#dedicated-servers
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@grim mica you didn't get any issues connecting to your DS after turning off streaming as per Arch recommendation? I cannot connect to mine, in either normal nor experimental build after turning it on. It just times out every time.
neo how much ram do you have available when you launched the server
Server has 32GB, with streaming off the process eats about 16GB, so that shouldn't be the issue
server ?
machine with nothing else loaded on it ?
no, I'm running the server in docker container, got lots of other stuff running on it as well, but total mem never tops over 16GB
And the satisfactory DS is up and running, I can see it online with the save loaded in the server-manager. When I connect, I get a loading-screen forever then just time out.
I'm wondering if it could be that the server can't keep up and send everything to my client it has to with streaming off, making it so that my client never catches up to the server ticks. Or something along those lines.
Going to try with a fresh world and see if it's the save that b0rks it.
Hey Pioneers, working on trying once again to have my server playable again, any help is appreciated โค๏ธ
We were hoping changing the timeout values in the Engine.ini files would fix but this hasn't fixed
The server Engine file:
Client Engine file:
Increasing connection timeout would not help much, there are clearly something else being the root cause of connection issues your having.
try with running with the flag -multihome=0.0.0.0 doing this does in some cases resolve connection issues.
No issues connecting with that change, only with the netspeed changes do I have issues connecting. It seems when I logout near a very large factory with netspeed at 1Gbps the connection just hangs on the orange loading screen for a very long time, then eventually times out. The fix is to adjust the client NetQuality from Ultra to High or Medium (which also changes the netspeed to 300000 or 120000 respectively), join then move to a 'less busy' area of the world. I do see a performance difference between the NetQual 'high' and 'ultra' but not being able to connect reliably is imo much more annoying than the performance gain improvement
Beakly already has multihome flag set, however I dont think that timeout is your problem
Increasing the timeout values fix one thing: long autosaves on the server.. You werent even hitting an autosave and were reporting the clients disconnecting after just placing a buildable, that wont be fixed by timeout increase
it's odd because I'm getting timout errors, but these errors only started happening after we copy-pasted our fuel gen power plant to another part of the map and were almost finished having it all up and running
and just now I tested again, ran fine for 3 or so minutes, then immediately quit responding after I placed one foundation
I get it, but its not bacause of high ping, i would love to see anyone play any game with a ping of 75 000, so the issue lies elsewhere.
I agree
If that is the last thing you did, take the fuel plant away and build it manually - perhaps something happened in SCIM with the copy pasta
I'll test by deleting everything that was pasted and report back
If you want to send me your save I will load it on my server and see if I experience any issues with it
thanks, will dm
Greetings,
Is this channel only for dedicated servers on experimental, or is it also for the early-access dedicated server?
NEVERMIND! thanks, multihome was the answer to my question
Quick question for you guys : how do I enable FICSMAS ? Found "FG.DisableSeasonalEvents 0" I put it in gameini and restarted the server, but it doesn't seem to have an impact. Ideas ?
ok nevermind I expected new build options from the start but that's not how the event work : presents need to be collected first ! Yeah I did it ๐
Future whoever looking for the answer :
Add : FG.DisableSeasonalEvents 0
Not sure thats the place to put that..
Check here, add it under mIntValues in GameUserSettings.ini https://satisfactory.wiki.gg/wiki/Dedicated_servers#Configuration
Startup/commandline '-DisableSeasonalEvents' I believe also works (add it with -log -unattended -multihome...)
wow, yeah, figures and it's in line with my train of thought. I'll try it later, thanks man!
Heyya. Running sfserver and things are getting dicey. Starting to see some rubber banding. Started the server on Friday night and my friends and I have just hit tier 7/8. Just noticed this in sfserver monitor:
CPU Used: 191%
Running this on a virtual server off VMWare ESXi. Gave it as much power as I could. It's in a PowerEdge R730 and the CPU is Intel(R) Xeon(R) CPU E5-2680 v3 @ 2.50GHz. Is this just underpowered? Is there a tweak I can maybe do to help out here? top shows about 11 - 15% CPU, but the CPU percentage on the process is through the roof. I assume that's because it's only using one CPU/core? Even though the virtual machine has more? Any ideas to improve performace? It's starting to be impactful.
