 when starting the server, update 8 forces it to use ipv6 without that and can cause issues
huh. wonder why I get that on a locally hosted multiplayer session. or does it spin up a server in the background for that?
Does anyone have any easy fix for ghost objects in the game?
I just had to reroute a build cause an belt never got properly built but still made the spot unbuildable
I'd love to do this but I'm not sure how to add it since im using an online service that provides the server 😦
did you rent a pre-setup game server or a vps/dedi server?
if you paid for a pre-setup game server i would take it with their support imo
Hello guys, I get this error at when placing conveyor belts. New save.
Was the "FG.AutosaveInterval" command replaced with update 8 ?
When and how do we use FICMAS presents?
Do you mean the things that fall from the sky?
is Ficsmas activated on exp. ? Im using the ea version and its not available yet
Yes, the presents falling.
I'm guessing its the same, never had an MP session up for 24h though so I have no idea. Just talking about dedicated servers here not singleplayer/non-dedicated multiplayer.
Running on that ARM machine? That probably is an issue with the processor capabilities
yeah, lol
there's no way to fix it so?
Run it on non-ARM probably, ive not experiemented with emulation though I think I saw someone else here playing with that - dont know the outcome
hello all this has probably been answered before but i am trying to get friends into my dedicated server, which i am able to join. i have added firewalla acceptions in the windows firewall for 15777, 15000, 7777 and added those to my router as well all for UDP yet it still shows as server offline for my buddy trying to connect. any help woudl be appreciated
the server address is my IPV6
are you sure the ip is routable?
meaning, did i use whatismyip to get the ip so it is showing the external one?
or is there a way to make the server run via ipv4 instead of 6
you can make it run with ip 4 with a single command
😮
where do i put this? in the server ini?
i'm not 100% sure about steam but it should go into the launch options in the general setting there?
I don't have any other machine to use as a server, I think this is the end for me, thx!
I put it on my factorystart.sh
server was on experimental. Tried Updating it a couple of times now via steam cmd -> app_update ... but it always says, its up to date (its not lol)
And you’ve removed the experimental flag from your steam install command?
tried that also
didnt change anything
got the same Problem with the previous update. Had to reinstall. But i dont want to reinstall after every update.
Well, I have had the issue before and that is how I resolved without needing to redownload it all
validated it multiple times as well. Sadly that didnt help neither
anyone know the command to enable ficsmas on a server? the old "FG.DisableSeasonalEvents 0" command aint working
Just uninstalled satisfactorydedicatedserver and steamcmd fron my server and did a clean reinstall. Even that didnt help. Tomorrow im gona set up a new server (just like last time) and check if this is working.
Kinda sucks ngl
Looks reversed to my eye... 0 should be enabled, no?
Not sure if this is the correct channel. Early on my server I ran into a alpha spitter and he punted me quite far over the world border. I managed to bail before i went too far but my Vehicle is in a long distant place, I am un able to reach. Is there any way i can make the marker go away or get the items back?
You right, my mistake - fixed.
pre-setup
then it is really not your job to fix it
I see, ill reach out to them then 🙂 thank you
Hello, I have had this error for over two weeks, and no one can or wants to help me get my server running. How to make it work? Are you able to solve this problem, which comes from Update 8...
is there a patch notes for the dedicated servers?
Awesome, FICSMAS presents can be put in the sink!
Hi, anyone know how to disable FICSMAS on dedicated server?
"FG.DisableSeasonalEvents 1" doesn't work
Well
Nvm, somebody already asked I guess
I am pretty sure they are not answering because it's been answered tons of times already in this channel
" Users that run Proxmox have to set the cpu type to 'host' in the VM config to get U8 working due to some engine changes that seem to be looking for certain extensions/capabilities on CPUs"
That image is unreadable
Thank you so much. It works. And sorry, I hadn't seen this information.
Hi guys, my friends can join a dedicazted server but i cannot i see this server appears to be offline while is online
any ideas ? thanks
where do i find the save files and blue prints for a dedecated server on linux ?
is the filepath for saved games on linux servers, i do believe. i use a host called indifferentbrocolli.
oh thank you
Hey!
Anybody know if the xmas update has been released? If so, will a server restart show the option?
Are there currently known issues with players getting disconnected and generally having "connection" issues on dedicated servers? I host a dedicated myself so I myself don't experience what some of the players experience on my server. (200/200mbit internet connection so not a bandwith problem)
Anyone interested in helping me with but design to clean things up a bit? Once I know how to I'll be able to build in the same manner, I just don't have the knowledge on how to build in the best, and aesthetically pleasing way.
Probably want to ask in Design and Architecture or the LFG channel
People in there build some crazy looking stuff, I just build squares everywhere because smooth brain when it comes to aesthetic designs
Awesome thank you.
Soo, i am playing in a dedicated server and for some reason, it kicked me and when i joined back i am able to see my character
Sounds like you may not have waited for your other player to disconnect fully. I would to disconnect and rejoin again
When you do get disconnected, when you get back to the server manager screen it lists how many players are in the server. If you're the only one playing, I wouldn't join if you see a one there until it goes back to 0 or whatever number it's supposed to be if you're playing with others
Hi, I'm having some trouble setting up a dedicated server (with epic's launcher) and was looking for some help troubleshooting.
I've installed the server on a separate computer, and it's running from a .bat file with <start FactoryServer.exe -log -unattended -multihome=0.0.0.0>. I've port forwarded 15777 in my router and set up firewall rules for 15777 and 15000 (on the computer hosting the server). I feel like I'm missing something obvious, but I'm unsure what. 😅
Any help would be appreciated!
Not sure where you left off on the mission of masking your IP, but I found a solution, albeit not the simplest or probably cheapest. I ended up building a Linux VPS hosted on DigitalOcean and associating it with a domain I own via A + SRV records. Then I built an nginx reverse proxy on a spare server on my local net, built a Wireguard tunnel between and the VPS and proxy, and then used the proxy to forward all 15777 traffic hitting the VPS to my internal server. Effectively hides my static IP, and if someone DDoSes the public address I can just shutdown the VPS to kill inbound traffic. Only thing I risk in this setup is if the host changes the IP of my VPS, will see how often it happens and cross that bridge when I come to it.
nginx does not handle udp
wire guard have nothing to do with nginx
and satisfactory does not rely on srv record that I know
Did they fix all the crashes with indifferent broccli?
Is there any command that let's me check the server data in the middle of the game?
I guess so, because I don’t crash much, if any.
I read somewhere there were reccomended graphics cards for satisfactory dedicated servers. that doesn't seem right, does satisfactory's internals use gpu instancing for anything?
the wiki mentions nothing on reccomended gpus so I would assume not.
Does FG.DisableSeasonalEvents work with that settings too?
anyone experiencing server lags? when i ride a train it will drive backwards for a while and then teleport forward again and when im flying around its happening as well, is there a fix?
No, dedicated servers are completely headless and do not use the GPU for anything
Just started a new server few hours ago, it randomly closed. Now it refuses to open due to a fatal error, is there anything I can do?
this is not the dedicated server experimental one, not sure if there is a different channel for that for the 'non-experimental'
another oddity, i closed satisfactory (the game) and then opened it, this time it didnt crash and now i can connect normally. not sure what happened
I have cloudflare with dynamic dns on with domain name and all that set up, how can I get satis to just connect via domain name? or just public IP
For some reason, a lot of people confuse the requirements for base multiplayer with the requirements for a dedi
FG.DisableSeasonalEvents 1 dont seem to work on dedicated server lol
Commands are currently nonfunctional, edit that line in the config
in gameusersetting or serversetting?
I feel like I'm getting closer. I'm getting this error now rather than it saying the server doesn't exist. Any advice is appreciated!
No, but to change that it's in the same spot. Check the wiki as I updated how to disable ficsmas, network quality and autosave interval
sometimes when a friend on our servers loggs out it creates an offline player. when this friend joines again he gets a random name and the offline player still exists
a shitload of these on dedicated server windows
any idea ?
server crashed twice before having these
Has the dedicated ever worked on your machine?
Need the part of the callstack.. the address is just gibberish
Thats a new one, dont think ive seen that before
the only thing that i have seen happening in game it was all the steel beam was invisible
Seems like there might be something up with the save, I have no evidence to support it.. just speculation
Crashes happen consistently when you are doing a specific thing or just seem random?
i can't even start it
I see, so it crashed after running for a few days and now wont start at all.. hmm
yep
I would try to load a new world and see if that works, would at least rule out the save as being a problem
After updating to update 8, i can not connect to my dedicated server. I am using nssm to run the server. The server somehow does not use the ports. When checking for open ports, i can not find them...
Any idea what is going on?
Try to load the world in single player? I've seen one issue where a single player load and save then sending that up to the DS works
How are you checking for open ports?
with the powershell command from the wiki:
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process
this is without the filtering
but every other method does the same
netstat -aon shows the same
Does the factorygame.log show that it's listening on the ports? If they are in use it will say that as well
where do i find this?
when stopping the service and starting it again, there is no new FactoryGame-log created and the log stopps even before the dedicated server is ready...
i also can not find the UnrealServer-Win64-Shipping.exe process...
anyone else have an issue on a server hosted game, where all of a sudden, you cannot use the E to look at content in train cars, F doesn't work and you can build anything yet movement works.
Sorry was putting Xmas lights up outside, gimmie like 20m and I'll be at my computer
A bit longer than I thought.. can help you out now if you are around
Anyone know how I can ping my server from a python script to check and see if its online from another pc
I encountered this quite often, for me it was that the server had crashed but it could be diffrent for you
Ive had that but not a crash or anything, just need to rejoin the server seems to work after that
Gunter, do you know if there is a way to ping the server from another pc using a python script?
Im trying to setup a status thing on my server
what do do when the server mmanager wont show ANY of the tabs? All blank.
Try reloading your game
If not restart your server
nope, something bigger is broken.
Im waiting for my game to update so I will see if the same happens to me
in the meantime can you check your event viewer?
see if there is any errors
the server is running, I am watching the CMD shell. The Server Manager also adds it without issue, but then... nothin in the UI as pictured. So weird.
I'm wiping and re-installing and re setting it all up. Something is clearly corrupt here
Dont think so, youd have to do some reverse engineering I would think to "connect" to the server and get a status
yep, server settings and .sav was corrupt (in AppData\Local\FactoryGame\Saved\SaveGames). Blew it away, started fresh. I believe it got into a bad state because I went to Experimental, and went back... it did not clean itself up nicely. Sad.
Yeah, now im just trying to ping it but thats not working
Ping is a protocol type (ICMP) which cannot directly talk to the Satisfactory server which uses UDP. UDP is connectionless so you wont get an 'established' when trying to connect to any of the ports, so to get any status one would need to build an app that talks to the server and can get status and report it back to some UI. If you are pinging something, its the OS that respond to the ICMP echo request, if you cant ping your server - depending on path to get there, likely a firewall in between blocking something
Howdy, I just bought a dedicated server on Shockbyte so my son and I can co-op a map. I keep getting the dreaded connection timed out error. I've updated connection time out settings to 120 secs in my engine.ini file but it's still timing out after only 20 secs.
I noticed the server is running FactoryGame+rel-main-0.8.0 but my client is v0.8.3.2 can I downgrade my client or force an update of the server?
Any idea how I can disable the Xmas events on the dedicated server. I'm in the Middle East where Xmas is not celebrated.
Use the presents in the sink to get coupons.
Tanks, is your offer still valid?
Linux-based server But the server doesn't see the game.
What to What should I do?
I think it's an issue, if you scroll up through the page lots of people having connection issues to dedicated servers with no known fix as yet (please someone correct me)
Are there any other vyreants?
guys ı don't know many things about dedicated servers but ı want play with my friends in dedicated server and ı bought server from host service. Now how can ı setup this server pls help me
With Linux, it's buggy. I have my own server and I don't want to use it
my server is windows
if you bought bare server you can follow the wiki about setting it up
the link is in the description of this channel
ı can t understand which part ı need to fallow
the part about windows if you are using windows
so :
- install the game server
- open the ports in firewall
- write a script to start the server with the argument settings you need
- launch the script so the server starts
- use the address of the server machine and the configured port (let default if not changed) to connect from the game 'server manager'
- manage the server and connect to server game from that
Hello everyone, could anyone help me create a dedicated server, I can't do it, I wanted to know how to change the IP of the server I created
this seems so hard but ı'll try thank you
requirements :
- having a powerful enough host machine
- having basic understanding of installing game/tool on the host machine (from steam/steamcmd/epic)
- having basic understanding about networking : potential port forwarding, opening firewall ports, connect to remote machine with address
- being able to follow satisfactory wiki dedicated_server web page's instructions
- some kind of patience to setup all that
because ı don't know how ı open the ports in firewall
ext.
search in the wiki page for that
thanks huge research is starting
I know the wiki page is a bit confusing because it contains for both Linux and Windows
but it's in there
Could you help me by connecting it to my computer and doing it for me, I don't know how to use anything, I don't know how to use a computer properly
its very confusing
the connection part is in the game server manager
but the server need to run on a machine to connect to first
is there any video about setting up servers bought from hosting services
For me the server is running, for a friend of mine it's not, he's saying that the name is pending, that's why I need help, he got everything right, and it still won't work
did you friend set it up, or you set it up ?
is it running on your machine or another machine in your local network
or remotly on a hosting machine
Has somebody seen this error when using NSSM to run the server?
do I need to restart my server or something?
Access violations are annoying as hell 🤬
at 1ms ping I'm assuming it's running on his local network
did you setup port forwarding on your router?
is the linux dedicated server currently broken?
I just get this when I try to connect to my local server
We have a big save world (600 hours server time, 4 players) and on U7 we could change the Engine.ini file's top 6 values from 120000 and 130000 all to 104857600 to GREATLY improve our multiplayer experience on a dedicated server. Now those values are reverted to default in the server startup process. We're hosted on GTXGaming and they're questioning whether or not those values are even valid on U8, owing to the engine changes. Any suggestions?
got my server going again by adding -multihome=0.0.0.0 to the end of the startup command
no idea why that worked
that would have been the next question
it's the recommended way
the server have an ipv4/ipv6 handling bug
This is driving me bananas. I don't see anything anywhere about these values in Engine.ini for UE5:
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
I've tried changing them a dozen times now, to various values, but they always revert to that. The GTX support guys say they've set read only on that file.
The thing I hate about GTX is the user can't see the "real" files. We see copies outside the container, which are only updated after a server instance is stopped.
either they didn't
either you don't really change it because there is a bug with the edit since it's readonly
or simply "readonly" is not sufficient
on my server the server does not have RIGHTS to change it, period
because otherwise it can still override it
agreed. still puzzled why U8 overwrites those values on the same server, when U7 let them be.
* corrected sorry
Are you running modified values on U8, and they're sticking?
yes because the server can NOT modify it
it's not just flagged as readonly
I have these files
rw-r--r-- server-admin satisfactory
Thank you
I mean I set it up like that
nothing default
I can't add a comment line to an Engine.ini file with the default values without the server overwriting the file with a default one when it starts up. I'll point that out to support.
anyone know how to fix a dedicated server that says server name pending not authorized. My friend thats hosting can connect and he has ports 15777 and 77777 open but even after reinstalling when i try to connect via server manager it shows nothing but that under the name for me
Yeah you cant really change the values anymore, it ignores the config
I asked Arch to confirm but was given the 'defaults' for NetworkQuality. See #dedicated-servers message Played with different options for awhile and no matter the config - either forcing the values or setting the network quality to 3 (or a custom "4" profile) doesnt take effect after the server starts and the client still gets the 120000 netspeed.
Our dedicated server was running fine for the past week, then all of a sudden today we noticed it was offline. Now when we relaunch it, the command window opens then it immediately closes with an exit command
Tried reinstalling, tried using Steam tools server, etc. and it continues to do the same thing. Any ideas or information I can provide to help troubleshoot?
Would need the factorygame.log to tell you anything
damn. @grim mica Thanks. So I'm clear... no known workaround for now? Stuck at 120000?
Havent seen anyone else asking about it nor providing/proving a working config so afaik its busted with U8 and gets overwritten
Sad that you really cant even set the networkquality, it just always sticks to the "1" profile
Just as I sent that message we got it working.. We had to add -multihome=[server's IP] .. not sure if that's new?
I get the feeling we're one of the few servers with a couple thousand hours combined work running. Its really a slog to continue to build at 120000, anywhere on the map. Belts don't really "connect". Some stuff stays in blue after you click build, indefinetely. The more dense areas are flat out unplayable at that rate.
New for U8..
if it overwrite then it overwrite
I don't know why you are talking about comments
I'm tired of lying people
if they didn't set it up so it does not get overwriten then they should not tell you otherwise
Eh. I don't think he was lying. I think he is confused and maybe like a level 1 support guy. He'd said, "I've done a file permission fix on the server but it shouldn't revert values unless they aren't correct."
So I wrote a comment and left the default values. Pointed out that the server overwrites the file even if the values are the default. He escalated me to level 2. Sounds like this is all a waste of time for now though. Given the exchange with Gunter above.
it's not waste it they didn't noticed it themselves
how much ram is needed to have a good experience on a dedicated server?
cause I've got 8gb spare on one of my VPS systems and could be fun to setup a server with that but idk if it'll be enough.
up to 4 players
It might run on 8 but probably not well with 4 players. Id recommend 16-20 depending on how large the world gets, 12 minimum
Though memory is not the only thing to look at for a good experience, CPU is quite important as well. Faster clocks and better single-threaded performance goes a long way. Generally server providers are using higher core with slower clocked CPUs that can't touch the performance of a flagship or even midrange desktop CPU in some cases
@grim mica do you know if they fixed the network settings overwrite you talked about here a while back? Looking to optimize my DS, our world is starting to get big and even when on LAN with the server, I get random rubberbands, non-building belts etc, so I figured I'd try to tinker with the network rates. Do you know if it's fixed?
Was the "FG.AutosaveInterval" command replaced with update 8 ?
Anyone else having trouble running latest wolveix docker container? It refuses to run in my portainer docker container.
or inside my portainer proxmox container to be accurate.
@sturdy gust I keep getting this when I am trying to run your latest docker build No log line matching the '' filter I am trying to run it in a proxmox portainer container, have requirements changed as of lately?
now it could do it for small saves, you probably will struggle more about cpu performance
Not fixed and no way to adjust it afaik atm
Sounds like a Portainer issue 🙂
I have not run a dedicated server with U8 yet, overall has the stability been ok?