Hello, I play solo but with a private Linux server, and I am having many errors in the client:
Version: 269772, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001e3190f58
FactoryGame_FactoryGame_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<`AFGBuildableSubsystem::TickFactoryActors'::`24'::<lambda_1>,void __cdecl(int)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:474]
FactoryGame_FactoryGame_Win64_Shipping!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
FactoryGame_FactoryGame_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,s() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGame_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<<lambda_abf63b4b71b3a09b60c8feab122cedbd>,void __cdecl(void)>::Call() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
FactoryGame_Core_Win64_Shipping!FThreadImpl::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I can't recognize a pattern, the error usually appears only with jetpack, and I think it is more prone in some parts of the map
Hi, just posted in the wrong chat so moving over here. I have two questions now;
- I am having an issue on MP where, on occassion, I enter a hypertube and then crash out the server. When entering the server again, the character I entered the tube as appear on the map and compass. The character I spawn as only has the prodder and no inventory. My character then leaves the game after a minute or so, taking my inventory with it. Is there a way for me to use hypertubes again?
- I am jaded by the hypertube issue. It cost me 8 hard drives and Im too deep to restart. I tried to save edit on satisfactory calculator to unlock 8 research I have missed out on, but it does not change after I rename, upload and restart the server. Am i doing something wrong or does this not work with dedicated servers?
anybody wanna jump in a call and walk me through running two satisfactory servers on one windows 10 machine?
shoutout to @1ke for filling me in
Where do I put the multi home in at? Do you have a picture?
update your gpu drivers first and foremost
With the startup options on the launch of the exe/script. ex: 'FactoryServer.exe -multihome=0.0.0.0 -log -unattended'
Yes, I have up-to-date drivers, I reinstalled the client, I also verified the files with Steam several times on the client and server.
The only thing I need to try is to reinstall the server and load the saved game, but I'm too lazy to reinstall.
Do I need to change the 0.0 put in my IP address or leave that alone
Just real quick: how many players could be handled by a dedicated server reasonably? (1 Gig Up/Down, Ryzen 5950x, 128GB Rum)
In the long term I plan to kick off a server since I've seen some people have trouble finding someone to play multiplayer with
Would like to start a server, set some side rules like "keep nature mostly untouched, etc". and get going
Yeah if someone is interested, I am already setting another docker instance on my server since a few people already asked me
PN me for the login data if you're curious. Why shouldn't we make a random/chaos server ๐
I can't get further than this. Tried all port combinations. With and without port forwarding. The first sever I set up is still okay, but was hassle too.
Oh ffs, I think I found the issue
Nope. Tried all possible ports, not a chance
If you are running multiple did you change all 3 ports to something else?
I even watched out to choose 0.0.0.0
I am running my main server on the stock ports and initially it was also a problem because Plesk Docker manager binds to 127.0.0.1. After I did it over CLI manually to 0.0.0.0 it worked (not sure if this was the final solution though or just coincidence)
On the new server I did the same. I just incremented all ports by 1 and it still didn't help. The server can be reached, but I can't claim the server
Whats the startup commands set for both instances? (mainly the second one that isnt reachable)
Does FactoryGame.log indicate a connection attempt when trying?
This are the parameters. Currently I am using automatic port forwardings where 15777 is 34777. I could change to manual port mapping but it would just be shooting in the wind
Lol seems like the devs saw my struggle. Howfix maybe?!

Okay yeah there is nothing I can do anymore
It's just black magic at this point to get a second server to work
Others do it just fine, I just have no idea what that system you are using is doing.. Start simple and then make it complicated. You can run two instances on the same machine/IP as long as the ports are set differently, seem to be doing some PATing with the container and im just not familiar with it to help
If there are some "others" in this discord I would love to heard some feedback or even a guide. ๐ฆ
Have not seen anyone mention Plesk docker manager before here (that is the 'complicated' part), run the instances without abstracting them into containers on bare metal or in a VM
BIG POG
@sullen mist thank you so much! Solution was to not just increase the ports by 1, but by 100 to leave some "space" between servers
Doesnt really make sense from a technical perspective, but glad its working either way
The only reason I can think of that Satisfactory wants/needs the ports right after the initial ports for whatever reason
It does not, not how listen ports work
ANYWAY. The F4A server is now open for anyone. PN me if you want the adress. Fresh game is up and running
Hi guys. So im runing a deticated server on my ubuntu VM. And since my client did the update just an hour ago, it cant connect to server because of version miss match obvs. Trying for an hour to make the server update by login in anonymous in steamcmd and using app_update 1690800 validate like 10 times. restarting the server after that and tried some more again. but I honeslty dont know what more I can do. It took me 2 days to install this so I really dont want to re install. Shouldn it be easier to update the fudging server ? anyone knows what els I can try ? or if Im even been doing it right ?