My dedicated server immediately on startup with this error in the txt.
Somebody also got this error: https://questions.satisfactorygame.com/post/65679168c2c00a0c859743fc
Thanks, I'll check if perhaps its the portainer container that needs a update.
Stability seems to be fairly ok, its still early to tell, but all the old bugs that often caused fatal server crash seem to have been ironed out.
There does seem to be a few minor issues with player connection that is related to desyncing, that said I have not investigated enough to say for sure but there seem to be something along those lines going on, luckily reconnecting to the server then fixes those issues.
yes. Take a look here: https://satisfactory.wiki.gg/wiki/Dedicated_servers#Configuration
Hello I have a server I can connect to but having an issue starting/loading/making a game. After I try all three it loads then just put be back at the start to reconnect to the server and doesn't allow me to join the game. I attach my logs that I join and after it ask me to reconnect. I check the logs but can't seem to figure out what wrong. Could someone look this over and give me some feedback.
Having the same issues as @clear blaze and @bleak sequoia , server crashes on initialization with "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002010000000f". Tried on both an existing sav file and new world creation
try with -DisablePacketRouting or -multihome=0.0.0.0
Still the same thing the only different is now after server is prearing new game then connected it just says Network Error. I try both commands.-DisablePacketRouting or -multihome=0.0.0.0
But I can connect with it it getting into the game issues.
I have that too
If an solution is found plz tag me
We suggest the multihome switch to fix an issue with ipv4 <> ipv6 communication, if the server has an IPv6 NIC the engine seems to want to use some sort of handler to convert to IPv4 which usually results in failed connections. In factorygame.log you will see something like "::ff::<ipv4 address>" during the initial connection phase which indicates that you are having that problem, multihome/disablepacketrouting wont fix all connectivity issues magically if your router/firewall is blocking, the 3 ports werent forwarded correctly or there are other network pathing issues between client and server.
If specifying multihome, it also applies the disablepacketrouting since having it enabled isnt compatible with multihome
For those that are having the crashes, not sure I saw a complete log or crash context yet except from Brrr to confirm if they indeed the same issue. In any case - if your server is crashing and it was previously working and no changes were made to the server it could be your world/save. I would try to create a new world and if that works you know it is at least the save and can take further steps from there. If it wont load even a new world - that is a whole other problem and will have different troubleshooting steps in most cases as it depends on the platform (OS, VM, etc) you are running the DS from
any ideas on this one . got 4 friends on an indifferent broccoli server, all keep getting access violations kick, waiting on rest sending logs. all diff violation codes
that in itself does not indicate problem, it's the standard ipv6 ipv4 mapping, it's just the server does not handle it correctly after that
Well, its simply the best indicator to give to someone that doesnt have deep knowledge on the subject so unless you have another method of detecting if that is/isnt the problem.. not sure what else to tell people
Thank you. I had the same issue as others: I couldn't connect to the server in my local network, and I tried to start the server with ./FactoryServer.sh -DisablePacketRouting and it just worked
nah none of that my is Linus OS and I'm trying to see what the logs are saying got any insite into mine that I posted above with a given reference to iron out any issues?
The log you posted above has no client connection attempts
1 second I got make some more and show ya.
There is a screenshot above that which isnt using the default* port, are you changing the ports with startup commands?
Is it connected
I can see files saves and load world it just won't make them and allow me to join.
It using the default ports to my knowlege.
And that how I connect to it
This screenshot shows 15778
Im trying to use a dedicated server on Epic and it crashes before the server even starts
You are missing 7777 as well?
I can connect to the server and claim it.
There are 3 UDP ports, 7777, 15000, 15777 using the defaults that all need to be forwarded
Right, the query port is one of the 15xxx ones (dont recall which atm) and handles that component, then the server setup is over the other one
7777 is the 'game' port to which the client actually connects on a join request
Not sure ive seen the error 'ControlChannelClose' before, might need a CSSer to chime in on what that actually means
Alright let me assign 7777 to the server, what or who is CSSer ?
I get this error ```cmd
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogServer: Bound Server Query Socket to address '[::]:15777'
LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.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.
CSSer means one of the devs (Coffee Stain Studios)
Ahh do they read this channel or how best to get help from them?
Pretty self explanatory, the port is already in use
Using Windows or Linux?
From time to time they do, but generally isnt okay to ping them.. I think https://questions.satisfactorygame.com is the 'official' way to request support but I honestly dont really know
0.0.0.0 means any/all so not to do with the IP, there is probably another service on your machine using that port
Is it possible that error occurs because i dont have that port forwarded?
That what I thought, the forums on the website are horrible.
Is this correct?
No, not a port forwarding issue, it means that the port listener is already 'taken' by another process. Open cmd and type 'netstat -ano'
it says its being used twice
Look at the UDP section and find the :15777, then open taskmgr and find the PID that matches what has it open
for both ipv4 and ipv6
Any clues on why ficsmas presents wouldn't drop on a dedicated server? The advent calendar also won't open.
Its disabled or server has wrong time maybe. I disabled ficsmas on my DS so not 100% sure but afaik it should be working on DS.
These are the only three right?
Cant see the protocol, but if they are UDP then yes just those 3. Not sure where/how the 15778 came from though in your other screeshot if you arent setting the ports with startup commands
Nope none at all,
WTF.
I just set the port to allow 15778 and I connected.
To that server.
[2023.12.04-23.24.32:080][ 0]LogContentBundle: [Persistent_Level(Dedicated Server)] End initializing ContentBundles.
[2023.12.04-23.24.32:081][ 0]LogWorldPartition: Display: WorldPartition initialize took 1 ms
[2023.12.04-23.24.32:081][ 0]LogLoad: Game class is 'BP_GameMode_C'
[2023.12.04-23.24.32:082][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2023.12.04-23.24.32:082][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2023.12.04-23.24.32:082][ 0]LogInit: BSD IPv4/6: Socket queue. Rx: 262144 (config 131072) Tx: 262144 (config 131072)
[2023.12.04-23.24.32:083][ 0]LogNet: Created socket for bind address: 0.0.0.0:15778
[2023.12.04-23.24.32:083][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2023.12.04-23.24.32:083][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
It looks like something is doing it to 15578
I never missed with that port
Where do I go for that information? It just does it itself.
How does the server startup?
Hello, I'm new and I'm trying to create a server by Epic Games but I don't login, in the game I have the server but I must connect with authenticate but how ? I'm lost for 5H ToT
I just hit start:
Some sort of docker container or something? I have zero exp with that stuff..
Ya it set it in a docker correct
I'm using Pterodactyl Panel
Wellp for whatever reason its deciding to set one of the ports to that, doesnt really matter just complicates things when it uses a non-default config
The weird thing is I still connect with 15777
weird..
Somebody help me ?
You kinda lost me on what the question actually is, you are talking about login and authentication with Epic?
@grim mica Thank you for your assisting, not sure how many people don't say that for help. But now I know this may be a thing to happen with other games and such.
[2023.12.04-23.28.56:875][ 0]LogGame: EOS Metrics, starting service.
[2023.12.04-23.28.56:876][ 0]LogGame: Warning: EOS metrics, invalid handle.
[2023.12.04-23.28.56:877][ 0]LogGame: Telemetry, starting service.
[2023.12.04-23.28.56:877][ 0]LogGame: Warning: Telemetry, no local player found.
[2023.12.04-23.28.56:878][ 0]LogGame: Telemetry instance started without a platform.
[2023.12.04-23.28.56:881][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2023.12.04-23.28.56:881][ 0]LogLoad: (Engine Initialization) Total time: 2.46 seconds
[2023.12.04-23.28.56:918][ 0]LogOnlineVoice: OSS: Voice interface disabled by config [OnlineSubsystem].bHasVoiceEnabled
[2023.12.04-23.28.57:255][ 11]LogEOSSDK: LogEOS: SDK Config Platform Update Request Successful, Time: 2.420748
[2023.12.04-23.28.57:258][ 11]LogEOSSDK: Warning: LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2023.12.04-23.28.57:260][ 11]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 2.454820
[2023.12.04-23.28.57:421][ 16]LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
[2023.12.04-23.28.57:555][ 20]LogEOSSDK: LogEOS: SDK Config Product Update Request Successful, Time: 2.721632
[2023.12.04-23.28.57:558][ 20]LogEOSSDK: LogEOS: SDK Config Data - Watermark: -1570017496
[2023.12.04-23.28.57:558][ 20]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 2.721632, Update Interval: 306.211121
it stopped there
I try to connect via my public ip and it says its offline
So the question is what is the password for the Authenticate? The answer is: whatever you set it to. The server will ask for what 'admin' password you want to use when its initially setup
Where is the server in relation to you?
on my right
LOL, well that at least answers the question
Use the machines internal IP, not the external if its on your LAN
I don't set a password
it it possible to set it to external so my friends can join?
Someone set a password on it. You can clear it by stopping the server, delete the ServerSettings.x file in %localappdata%\factorygame\saved/savegames and restart the server
Doesnt really work like that, DS doesnt use sessions. You need to port forward through your router to the server the 3 ports. If you are on the LAN you use the internal IP and external people would use the external IP
those ports are 15777, 15000, and 7777 correct?