Client on ver 27... server 26
Did you use the exact same command to update the server as you would to install it?
I did as my last attempt
just been trying to do app_update and then the id . But I even tried to force install again just becasue I got mad trying
I use the same command to update as I did to install it. Does steam cmd show any kind of errors?
Nope. Everything is sucessful it says every time
Just want to verify.. are you stopping the server instance before running the update?
yes ๐
Were you previously using the EXP branch, or was it installed with the EXP and now switched to EA?
No not used EXp branch once. this server been runing since update 8 came out on EA and just now did an update on the client and here we are
Hmm.. shouldnt be stuck then
I would maybe still try the -beta command
So launch steamcmd, login anonymous
then do 'app_update 1690800 -beta public validate'
That should sort of 'force' it to the EA branch
Alright I guess I'll try it
For some reason, I cannot connect to my server from outside today. Anyone else seeing this? Did the latest update mess with port values?
That did not help ... tried the -beta aswell
multihome dosnt work when i put it in i cant connect to my server
I love how the make it easy for people to play their broken game ๐
I'm so confused. Just weird that it was working fine until I updated today.
Broken.. how so lol
Updated mine just fine, just like all of the previous updates and restarted it, no problem connecting
The thing is.. and im not good in linux btw. I just follwed a tutorial how to install this. But they way they guy on youtube tought how to set it up was to install steamcmd an everything on the sudo account and then make an second acount for the server itself and somehow I guess installed the game on the sfserver account as I named it but steam cmd on the "main" account. But it worked for him even with updates I guess since he is teching how its done and a "good" way to set it up wich I now dont think it was. But could this be the reason its not updating. maybe somone els is running it in the same way =
why is the multiplayer still so buggy?
Random disconnects, hypertube's are completly glitched
Not to blame anyone
They focus on SP, QoL and content. Multiplayer is unfortunately left somewhat behind.
But its almost two years later when i played and it still bugs
okay
very very sad
Wanted to play all night and its soon 00 in the night and I still cant get the server to update xd this is a joke
I mean its basically like digging a hole and throwing the dirt on your head. I see people come here all the time with configurations/setups that they don't understand and get frustrated with the game when they cant get it working. Its your setup that is the problem.. If you don't understand it, keep it simple to a level where you can understand it. Random guy on YouTube saying its 'more secure' is just blowing smoke. Its a video game service and probably hosted on a home machine - security is of minimal importance imo. Use a server provider that specializes and understands how to run containerized security conscious environments if that is your concern.
If it was Windows, I could help you and while I know how to use Linux and do most basic things - I am unfortunately not versed enough to help with troubleshooting, perhaps one of the folks here that do use Linux can assist, we just provide support to community whenever we can/feel like it..
I just solved it. But you also need to understand that Im not going to learn how to use linux just because I want a server going, thats why people turn to youtube, and yes their is reasons why people use linux since the system dsnt require as much as winodws and use an old pc to run the server. Ive learn my way around, and understood that steamcmd was installd on one user and the game on the other. I was simply asking if that coulve been the problem. after again looking in forums and youtube , it looks like that is the standard way to set it up. But the solution seemed to be that I also needed to tell the exact dir to reinstall it since the install wasnt on the default dir. Thanks for the help tho
Understood and agree that you shouldn't need to learn an OS to host a game server, hence the recommendation to use a service that takes care of the technical aspect for you. Its one thing to try and learn but a whole other to come here and call the game broken when your specific configuration and a lack of knowledge of the deployment scenario is the problem. Not trying to single you out or be harsh, this is just reality.
Also, I hear this way too often here and really dont understand this 'linux is better/faster' stuff.. I suppose at the OS level a CLI-only Linux install might boot faster but who cares, we are talking application performance and the OS is going to have a very minor (if at all noticeable) impact. If there is some evidence that everything ran better on Linux vs Windows - why would anybody in their right mind use Windows. A CPU running 'OS A' is going to perform nearly identical to 'OS B', old hardware is.. old hardware.
human usability is a part of design principles for a reason
Crazy to think that CLI and GUI have different interfaces..