If using defaults, correct
great
I need to forward those and then my friends can join using the wacky like 72.whatever from my looking it up?
Satisfactory Wiki Dedicated servers are will help you @obtuse gust
Look up What is My IP and use your public IP and just added the 15777 port to to end to connect
Awesome
There also basic how to vids on YouTube that walks how to do it as well @obtuse gust
Internal IP would be via ipconfig (on Windows), and yeah use ipchicken or whatismyip (google these) to get your external. The client will also resolve DNS/NetBIOS names as well so you can use the machine name too if its resolvable
No problem with that but just saying there are other resources that go step by step if you never done it before.
Thank you guys so much!
Thanks, I tought than in the past I set a server but Epic Games saved in the cloud the old config
Epic Games?
sync cloud with the game
Probably using the Epic launch for the DS download, it will sync the save folder
I'll become fool with that x)
Never a fool, ever, just not knowing and then we all learn and know afterwards.
Arigato @polar ibex-sensei
xd
Hai!
"packet routing to ::1500" when receive on "::ffff:<ipv4>" form
Hello guys so i made dedicated server right.. so how do i activate flight mode and god mode and those stuff.. as it is in single player but not dedicated server?
I just exit and ctrl+c to close the server, but now the server wont start...
Hi
, I will have to run server on some hosting platform, instead of sharing my session with friends. Do you have any proposal of hosting platform for a dedicated server? I'm located in central Europe if it's important info.
If i'm playing on a dedicated server, can i get a save so i can look for hard drives on satisfactory calc etc?
The server admin is away at the moment so i can't get them to send me a copy
it is activated the exact same way than on single player mode
except is on the server tab instead of single player tab
Hello, I will try to provide the necessary logs to help debug. I had my dedicated server running last night with a new instance. This morning my unit lost power so the running instance shut off with the rest of the computer. I went to restart and am experiencing crashes upon start. I start the server with .\FactoryServer.exe -log -unattended -multihome=192.168.0.31 I can provide the full crash files if needed.
These are the logs that occur right before the shutdown
[2023.12.05-18.20.55:590][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2023.12.05-18.20.55:591][ 0]LogLoad: (Engine Initialization) Total time: 28.42 seconds
[2023.12.05-18.20.55:776][ 0]LogGameMode: Display: Match State Changed from WaitingToStart to LeavingMap
[2023.12.05-18.20.55:776][ 0]LogGameState: Match State Changed from WaitingToStart to LeavingMap
[2023.12.05-18.20.55:777][ 0]LogNet: Browse: /Game/FactoryGame/Map/GameLevel01/Persistent_Level??Name=Player?startloc=Northern Forest?skiponboarding?sessionName=The bois?Visibility=SV_Private?listen?loadgame=The bois_autosave_0
[2023.12.05-18.20.55:777][ 0]LogLoad: LoadMap: /Game/FactoryGame/Map/GameLevel01/Persistent_Level??Name=Player?startloc=Northern Forest?skiponboarding?sessionName=The bois?Visibility=SV_Private?listen?loadgame=The bois_autosave_0
[2023.12.05-18.20.55:777][ 0]LogWorld: BeginTearingDown for /Game/FactoryGame/Map/DedicatedserverEntry
[2023.12.05-18.20.55:777][ 0]LogNet: World NetDriver shutdown NetDriverEOSBase_2147482340 [GameNetDriver]
[2023.12.05-18.20.55:778][ 0]LogNet: DestroyNamedNetDriver NetDriverEOSBase_2147482340 [GameNetDriver]
[2023.12.05-18.20.55:859][ 0]LogExit: GameNetDriver NetDriverEOSBase_2147482340 shut down
[2023.12.05-18.20.55:872][ 0]LogWorld: UWorld::CleanupWorld for DedicatedserverEntry, bSessionEnded=true, bCleanupResources=true
The XML contains the error message Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002010000000f
is your machine ip address still 192.168.0.31 ?
Yes. I have that configured to be static.
re check it please
Ethernet adapter Ethernet 2:
Connection-specific DNS Suffix . : <redact>
IPv4 Address. . . . . . . . . . . : 192.168.0.31
Subnet Mask . . . . . . . . . . . : 255.255.255.0
Default Gateway . . . . . . . . . : 192.168.0.1
Nope. I was experiencing this crash yesterday as well, and found a workaround to at least get the server running. I had to remove all the sav files from the AppData file path. Start the server, as if it were a first time launch. Once the server completed setup, I pasted the sav files back. Then, from the client on my gaming machine, used the manage saves tab to select the last save and then join. This workaround is not sustainable, as I may not always be near the computer I would have my client on.
I could use some help with a dedicated server. I rented a server from gportal, and nothing i do makes the server show as online. It will not show as online in the mod manager, even though the server is on in the gportal dashboard. I have double checked the server IP and port #. On top of that, I tried on both early access branch and experimental branch. I have the game through epic. What am I doing wrong? I am not exactly the most literate with server specifics.
@deep turret curiously enough, while there wasn't another instance running, your question prompted me to check task manager and I noticed my Docker desktop was running. I killed that, ran the server start script, and no crash. I am not near a client to test connection, but maybe some hope?
Hello all, so in the single player with the advanced settings you can be far from something to pick it up, but on dedicated server you need to be against something to pick it up, how can i change it so it's the same as single player?
it being in docker or not does not matter, if you are running the docker version then the instances will be docker I guess
else it looks like save corrupt, what you say suggest you are removing the whole saved directory instead of just saves
there was bunch of people here that had to load the last save in single player mode then resave it then upload that new save to server and it was working again
maybe the last selected save have some problems
sorry I should have specified. The server itself is not running in docker. I just happen to have docker on the server machine for other things that I experiment with from time to time. Don't know if there was a conflict with the docker desktop app and the dedicated server app.
I will also check if the save is corrupt or not once I am able to be on my client machine. Thanks for the assistance.
sounds like a bug, may be improved with next patchs
I desparately want this fixed, please. could someone, ANYONE, please for the love of god help me?
in case the text can not be read that is in lighter grey.. : Dear Ficsit Employe,
To connect to the server, you have to use the Experimental Version of the Game and use the Ingame Server Manager.
The Servername, Sessionname and Admin Password will be defined on the first connection to your Gameserver.
If you use the SML ModManager, the mods must also be installed on the PC.
Need more help with Satisfactory? You can find our Satisfactory WIKI here.
@grim mica GTX support locked the file in place (got the permissions right). how can I ask the server current rate? so i can confirm, screenshot, and send back to support.
has anybody else been getting super long loading screens when joining your server lately? mine has a 0ms ping since its on my local network but it just took atleast 4 minutes to join. should also mention it happens very randomly
After many tries of config dedicated server and port forwarding, I ended with possible to play on local address, but it's impossible to connect via public address. I read many comments for the same issue: "Server name panding" and "Server is offline".
Is it possible to connect from outside to the server via local network for example with Hamachi like in old times? What do you think?
Ironically i have the same, if not similar question
i am giving up on this dedicated server. so much for that 15 bucks.
When a client connects, the net speed will show during the join process
i got my server working (at least turning on and able to connect on LAN) but now it wont even start. This is my starting code. D:\epic\SatisfactoryDS\FactoryServer.exe -log -unattended -AUTH_LOGIN=unused -AUTH_PASSWORD=censored -AUTH_TYPE=exchangecode -epicapp=CrabDedicatedServer -epicenv=Prod -EpicPortal -epicusername=censored -epicuserid=censored -epiclocale=en -epicsandboxid=crab -multihome=0.0.0.0
The hell is all of those switches?
what do you mean
-log -unattended and -multihome is all you would need
oh
put 'multihome' thing at the start
then explain all the other things
authlogin, password, epicapp, userid - whats is all that doing?
idk the forum on the website told me to copy and paste it from the log and put it in there
especially since dedicated server does not have account
Nah.. not needed lol
Dedicated doesnt login to anything, at most if you needed to login to download the DS but imo just use steam as 'login anonymous' works just the same. You do not need to own it on steam to download the DS via steam
you don't want it connecting to more thing
you want it to connect to less thing
So should it look like this?
D:\epic\SatisfactoryDS\FactoryServer.exe -log -unattended -epicapp=CrabDedicatedServer -epicenv=Prod -EpicPortal -epiclocale=en -epicsandboxid=crab -multihome=0.0.0.0```
or still less?
less
Also I don't believe setting the inis to read-only (mine are) will fix anything, it seems the netspeed/NetworkQuality set via the files is simply being ignored with U8. During a join in the FactoryGame.log you will see this that indicates the negotiated rate
D:\epic\SatisfactoryDS\FactoryServer.exe -multihome=0.0.0.0 -log -unattended```
Start should just be 'D:\epic\SatisfactoryDS\FactoryServer.exe -multihome=0.0.0.0 -log -unattended'
^
I think that explains a lot
was trying to write it but freaking slow because phone keyboard
thank you Gunter
but at least now you have normal setup
true
Go into this folder and find the latest crash and post the crashcontext.xml here SatisfactoryDedicatedServer\FactoryGame\Saved\Crashes
]LogWindows: Error:
][ 0]LogWindows: Error: Crash in runnable thread Foreground Worker #1
][ 0]LogExit: Executing StaticShutdownAfterError
]LogWindows: FPlatformMisc::RequestExit(1)
[ 0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[ 0]LogCore: Engine exit requested (reason: Win RequestExit)
oh crashes
hold on
[2023.12.05-23.13.31:852][ 0]LogGame: EOS Metrics, starting service.