I think your way of looking at it is all wrong. I use a Linux server for all my stuff just to get the chance to learn through the struggle. I have 0 formal Linux training, yet today part of my working responsibilities is managing Linux servers, and I learned it all by trial and error. Never look down on an opportunity to learn my friend!
With that beeing said, I run everything on docker in containers on my Linux machine, and it's just SO. MUCH. EASIER. Update Satisfactory DS? OK, restart container, done. Update App X, same deal. Minimal hustle for virtualization that just works. If you want to keep running Linux, you should make an effort to check docker out to maximize the potential for your server.
Note: Docker also exists for windows. ๐
First of all, the dedicated servers is broken. Its laggy, it random dc you, struggle to update sometimes, friends synk is Garbage. I understand that they have other prio but dont out shit into the game like every dev now days and then whait 5y for an improvement. I sound pretty tired trying helping people out, maybe just dont respond next time, not trying to be rude or anything but its sounds like your reality. I said I dont know whole lot about Linux, and followed a video even tho I understood basic that I installed stemcmd on one user and game in another and me asking if that might be the problem got you your brain to short.... Maybe take a break
I had written out that linux is very scripted/containerized these days and that is a very strong suit, but you really need to know what you are doing and understand it - not just a 'double click icon and go' or 'run this command from the wiki and all is done'
Its an early access game and DS has always been and still is experimental in terms of support. Looking everywhere on this discord and its said almost daily about hypertubes, disconnects, the lists goes on but the point stands - play singleplayer if you want the intended, stable experience
I do understand , not the first telling me this. But a father of 2 small children dont have time to sit maybe more than 2-3 after they go to bed and most of the time I do have , I dont always wanna spend it on learn IT stuff to get a server up. So sorry that I was trying to get the server up and running without knowing whole lot about how to. I understand that Gunther has the time since he is on the pc 23 hours a day .
DS is very much not 'broken', certain aspects of gameplay do not work correctly sure, but none of them are gamebreaking or progression locking. If you encounter issues with specific systems not working - dont use them, accept the problem with the system or use singleplayer.
Ah.. theres the personal attack, nice
So not able to see items on the belt is not broken
Or deleted objects wont sometimes delete. Or friends have to reconnect cos they cant build.. al of this is just not working correctly but very much not broken.
I guess im too picky when it comes to games that charges me money.
An early access game that has been very transparent about what's working, what's not, and what's a priority for development (SP being the primary, DS being after SP is completed).
How does not being able to see items on a belt impact the usability of a factory?
I have not had deletion issues nor issues with building that required needing to reconnect, perhaps an issue on your specific server. Oof, you paid for a thing and went into something knowing its in an experimental state that has documented and known issues. How many hours have you spent on it? Didnt get your moneys worth at all?
Dont buy EA games if you cant deal with bugs, stick to AAA studios
Well sometime it does, cos its easier to see if the shit on the belt is reaching the factory. And alot of time it looks like their is alot of shit on the belt but its empty. Not my first server and had all this issue on all of them and been on other server with same problem. You can read all about them. I said that I understand the prio of the devs. But some shit needs to be working before realising it, especially if your going to whait 2 years to improve it
I started a new DS for general release of Update 8. I've encountered 4 issuses;
- Upon initial join, sometimes authentication fails, joining again (2 second task) fixes the issue.
- Hypertubes sometimes disconnect you from the server mid-transport, and when you load in again you just have to finish walking to your destination (no biggy).
- Rarely, items don't appear visible on belts, or there is a static item 'stuck' at a junction that isn't actually there. Doesn't affect the function or gameplay at all.
- Sometimes belts don't actually clip to one another (mainly when connecting belts between a conveyor wall hole). Deleting that belt section and building it again resolves the issue. Once it's working, it's working. Not game breaking, just a 2 second job to fix.
I'm fully aware we're still in Early Access and Dedicated Servers are low on the priority list and these issues will be fixed eventually. In the meantime, it hasn't killed playability or enjoyment factor ๐คทโโ๏ธ
Yes. And its more than that but one might not think about it now cos its a normal for DS. Splitter wont split always (rare)
If u get dc and you reconnect fast enough , I connect as another character and my body is empty. Happend 2 this month.
10sec (max) open storage. Rollba cks. And many many more. This on a vm with 16gb of ram and a Amd 4600.
wow, really hostile. Like others said, it's and EA game. And if you don't have the time to tinker with technical stuff, perhaps you should avoid trying to run a dedicated server? There have been discussions in here on how to tinker with your server to get rid of bugs like the disconnects in tubes, increasing your bandwidth to the server to minimize belt-lags etc. But if you can't take the time to tinker with your server, you're not going to get those "fixes" until the devs implement them as standard.
You're crying about perhaps the most technical aspect of the game not beeing 100% polished, when it's stated pretty much everywhere that MP is less worked on than SP, and on top of that, DS are even more neglected from the devs. It basically means that you gotta fix some stuff yourself or accept that it's not fully functional or polished. Your attitude combined with ignorance really makes me understand why you struggle....
Have you been reading at all? Crying ? Dude that Gunther guy jumps and tells me he is annoyed cos I said I dont know it all. And then you jumped on. And then calling me hostile? Fucking jokers. I do know its EA obvs. But as long u ask for money, I expect that its going to run. And sometimes its not even playble when you have a big save. And dont worry, my attitude is mostly against low Lifes anyway who dsnt have better things to do, than talking shit when all I was wondering if my server didnt update cos game and steamcmd want on same user. So go fuck yourself or that Gunther guy. Im out cos none of you bitches seems to be here to help people anyway โ๏ธ
lol, hilarious.. ๐ฟ
yeah, not going to dignify that with an answer. Jesus...
has anything whatsoever been done to the dedicated servers? do they work with the new update? are they better or worse than they were early update 7
They been updated, they work with U8 and about on-par with U7 in terms of things that work and dont - just not the same things
They got vaguely broken in Proxmox VMs. I still haven't gotten it working, but only tried for about twenty minutes
In the CPU settings change the type (I think) to 'host' and that usually fixes Proxmox problems with startup
Mine updated earlier today on EGS. First run of the server crashed, after a VM restart via Proxmox the next DS start was successful.
Also, "Ballooning" appears to cause issues sometimes. Try disabling that.
I did that.
I will give that a shot.
Has anyone recently used the diy AWS server? (https://github.com/feydan/satisfactory-server-aws) ? I have it deployed, but the server in Satisfactory server manager keeps saying that it is offline. So I think the satisfactory instance is not being ran on the server, but not sure why. I know the repo is pretty old, but it seems like some have had it work recently - https://github.com/jmorgancusick/satisfactory-server-aws/pull/2/files.
Someone already had the Problem that when you want to Connect the Server that it Restarts and you get an Error Masseage with 'connection Timed Out'
Server is rent on G-Portal
@void warren we figured out that you spawn as a new player only if you reconnect too fast. You need to wait a couple of minutes for the server to log you out properly on it's end. We had the same issue when crashing in vihecles, fixed by just waiting to log back in. Otherwise, it's pure rage to have to fetch your stuff.
host your own server its easy and works great
Mine was until something recently stopped communication to outside. Still troubleshooting.
If someone wants/needs a stable server just contact me. I figured out how to run multiple instances now and I have lots of hardware power to spare. I'll prepare you a server and send you the login data
Has a ping of about 20-30ms on average
Are there any tools out there to test your connection to see what is stopping it from communicating? To see where the break is?
I have all the ports opened up UDP.
I just don't know what to use to test to insure bi-directional communication.
Should I put forwarding on for TCP as well or does that not matter?
UDP is enough
Depending on the platform you just need to check if your ports are listening on the outside world. Also your router needs to be open
Tricky thing is, when opening to UDP only, most port checkers fail
I just have a hard time understanding why it worked fine up until about 2 days ago. After updating, it fails now.
Seemingly (at least my ports are still reporte as closed, so I guess it's only working on TCP or I have a security feature against www-pings)
I was wondering it is windows firewall maybe?
DID the windows firewall update?
You could use Wireshark and filter out specific satisfactory pakets
I dont think so. Unless it was done while I was sleeping.
Try Wireshark, let it display only pakets for Satisfactory and look for weird stuff
๐ค wireshark you say. I'll see if it will help.
Are there any console commands I can use to check connectivity?
Are you running the server in said your windows machine or are you trying to connect on a remote machine?
yes.
for 900 hours it has worked fine
After updating tuesday, I can no longer connect to it from outside of my home network. Nore can my friends.
That's not as question you can answer with yes ๐คฃ
I am running the server on my personal windows computer. Very meaty machine. Runs fine.