[2023.12.05-23.13.31:852][ 0]LogGame: Warning: EOS metrics, invalid handle.
[2023.12.05-23.13.31:853][ 0]LogGame: Telemetry, starting service.
[2023.12.05-23.13.31:854][ 0]LogGame: Warning: Telemetry, no local player found.
[2023.12.05-23.13.31:855][ 0]LogGame: Telemetry instance started without a platform.
[2023.12.05-23.13.31:860][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2023.12.05-23.13.31:860][ 0]LogLoad: (Engine Initialization) Total time: 2.85 seconds
[2023.12.05-23.13.31:897][ 0]LogGameMode: Display: Match State Changed from WaitingToStart to LeavingMap
[2023.12.05-23.13.31:897][ 0]LogGameState: Match State Changed from WaitingToStart to LeavingMap
[2023.12.05-23.13.31:899][ 0]LogNet: Browse: /Game/FactoryGame/Map/GameLevel01/Persistent_Level??Name=Player?startloc=Grass Fields?skiponboarding?sessionName=Youhoo!?Visibility=SV_Private?listen?loadgame=Youhoo!_autosave_2
[2023.12.05-23.13.31:899][ 0]LogLoad: LoadMap: /Game/FactoryGame/Map/GameLevel01/Persistent_Level??Name=Player?startloc=Grass Fields?skiponboarding?sessionName=Youhoo!?Visibility=SV_Private?listen?loadgame=Youhoo!_autosave_2
[2023.12.05-23.13.31:899][ 0]LogWorld: BeginTearingDown for /Game/FactoryGame/Map/DedicatedserverEntry
[2023.12.05-23.13.31:900][ 0]LogNet: World NetDriver shutdown NetDriverEOSBase_2147482340 [GameNetDriver]
[2023.12.05-23.13.31:900][ 0]LogNet: DestroyNamedNetDriver NetDriverEOSBase_2147482340 [GameNetDriver]
[2023.12.05-23.13.31:901][ 0]LogExit: GameNetDriver NetDriverEOSBase_2147482340 shut down
[2023.12.05-23.13.31:901][ 0]LogWorld: UWorld::CleanupWorld for DedicatedserverEntry, bSessionEnded=true, bCleanupResources=true```
ok
Thats the end of the log of FactoryGame?
yes
reset your ServerSetting.<port>
did you update recently ?
it fails to load old session
you probably just need reset your server config (server name, passwords, loaded game and running while paused check, everything else is untouched)
you crash since what/when ?
working fine ?
it loaded and i was able to connect via lan
then ?
I reforwarded my ports on my router (15777, 15000, and 7777) and set my ip to static
and then it crash ?
did you really stop the server already before restarting it ?
i did ctrl+c like i have been in the past
double check it's completely not running
ok
2 default launched instances will just crash instantly
The top one is using my public ip and the bottom one is using my lan ip
task manager?
really nothing ? I thought you launched the game
Also,
when i loaded in, at the top (I had the game running) it said 3 next to it as if 3 instances were running if that means anything
in the game ?
task manager
oh
it's just one instance have multiple sub processes
1 terminal console
2 unreal engine
3 some helper I don't remember
yes
looked like that but... well, satisfactory and 3
i just tried to run it again and it didnt work again
Found this in the log```
[2023.12.05-23.35.09:258][ 0]LogThreadingWindows: Error: Runnable thread Foreground Worker #1 crashed.
[2023.12.05-23.35.09:260][ 0]LogWindows: Error: === Critical error: ===
[2023.12.05-23.35.09:260][ 0]LogWindows: Error:
[2023.12.05-23.35.09:260][ 0]LogWindows: Error: Fatal error!
[2023.12.05-23.35.09:261][ 0]LogWindows: Error:
[2023.12.05-23.35.09:261][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001010000000f```
Should i try restarting my computer?
I got the server to launch
If i want friends off my lan to join do i have to change the multihome= to my public ip or keep it at 0.0.0.0
@grim mica Thanks. And confirmed. Client netspeed is 120000 😦
UDP 0.0.0.0:7777 : 19408
UDP 0.0.0.0:15000 : 19408
UDP 0.0.0.0:15777 : 19408
Does this mean my friends can join the server?
i got that from running netstat -ano
I've been getting frequent crashes, and each time they happen i respawn with a newly made character.. to find that my inventory fell to the void. Are there any causes for such bugs?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
FactoryGame_FactoryGame_Win64_Shipping!`AFGBuildableSubsystem::TickFactoryActors'::`44'::<lambda_6>::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:699]
FactoryGame_FactoryGame_Win64_Shipping!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
FactoryGame_FactoryGame_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,s() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGame_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<<lambda_abf63b4b71b3a09b60c8feab122cedbd>,void __cdecl(void)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
FactoryGame_Core_Win64_Shipping!FThreadImpl::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]```
cant manually save my server. it says invalid filename when saving
Does pressing ctrl+C really turn off the server properly?
I have a dedicated server from bisect, half the time it says offline while online. And for everyone else it always says offline. I even used a different server same issue. The times I'm in i can never switch it from private.
oof I had a loss of power and when server booted back up I now have a log issue where it keeps spamming log with
well, seems event system particularly does not like it when there are dns issues.
Bug created on the U8 netspeed problem: https://questions.satisfactorygame.com/post/657098c3c2c00a0c85974e03
I'd appreciate any help with visiblity. Upvotes. Comments. Thank you!
What does it mean, when the game freezes and stops responding (without crashing/closing) while the CPU and GPU immediately return to low usage but the RAM allocation acts like the game is still running?
I know next to nothing about computer sciences and this is both confusing and frustrating. Should I look into upgrading my RAM?
Got this error again today when starting the server. It somehow worked on the third try, did not chance anything...
i have 3 people getting same crashes, and a few other violations on another dedi
Quick update: Not that anyone asked, but I figured out my problem with my friends not being able to connect. The way my WIFI is setup is a router connected to a Modem. I was not aware that I had to port forward on both the modem and the router, so oops. If anyone else has problems with port forwarding, see if your router is connected to a Modem and port forward on both.
That wouldnt be a modem in that case
Modem (at least imo) has just one mode called 'bridge' and if you have a modem that needs port forward that is a router with modem capabilities 🙂
Hey all, I was able to successfully create server and connect to it on my game. But I was not able to create a new game. I would give the name in the text box, choose the world and click create, nothing would happen at all. In one of two tries the game would start loading but crash with same error as here- #dedicated-servers message. Not sure what's wrong. Does anybody encounter the same issue?
This is not entierly correct. If you had to do both, you're probably running NAT on NAT, in both the modem and the router (unless the modem has a built in firewall, which is unusual). I'm not saying you didn't have to do it, I'm saying you should probably reconfigure your network to not run dual-NAT since it can generate all kinds of funky behaviour.
I will look into that, thanks for letting me know!
Voted and commented, thanks for posting the bugreport! Hope they fix this soon. 🙂
Im Playing on a Dedicated Server with my friends and noticed that the advent Calendar was broken because on the 6th day I wasnt able to open the fifth door and the sixth door. I was wondering if you could help me with my problem. I also checked if its the case on other worlds but there it was fine.
Did your friends already open it? As far as I'm aware you can only open it once per save
the door wasnt opened
Not sure then, sorry.
ok
Hello there. Long time player, first time here on the Discord. Was hoping someone could help me out. We just got our dedicated server back up for Update 8 and Ficsmas and 2 of our friends can join, but the other cannot and only sees "Server name pending - NotAuthenticated".
Trying to change autosave timer on my dedicated server from 5 minutes to 15 minutes. FG.AutosaveInterval 900 does not work in the console for the server. I was able to find how to change mNumRotatingAutosaves setting in the engine.ini, but nothing about autosave interval. Any help would be appreciated. Also, how the heck can I turn off seasonal events! Thanks!
FG.DisableSeasonalEvents 1
I read earlier that console commands were not working. I tried that command multiple times.
Hi. my dedicated Server is running fine. but if we ride a train or go through tubes, it teleports us back and forth. If i use a tube-cannon it disconnects me and i get an error message "timed out". is there something i can do? i already disabled ipv6 and set -multihome=0.0.0.0 in the launch options
I can't post a link, but google "How to fix lag in a Satisfactory server xgamingserver". Ignore the fact that it is for xgaming servers, it worked in my ini files. I used that guide to set my server Network Quality to Ultra. Make sure everybody's Network Quality is set to Ultra as well. This will not completely fix the issue, but it has significantly reduced the lag on my server. All types of transportation in multiplayer will be laggy in this build. I still get disconnected sometimes when entering hypertubes, but I found that if you don't touch your keyboard after entering a hypertube then your risk of getting disconnected reduces a lot. Edit: spelling
ty. i will take a look. i saw some people edit the ini files netspeed settings
Just be sure you have the network to handle it too. If you cannot find your ini files, make sure you do a soft close on your server by typing "quit" into the console command in the Server Manager, then you can CTRL+C on your server and close it as well.
hmm.. i set the configs on the server and client and made the files writesave. But it seems to not work
Btw the bandwidth stuff doesnt work with U8. See: #dedicated-servers message
So while it may be perceived to work (as in you are reporting a better experience), we dont have any evidence of clients negotiating faster than 120000 netspeed
Its in the same spot in the wiki under Configuration
HYPERTUBES ROYALLY SUCK in Update 8. So glitchy. Get stuck in junctions and entries, "rubberbanding" (graphics and audio) like you're stuttering and getting beaten around, have to exit game to get unstuck and re-appear where the game "thinks" you are in the middle of a tube (and possibly over a ravine, thats always awesome).