I CAN do that fine.
Its outside people/computers cannot.
For instance, if I'm at work and not at my house, last week I was able to connect with my laptop fine.
Today, I cannot.
And I can test that while at home tethering said laptop to my cell phone so I know it is off the newtork.
I can only imagine that the ports went back to default ports if you did not change anything in the router or your firewall
Meaning you had different ports when setting it up first
I never changed the ports to begin with. Kept them all default. Made it easier.
- Find out what exact ports Satisfactory is currently using on your exposed server
- Check the WIndows firewall if those ports are allowed in/outgoing
- Check your router if those ports are open/forwarded
the server should be default, 15000/15777/7777. I didn't manually change those. I have those 3 opened up on my router.
Now to check windows firewall.
whats very strange is I cannot ping my IP address from outside... hmm ๐ค
This CAN be normal with beefed up router security
I wonder if comcast is messing with me right now ..
Shouldn't be normal though unless you changed it lately
Do you have a separate Router and Modem or are those two in one?
Some companies (looking at you Vodafone) have bridge-mode that sets their router to a modem-only-mode where your router has to handle everything. That is mostly the preferred option for more tech savyy people. You should be able to enable this if requested or even with s simple online option with instant enabling.
BUT isp's like to reset this mode from time to time for no reason, unannounced. Vodafone did this to me at least 2 times.
separate.
And I have my own equipment. Nothing from xfinity.
ok, what should I filter in this wireshark? This log is going spam crazy.
Close everything
Then start recording
Then start satisfactory and try to connect to your server (or ask your friends from outside)
Then stop recording
Easiest way is to filter for your ports, I think filtering by software in Wireshark is tricky
Or filter by the IP adress of one of your friends to see if they reach you at all
When I start the server, wouldn't I see something hit wireshark?
Wireshark is for network. It doesn't look out for "expecting" programs
I just tracks what goes in and goes out. So one would have to try to connect from the outside
hmmm but when they try to add the server to an outside client, it shows "Server name pending" and never resolves.
I see nothing on the log when I try to add it either.
I had that yesterday in quiet the extensive trial and error journey
Solution was to change the ports completely, far higher up
Try using 16000, 16777 and 8777 for example
It's a little work but my hunch is that should also do the trick
Remember to set it up in Satisfactory, Firewall and Router
I wonder if I can just manually set the ports to the default values.
Is there an .ini somewhere where they are stored?
Check the doc, I dunno. I used Ubunt/Plesk/Docker to set up my server which was a little different
I see
I wouldn't try to force the default ports at this point. They maybe claimed or stuck by something else
gotcha. Changing everything now. Wiping out all port forwarding and starting fresh with higher port values. ๐ค
sigh. Nope. Sever appears offline.
Throwing in the towel for now. Thanks for the help. Something outside of my control seems to be giving me grief.
๐
thats how I feel. 920 hours running and it's dead to the outside. ๐ฆ
Hi
Realy struggling here trying to start DS on my vds. I already had a working DS a year ago on this vds, but now it's failing when trying to load the game.
I am able to start it and connect in game. Then I uploading my local save and trying to load it, and here the server crashes.
I've tried clean install, using docker (my own image and wolveix), using different saves (all work locally), starting new game on server, neither works.
docker crash:
Signal 6 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=6
[2023.12.13-17.18.48:896][149]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2023.12.13-17.18.48:896][149]LogCore: Fatal error!
0x00007ff81c103ce1 libc.so.6!gsignal(+0x141)
0x00007ff81c0ed537 libc.so.6!abort(+0x122)
0x00007ff81a836b93 libUnrealServer-Chaos-Linux-Shipping.so!TransformedAABB(+0x92)
----huge stacktrace here----
0x00007ff81c0eed0a libc.so.6!__libc_start_main(+0xe9)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
[2023.12.13-17.18.48:897][149]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted
without docker almost the same crash, only codes are different:
0x00007fbcaa010387 libc.so.6!gsignal(+0x37)
0x00007fbcaa011a78 libc.so.6!abort(+0x147)
...
0x00007fbca9ffc555 libc.so.6!__libc_start_main(+0xf4)
0x0000000000217dc9 UnrealServer-Linux-Shipping!_start()
CPU: GenuineIntel 'QEMU Virtual CPU version 2.5+' (signature: 0x6D3)
Number of physical cores available for the process: 3
Number of logical cores available for the process: 3
RAM: 16 GB
Any help please 
Looks like when I changed the ports, I had to reclaim the server.
Even though it then said that it was up for 920 hours lol
Does it work with a fresh game instead of your local save?
Nope, tried, same crash
I think the ingame server list does not really update. I settled to reopen the game
So setting up server, claiming and trying to start also crashes?
Was hoping that was part of it fixing itself, but still cannot see it from outside. Sigh. Time to move on from this for a bit. Thanks again for all the help. I greatly appreciate it.
Yes, no trouble setting up and claiming - goes ok. Crashes when trying to load or start a new game
I am not sure if Unreal Engine 5 really suppelorts less than 4 cores anymore
Just a hunch
That does seem to be true, hadn't thought of that. That's too bad, thank you
Can you provide the full FactoryGame.log for the server? If its actually crashing the crashcontext.xml file is even better. Simply not enough data in the partial logs above
When an external user tries to connect, are they getting anything on the Server Manager page or just stays offline?
Offline
When you change the ports it will generate a new 'ServerSettings.<port>' file which is where the server 'config' is located that has the session name, last loaded save, password, etc.
Okay, and when they attempt the connection - if you look at/check FactoryGame.log on the server do you see any connection-type messages in there at all?
checking.
If nothing is showing in the server log, its a port forwarding or firewall issue most likely. If there is stuff in there, could be multihome depending on what else is in the log
booting up laptop right now to test. "please wait... loading"
Assuming laptop is external with hotspot or something?
yeah, that's how I was testing it as if I was an outside client trying to get in.
Says offline.
Tested on the internal network and it connects fine. Switched on tether and changed to the hostpot, and offline.
And on the server side, FactoryGame.log (can tail with Notepad++) anything that looks like.. 1 sec
So something with port forwarding is not transferring?
Nothing appears on the server log when I tried to connect while outside.
Only saw the log move when it was internal and could connect.
Will look like this on the initial connection attempt via Server Manager for management: [2023.12.12-18.34.34:988][ 3]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147274641, TimeStamp: 12/12/23 10:34:34, [UNetConnection] RemoteAddr: 192.168.80.249:64618, Name: IpConnection_2147274613, Driver: IpNetDriver_2147274639 IpNetDriver_2147274639, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
Gotcha, okay so yeah that is likely port forwarding then, since it works internally - wouldnt be the local machines firewall
Long as 7777, 15000, 15777 UDP are forwarded, should be all you need to do with defaults
I manually changed the ports earlier today wondering if anything else was all of a sudden conflicting.
If you know what PAT is you could try that, remap something like 25100 -> 777 and 25101 -> 15000, etc and see if maybe its your ISP randomly deciding to block (doubt it)
There is no crashcontext.xml
logs from docker version
In that same log it will show whats its listening on, or you can just do a 'netstat -ano | find "UDP"' and it will list the process IDs and ports listening
basically deleted all port forwarding on the router and added the manual port numbers to the launch batch file.
added new ports to the router.
Doesnt seem to be a port or local issue though if it works internally - there is nothing different about connecting internally vs externally except the IP address will obv. be different
But funny thing is that I still set the server to my external IP and it connects when I'm on the internal network.
Then your router is doing NAT loopback, some do some dont
If the source is internal address, and destination is external IP it will just remap to the translated address. Some do it by default, most dont - thats a NAT loopback
What kind of VM is this? CPU: QEMU Virtual CPU version 2.5+
Its crashing on what appears to be physics engine
No, pretty common to block that by default. A true 'firewall' is implicit deny, meaning if we dont specifically allow it - its blocked
You can probably add an ACL for: source any | destination WAN interface IP | protocol ICMP and allow and that would then respond depending on your gear
I'm still so confused as to why it worked for ~900 hours and now this week it's failing.
Yeah thats an odd one.. assume your workstation/server IP didnt change?
Like if its DHCP or static
My router allows hostname forwarding so even if it's DHCP, it still forwards.
and I checked my external IP, that didn't change. First thing I though of. thinking Xfinity was messing with me.
Some Internet providers change the IP-Adresses for their costumers to IPv6 only or "Dual-Stack"
then you cant open ports anymore
Is the router also giving out the DHCP addresses? Maybe a resolution problem since that would either need to keep track via its DHCP client list or via DNS somehow. Name resoluton isnt magic
I think someone else was reporting that.. it was like a provider issued shared ipv6 connection where they had zero control over stuff coming in
kvm
Oh you stupid bot.. sigh
Not writing all that out again.. can you change the CPU type to pass-through or host?