Update 7 was not this way. This is a regression without a doubt
okay, thanks for venting
no thanks for finding and describing bugs though. Got it.
That has been known for a long time
Using ALL CAPS isn't really helpful bug reporting anyhow
how long? I did do some searching before mentioning. I am only now on uptade 8 from 7
Since the release of u8
Come to think of it, I was on Experimental 8 for a bit too, never an issue like this.
yes, 4 player dedicated
This problem has existed since the earliest u8 release
Shouldn't this be in feedback. That way my block list doesn't get bigger
at least I didn't mention programmable splitters.... 🤦
Now i got "Client netspeed" to 300000 with the (("FG.NetworkQuality", 3)) command in the configs.
But if i ride a train, it teleports me back and forth like before :/
It must be something else. Or 300000 is also too low
while the lags appear, the Log is spamming "Timestamp mismatch..."
my satisfactory dedicated server will not start fully. It keeps stopping on this line. not sure if it helps.. but there is no error cod. or log file being created cauyse its not crashing. here is the line that it keeps stopping on it. ------ LogEOS: SchedualeNextSDXConfigDataUpdate -- TimeL 3.483448, update Interval 300.816681 all configs are default. This is from a fresh install. I reinstalled my windows. I had it running on this computer before. anyone have any ideas?
This is from a few days of researching and testing on my dedicated server of 4 to 6 people. The clientrate and network quality adjustments "seemed" to have worked for me. The only times I get bad lag/rubber banding is when somebody uses a hypertube or the game autosaves. I am trying to figure out how to get the autosave interval to 15 minutes intead of 5 minutes to break up the banding, but no luck so far. MNumRotatingAutosaves is working for me and of course the MaxPlayers as well. I noticed any new players on my server had network issues until I instructed them to set thier client to Ultra Network Setting and restart their game. After that they had a much better time. I am no expert, this is just what I found helpful after a week of playing.
Engine.ini
[/Script/Engine.Player]
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=10
mAutosaveInterval=900
Game.ini
[/Script/Engine.GameSession]
MaxPlayers=16
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
mIntValues=(("FG.NetworkQuality", 6),("FG.SendGameplayData", 0),("r.VSync", 0),("FG.MotionBlurEnabled", 1))
Scalability.ini
[NetworkQuality@3]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
i edited all these stats to 104857600, just for testing if i can get a higher netspeed
check to see if an instance of the server is running in the background. I had that issue after closing down my server one time. After I killed the background instance it worked just fine
thanks for your help. i have set all 3 configs like you described. i also set the 104857600 in the Engine.ini
There is only 1 server running, i run a processcheck command before every server start
Dont really understand.. your mIntValues says to use NetworkQuality profile 6 but there is no profile for that in Scalability, only 3?
Sorry I am no expert here. This is just from a few days and multiple forum posts combined together. It is just what has been working for me so I thought I would share it.
Edit: The mIntvalues for Networkquality was a completely separate guide that I used, so it may be outdated for FG.NetworkQuality = 6
there is no other process running int he background. I have check. I have also restarted the computer. still no avail it still gets stuck on the same thing
If you see in Scalability.ini there is a NetworkQuality@#, my understanding is that these are basically 'profiles' of bandwidth specs Arch linked all of the profiles up above somewhere in the past, mentioning that you can create your own with your own settings with any unused number (0-3 are defaults)
So the last log entry is schedulenextsdxconfigdataupdate. Your server is up to date? are there any ini files read only that are preventing an update to them? are you using the steamcmd to host the server?
I have seen profiles for 0 to 3 as well, but somewhere I found to use 6. Let me see if I can find the source
I used steamcmd to create the server. the config files i have deleted and let the server recreate them. it still does the same thing. it has to be the latest update cuase i just installed it.
make sure the folders/subfolders in there are not set to read only for some reason. I have had problems with that and steamcmd for other server
hmm, so maybe setting mine to 6 is telling it to use the defined values as option 4 would
YES that was it! I set it to 6, now my netspeed is 104857600 !!! THANK YOU
lol great! Glad I could help!. I also found where I got this information from, @grim mica
https://questions.satisfactorygame.com/post/61dfb56d831c8520523689ba
this is where it shows FG.Networkquality should be 6. It is from 2 years ago though.
I don't believe you can eliminate all of the lag due to the state of update 8 mulitplayer. try playing and see if you can tell any difference from before
so there was a better dedicated server performance before U8? Is it because of the UE5 Update?
I don't believe so. Dedicated servers have not been a priority for them. Once a majority of their content is developed then they will get mulitplayer fixed up.
The game is playable in the current state, you will just have clientside issues in a dedicated or local hosted server no matter what.
ok. last time i played was U6 without a dedicated server. We joined over peer-to-peer
Same. I didn't have as much network issues, but I had a ton of really bad clientside bugs and desync. Also, I only played with 2 people then, now we have 6. Now with dedicated servers and U8, I don't have those clientside bugs, but I have some network issues here and there. Trade off, but progress.
doing wp.Runtime.EnableServerStreaming 0 in console/config might fix some of your issues with the dedicated server lag/desync. We are gonna ship it in a separate patch on experimental at some point
it disables server level streaming, which makes the server pre-load the entire map
that was the behavior in U7 and earlier, we just kind of accidentally enabled it in U8
Oh I see
and oh boy does epic not officially support it. That's the source of quite a few DS related crashes and potentially lag
Does that potentially have an impact on client join times?
Or is it purely a server-side change
no, but it does have an impact on server memory usage
Oh, neat 👍
I've been quite impressed with the decrease in memory usage on the new engine, didn't think it'd still get better!
wdym get better, the impact is that with that CVar the memory usage will grow :D
Oh, I see
pretty considerably in fact. You might still see an overall decrease in memory usage, but it's very likely to be much more in touch with the old levels of it
I had misunderstood your explanation
Not sure why I was thinking level streaming would increase memory usage 😅
level streaming is cool for decreasing memory usage on the dedicated server, but like I said, Epic does not officially support the feature atm and it does in fact result in quite a couple issues, and that's only the ones we have been able to confirm so far
but dedicated servers will absolutely get some love next update
wp.Runtime.EnableServerStreaming 0
Error: wp.Runtime.EnableServerStreaming is read only!
Tried clearing read-only flag on the ini files but same message
read only means not changeable in runtime
you can still force it through ini files
Gotcha, mIntValues?
like that for example: (in Engine.ini)
[ConsoleVariables]
wp.Runtime.EnableServerStreaming=0
Ah okay
mIntValues is for options/user game settings
this one is a console variable
user game settings will be exposed as console variables on the dedicated server starting next update tho, so the behavior will be consistent with how it was on U7 and before. But there's also much more to come for DS :)
its still doing it. have any other ideas? i even reinstalled the server..
Awesome, cant wait! Dedicated has needed some attention for awhile now, glad everything else is stable enough to get some resources on that
(it's not, but the resources were allocated anyway)
Among other small things to come, the servers will correctly bind to both IPv4 and IPv6, and also to multiple network adapters
they will also only use one port for everything, but avoid the current issues with packet router as the traffic will not jump between ports, it's handled as a single socket on a single port in the process
I'll have to update the wiki with the new console commands
Oh both of those sound fantastic, it is quite confusing as it is now.. Some other person here was saying they forwarded only one port and it works fine while I cannot get that same config to work. Hopefully some more work on the NetworkQuality as well so that it is a bit more clear what exactly is happening with the scaling profiles and whatnot.
Using some examples that KillOrBeKilled5 posted I seem to have a functional ~1Gbps netspeed now.. but I honestly dont understand how its working
The two changes I made vs the QA site post were to change the mIntValues from NetQual from 4 to 3 and also set my client to "Ultra". Now it seems to be reliably running at 104857600 each time I connect and can also see the server pushing up to ~50 Mbps when I move through the world and its loading in the larger factories in range
any clues what i can do to fix this?
Restarting it now to see how much the memory usage changes with that console command, currently using 9.8G
Seems like a generic timeout, its not a default port so I would make sure whatever is being specified is allowed through the firewall. Unless its paid hosted, in which case your ISP could be blocking/bad routing which based on some previous interactions with others that had the same issue turned out to be the case
is there any where else i am able to download the server files from. Instead of steamcmd?
Via the Steam fat client or Epic client if you own it on either platform
Whats the problem with Steamcmd? Quite straightforward to use
i do. i tried searching on epic for it. but i am not able to find it.
I dont have the Epic launcher installed but once you 'own' Satisfactory the EXP and dedicated were options for download iirc
thank you very much for the info.
@low niche I have a potential configuration fix for the netspeed issue when you are around, hit me up
maybe you know @grim mica but when i run my server.bat file. the server seems to wanna start up and it just hangs on this LogEOS: SchedualeNextSDXConfigDataUpdate -- TimeL 3.483448, update Interval 300.816681
Pretty sure I get those as well, are you not able to connect via server browser?
that computer i have ths server on is connected to the internet.
they will get fixed on the current update, just give it a bit of time man
Based on track record thus far, I'm not confident about server stuff being worked on with any amount of serious effort any time soon (unless there was an announcement I missed?). As a software dev myself, while I do fully appreciate and understand the reality of limited resources, I'm honestly kinda baffled as to why Coffee Stain has considered multiplayer/server a lower priority to work on... had Minecraft done that, they'd have never, ever taken off. Just a thought!
Don't know man, not a person making decisions or setting priorities, just a programmer
Its been a few days. It is NOW the 7th, and I still can not get any dedicated server help. Could someone, PLEASE, help me figuire out why the gportal server I rented shows as OFFLINE when I input the information into the satisfactory server manager? As I said, the dedicated server I rented is Gportal. I have the game from Epic. I have both versions of satisfactory installed.
that might be a thing that GPortal needs to sort out. probably an issue on their end.
its not limited to them. A friend of mine has his OWN server. He got whatever software he uses on linux to setup satisfactory on his own server. it too does the exact same thing. However, his game is on steam and not epic.
i would still contact them and let them know your having issues. maybe they can figure it out and let you know what the problem was. then you can tell your friend..
Frustration aside, I am guessing that nobody has any clue, indication, or direction as per why the server manager will not see a server as online? Because, I had someone ping the server IP of gportal, and it showed as active.
I hear you frustration man. I am having the same issue with my server not starting up properly. been working on it for a while.
same issue here.. lol..
I blame snutt.
Your server works just fine, another issue on the ISP side of things
frustration increases
I have tried and tried and tried and tried to get it go to the claim screen. Are you on epic or steam? @grim mica
I use a Steam client, but that doesnt matter
Likely not to do with the client at all, rather the path between your computer and the server
i swear to god.. if i buy satisfactory on steam and it works im going to beat my head on a wall. lol
What i've suggested to others with this problem is to use a hotspot (or USB) with your cell phone and see if you can connect over that
lets presume for a minute that it is a router issue. what would do in my router (on a basic level as routers are different between brands and models)
and to clarify, i have both a cable modem AND a router.
You are saying routER I said routeS, meaning the path between you and the server
yes. and i said "lets presume a moment that it is a router issue" as a troubleshooting step. my computer connect through my router to my modem and then through various IP's to the gportal server. step one is the closest thing. the pc. the game works normally on it own. step 2 is router as its next in the chain.
Normal/out-of-the-box routers wont block anything outbound, you do not need to do any port forwarding or anything like that
The only option I can give you for troubleshooting is a traceroute, but even that isnt a great test since not all hops will report back in all cases - generally this is an issue you need to take up with your ISP and state that you are unable to reach a specific destination host
If you have a standalone modem and router (as separate devices) if you want to rule the router out as an issue - temporarily plug the modem directly into the computer and see if it works with that
Sorry, just to clarify - your dedicated server is another machine on your network or are you trying to use the dedicated on the same machine as the client?
ok so heres my situation this just happed today have had this server for over a month and no problems till today. any other thoughts as iv port forwarded it and let the port thru my firewall
Its a hosted server?
yes via nitrado
You are able to see the server status via the Server Manager blade but dont get anything when you try to join - correct?
i get to be in for 3-4 mins then it times out
Oh so you are able to connect and join, but doesnt stay.. hm okay
Do you have a large world? If you make a new world are you able to stay connected? Seems like there might be a problem with the server maybe not being able to handle the save or connection in between causing the disconnect
I certainly get disconnects occasionally when connected to a server on my LAN, so it isnt bandwidth/network related just the client or server not communicating properly for whatever reason. But am able to rejoin and continue for hours with no problem
High suggest you backup your current save before you play with new worlds/other saves however, especially if hosted
different pc
@grim mica i get this.. and it just hangs. LogEOS: SchedualeNextSDXConfigDataUpdate -- TimeL 3.483448, update Interval 300.816681 all configs are default. This is from a fresh install. I reinstalled my windows. I had it running on this computer before.
That log doesnt really mean anything, the server is simply waiting for a connection
WOW! Thank you so much! That fixed all my Lags, desyncs and timeouts. Even the Trains are working fine now! My dedicated Server is eating up to 11GB Ram now, but thats fine. Everything is so smooth now. Thanks for your quick help
fixed the issue by uploading a single player world in to the server. i i downloaded the first world and opened in single then repuloaded and it worked
ya.. i kinda figured it didn't mean much.. was just hoping someone else has had thier server hang on that in the server window thing.
Its not a hang, its just a message in the console
I am infuriated beyond words. I finally got the server i rented to show as online, instead of offline. my server LONG address in gportal that has the :XXXXX number at the end? yea. I put the IP first part in the top and the :XXXXX in the port and it showed right up without a problem. I was using the IP without the :XXXXX number at the end, and trying to use default and gportal given port address on the second line.
Please remember to keep ping off for the 'stainers 
Has anyone seen a high number of connection losts? Especially when gettin in Trucks on Dedicated Servers?
Try editing this in engine.ini for the server #dedicated-servers message
Now that he has leaked everything, @mint junco you should try this in your server and see it reduces some of the lag you experience and also if it eliminates TickFactoryActors crash that you always get when traveling in hypertube
Just by complete coincidence I happened to browse here and see my name :0)
Where do you enter this value?
It doesn't seem to work on the console.
I guess in engine.ini
Already looks promising and I haven't even logged into the game.
After a restart memory usage has gone up to 19GB.
It never does that after a restart as I detailed here...
https://questions.satisfactorygame.com/post/6554b0cfd0053b102f18dd79
So let's see what happens when I try to log in for the first time.
Oh well, that behaviour hasn't changed.
First log on timed out.
Interestingly this tends to use the connection timeout value rather than the initial connection timeout value.
That appeared to have crashed the server.
Second attempt timed out and crashed the server again.
I downed the server, commented out the line and restarted the server.
The pattern of first login behaviour returned to the previous state reported in:
https://questions.satisfactorygame.com/post/6554b0cfd0053b102f18dd79
I was able to log into the server successfully on the 3rd attempt.
First times out, second crashes the client, third successful.
@grim mica tried reading back in the channel, did you find a fix to the network profile issue? I didn't quite catch how to mitigate it.
When putting in the command fg.autosaveinterval 5400 for auto save on the server to change it says it doesn't see this command as being valid.
I gotten this from the Wiki
Any idea if this is the correct way to change the server saving intervals?
Gamusersettings.ini
Here's mine
Thanks last question the mNumRotatingAutosaves= 15 is how many save files it keeps before it starts deleting?
Hello ,I have a problem with (60) SSL certificate. Can anyone help me?
Correct
I'm to auto guess there is no give item command by default in the server part of the game no mods?
Correct, no mod support on dedicated server.
But no commands by default in game.
it less an issue now than it was before, what are you on ?
I am currently on the released U8, no longer Experimental builds.
I didnt meant it like that, but yes ok
I was amphazing update 8 hypertubes always been buged and it was even more buged before last patches
Sorry, it sounds like it goes beyond my knowledge
help me plz
In case anybody wanted to change the # of autosaves and autosave interval.
GameUserSettings.ini file, 900 is in seconds:
[/Script/FactoryGame.FGGameUserSettings]
mFloatValues=(("FG.AutosaveInterval", 900.000000))
Engine.ini file, 10 autosaves:
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=10
Not as far as I am aware no.
There are the advanced game settings but I believe you have to enable those in single player and then load the save onto the server.
Outside of that functionality mods are required and mods aren't supported on dedicated server.
I only play on dedicated server and have never modded the game.
ty
There is a console which you can bring up in game, back tick key.
You can turn the fog on/off with it but that's all I've ever done.
Indeed, though I have problems joining my server with the netspeed at 104857600, anytime i'm near a largeish factory it just hangs on the orange loading screen, adjusting the netspeed back to 120000 fixes that at least but obviously not being able to join at all isnt helpful. MrDetermination sent the changes over to his server host to see if he sees the same issue but not sure if that has been implemented yet as the provider has to make those config changes. In any case, setting the NetworkQuality to 3 via mIntValues, setting the client NetworkQuality to Ultra with all of the other engine 'speed' configs seem to fix the issue, I can realiably negotiate at the higher speed.. but again cant join the server most of the time which isnt helpful at all. I can send you my client and server ini files if you want to try them out on your side
Also includes the new console command from Arch that significantly increases memory usage but also seems to make vehicles, hypertubes and trains more 'stable' in appearance and usability (at least based on the limited testing ive done so far)
Hi! Does anyone have some tips on how to fix this on a multiplayer server? My server has a 5950x and 1 gig bandwith up/down, so there surely is a tweak? It's not game breaking, but it's weird to look at. 
Oh and it works perfectly fine, it's just looking goofy
Up the bandwidth on the client. Try that
Hey, Pioneers! Been at this for most of the day but still hung up on the issue: Getting timeouts after successfully editing the Engine.INI file to extend the timeout connections, hoping it'll fix the errors we're getting (shown in the snip). By default the Engine.INI file said InitialConnectTimeout=300.0 / ConnectionTimeout=300.0 but the crash snip suggests it's actually set to 30s rather than 300.
after changing that value to 450, the values in the error log didn't seem to change, suggesting that I'm changing the wrong value? Getting confused 
The client and server have timeout settings/config values, are you changing both?
oh sheesh. On my PC I should be mirroring these actions? I have not been changing both
Correct, the client has its own timeout (so that it knows to disconnect after xyz time) and the server has one so it knows to kick the client after a timeout, both configurable
I guess my main question is.. why do you want the timeout so high? Generally just keeping up with the autosave is sufficient
My autosave takes ~42s atm so I have my timeouts set to 60s
Found it, will change my client values and report back.
I only wanted to change the timeout because I read that as a possible fix for this crashing issue that we're having. the default was set 300, is that 300s? I was under the impression it should have been 30. I'll set it to 60 and start there
The timeout values are indeed in seconds, I dont think 300 is the default however. Curious what the crashing issue is? Not heard of that one
I should also mention this server is hosted using a 3rd-party service.
when does the crashes/timeouts happen?
Google told me that it's possible these crashes started happening after the autosave would take longer than the connection interval allowed (or something) and to adjust these values to give more time to keep everyone connected.
This started happening after were finishing up our copy-pasted power plant and were almost finished with it
I see, so yeah not a crash but a disconnect/timeout?
You can tell if that is what is causing the disconnects by looking at the FactoryGame.log, if the provider gives you access to that
Can also see how long autosaves are taking
is the server crashing or your client? or are you just disconnecting/timeout?
Is there a way I can post a message before I do a saver reboot so other clients will display it? Like 5 Minutes to Sever Reboot.
No way to do that afaik
This would be a connection timeout. Game doesn't crash and server doesn't seem to crash either
No autosaves occured in that log
i got the same timeouts when travaling to fast to my mainbase. i fixed it with the wp.runtime. but thats Ram intensive
I get connection lost message (not a timeout) when I try to move through the world too quickly and dont give it enough time to load stuff
then the command would help you too
also should I not have posted that because of IP security issues lol
thx
Indeed, put it in yesterday but havent played too much yet to confirm if that was fixed or not, was experimenting with netspeed mostly as of recent
Meh.. IPs are whatever, feel free to delete it - doesnt have an autosave in it
We've gotten that before as well
ahh so this has nothing to do with autosaves... hmm. Maybe I could try contacting the provider and moving it to a new server perhaps
Autosave will look like this in the log, if its higher than 30 - will likely cause a disconnect everytime autosave happens
[2023.12.02-07.20.17:722][865]LogSave: Warning: New/Old Root size mismatch!
[2023.12.02-07.20.17:818][865]LogGame: World Serialization (save): 40.320 seconds
[2023.12.02-07.20.20:398][865]LogGame: Compression: 2.540 seconds
[2023.12.02-07.20.20:398][865]LogGame: Write To Disk: 0.010 seconds
[2023.12.02-07.20.20:405][865]LogGame: Total Save Time took 42.907 seconds
You should have older log files in that same folder if you poke through them
I wiped the server earlier to start fresh, so unfortunately I don't have those logs
If you have the client open, open the server manager goto saves and hit save
It will call a manual and will write the exact same log as an autosave would
Yeah we're still with the same connection timout issues here and we're still stumped
Whats the save time shown in the logs?
Also your screenshot above shows just one of the two I have set for timeout
Working on it
On the server, this is what I have in my Engine.ini
And the client Engine.ini, basically just matches the server in the IpNetDriver and Epic one
I logged in to the server. Did nothing but run in circles to wait for an impending crash. Network/timeout issue seemed to immediately occur when we placed down an entity.
the log doesn't say how long the save takes because it wasn't up for enough time for it to make an autosave. As well, in the Server Manager window when I try to create a new save, doesn't seem to matter what I input, it says the save name is invalid
so I can't seem to create a log that way either
server Engine.INI
you tried the -multihome=0.0.0.0 command too?
Thats a new one for the save invalid.. wonder if its different on Linux for whatever reason. I can just hit save and it makes a new one with the current date/time and the world name
Not going to be a multihome issue since they are able to connect to the world
So in that server ini, the mAutoSaveInterval is not where to set that - anywho add 'ConnectionTimeout=75.0' to the EpicNetDriver section
I'm not familiar
I should move these lines?
I dont think it will hurt anything with it being there, but it just wont do what you think it will do
I dont think the order matters, just add the ConnectionTimeout to the EpicNetDriver section
I'll do that as well
Is this log with a successful join and then subsequent client disconnect?
Okay if I try to join?
Fyi, this instance does have the multihome command already set
Weird in that log I dont see a 'Join succeeded', there are ControlChannelClose messages along with the server manager but I get those as well, I believe that is just the server management connection closing and seems normal
The start of this log is when I clicked on the server in the Manager and then clicked join, I gain player control when it says "Join succeeded"
sigh yeah I dunno. I'm gonna leave this for today since I've been at it for hours already
hello : client speed 300000
network settings are stuck
no way it could work at 300000
while my network can handle 5000000000
(this is not joke, it can even peak 10000000000)
How do I have friends join my server I used a local IP but my IP is wild
- make sure the port are open in the server machine firewall
- if you are hosting at home, make sure port are forwarded correctly
- get the public ip of the server machine
- share that ip to your friends
- if you configured the server with not default ports, share the non default port to your friend as well (default is 15777)
my ip isn't normal these days it's crazy numbers and letters
is this in response to me?
no it's about my tests
it's frustrating already suspected game cpmpletly ignores network settings, and even worse : default to obviously too low values for satisfactory
you can trick the server to get higher netspeeds than 300000 (wich is the "Ultra" setting) by changing the networksettings to 104857600. you can dm me if you want
that's the point
your "trick" is not taken into account by the server anymore
i did it myself yesterday
then what files did you edit because I edited lot of files and it still show 300000
for example, if you set this in the GameUserSettings.ini, it will ignore the other profiles 0 -3, because there is not profile for 6. this does the "trick" for me, if your changed the other ini's on the server and client.
Everytime I login.. I die.. even if i'm on the ground. WTF?!? how to fix?
hm I should test that
I noticed this with my most recent server. I had to give the game a name on the first save, even though I had set a session name when I created it
Load an older save file.
I am wondering, am I the only one with this messy Traktor Autopilot driving or am I just the only one who cares? 
^
<ErrorMessage>Assertion failed: !IsImmediate() || IsInRenderingThread() || IsInRHIThread() [File:C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\RHI\Public\RHICommandList.inl] [Line: 29]</ErrorMessage>
<CrashReporterMessage />
My dedicated server keeps crashing for some reason, and this is the error I see. Does this mean anything to anyone>
Why is my server not listening? I configured the ports correctly but my webpanel says nothing is listening on the ports. I also get console output when I connect but the client just says "This server appears to be offline."
The server also isn't generating a Game.ini file if that helps (I think it should?)
Hi guys, I'm currently hosting a server with hosthavoc. I don't have any issues now loading into the server but my friend crashes all the time or when he joins, spends several minutes unable to interact with the game
Is there any work around?
It's a known issue, mentioned by Snutt on the weekly dev stream last week.
It's an animation issue and doesn't prevent the proper function of vehicles.
I don't have vehicles in my build (yet) so haven't personally experienced it myself.
What is your OS? Are you using docker? Did you try checking the ports with netstat or lsof? What do the logs say? Docker can be a little dodgy at first, especially if you're using something like Plesk for server management since their Docker Plugin sucks.
Oh thank you, didn't know it was registered already. Yeah its just visual, my stacks are transported perfectly fine 🙂
Hello, do you know when the server mods will be released? THANKS :)
Just wondering, does anyone know how to make a server allow all players to have flight?
Turn on ags, then each player has to enable it individually
We have tried that, but when i go to start up the server through the game it doesn't give me the option to turn on AGS
I have to pull the file out and go through the calculator to do that
WAIT
When you load the save, there is a small checkbox to enable ags
hmm where?
Right next to the load button
is this under the server setting in game?
because I am not seeing it or I'm offically blind lol
when i created a server i was unable to create a save thro the server with ags there.. So i created a save on my client with ags enabled. then uploaded that save to the server.
OH
SO i need to create the save file on my end, then just chuck it into the the server
yes. from the server manager in game
So when I did that and loaded the server, no flight
nor did it overwrite the old server
You still need to enable Flight from the client
Is 12-16GB an accurate represtation of the servers memory usage?
For most people, that's enough
Soon to be.. not enough 😄
Expect the next patch on DS to consume more memory, unless you already have the 'wp.Runtime.EnableServerStreaming=0' in Engine.ini
It should just more or less return it to u7 levels
that means 12-16 so they are fine
Considering mine is consuming ~22G with just one player connected and while yes its a big world, not the largest by far. Not sure 12-16 is a good measure anymore..
it will not change much then
Not really sure I understand. My server was using under 10g before and now it's over 20g. Arch and Guru both mentioned this is likely coming in the next exp update so what do you mean by not much when I am seeing more than double the usage?
My server used 1-2GB RAM Without and 11GB with the command. After some time it shrinks to 5GB
I tried it yesturday on my server, went from ~6GB RAM usage to ~17GB (running some other stuff as well on the server though)