Google 'kvm cpu type' and the first link at gitlab.io talks about it
Yeah it's definitely an outside thing. I switch back to my home wifi and the server connects to the laptop instantly.
Maybe try for funsies - add the name or the internal IP of the server to make sure that side of it is working?
thanks, I'll look into it
When I am internal, it adds the name. allows me to join if I want. The second I switch to hotspot, the server goes straight to "offline"
Have any other servers even remotely setup on your machine? Probably be worth while to test connectivity to something else that is TCP-based so you can actually see port status
I thought all ports were UDP?
why is the multiplayer so left behind? They keep adding new sht but the multiplayer is still full of bugs
should I open up TCP also?
Multiplayer is fine... the dedis have been and will be a lower development priority than the rest of the game
Yes, they are all UDP - suggestion to just test the port forwarding configuration. I know it was previously working but always good to go back to basics when troubleshooting and then get more complicated
Multiplayer is not fine. Random crashes, Hypertubes buggy
It is really buggy post U8
Most of those are issues specific to dedis
Vehicles teleport instead of driving
But multiplayer is experimental, and so are dedis
So you have two layers of experimental
yeah, but when are they going to fix it?
conveyors are blank, hypertubes are like machine gun affect. Trucks studder.
And if you're playing on the experimental branch of the game, that's three
the dedis are its own factory wich have to been build ๐
When they've fixed everything that's higher priority. An extremely small percentage of the playerbase uses multiplayer
The next few patches should have quite a few multiplayer fixes though
Hopefully
yeah but it's still kinda cringe tho
sucks for the people who want to play multiplayer
Would you rather they left major bugs that weren't multiplayer exclusive?
nah but as someone who only plays multiplayer it sucks
yeah, I've never been a fan of requiring a host to be online to play the game.
+1
So this was my second server, we have many hours into it, and sad I can't get outside individuals to connect.
What would the alternative be?
dont play the game lol
hosting a server that anyone can connect to when they want to play.
That's what a dedicated server does
yeah and this are deditacted servers
Oh I fully get it.
I'm in here today because after 900 hours, I lost outside clients able to connect to mine.
it started after the recent update.
What are the symptoms?
yeah, updated after watching tuesdays show.
Internal to my home network, any one can connect using the outside IP address to connect. The second anyone from outside the home network tries to connect, it shows offline.
Did you check firewall rules?
and everything?
People shouldn't even be able to connect from wan using a private ip
yes
I've have done so much with multiple people here today.
what if you try to setup a new server
and see if you can connect
if you cant connect, its a issue from your current server
Like delete and reinstall?
windows
okay...
using steamcmd
then i can't help you i guess
D:
windows server?
It's a windows PC
maybe something changed there?
@errant bronze if you're worried it's the server, have you verified server files?
the firewall rules?
running the server through Steamcmd
and you keep your pc 24/7 on?
yes
ok
900ish hours by tuesday, it was up and running and 3-4 people on it often.
after tuesday, ๐ฉ
for both internal and external.
wdym?
my externally facing IP is static through my ISP and my internal IP for the computer it is on is static as well.
I can send you the server information to see if you can connect.
yes
Wouldnt let me direct message you
accept my friend request and try again
And yes, I even went the length of manually changing all the ports. Updated the launch string and my port forwarding thing that is the issue.
The server works fine internally, just not from the outside. I highly doubt its updated or game-files related. If nothing else changed config-wise - its probably an ISP issue that may just be coincidence
That could be. I may have to call them.
People have come here before that were unable to connect to a hosted server provider, I have them switch to hotspot/usb tether and they can then connect
If you arent seeing anything in the logs when trying externally, the connection simply isnt getting there
If you havent turned off Win firewall, I would give that a shot as well - though if its working internally I wouldnt expect that to be a problem.. but Windows Firewall is questionable sometimes with network profile switching
do ya'll just hate multiplayer people? first the hypertubes were broken and no fix any time soon, now after update you get disconnected if riding in trains and dont do anything for the timeout period
this is really starting to suck
Pretty sure I was in a train yesterday and did a loop around the map afk, didnt get disconnected. Will try again to confirm
i mean i can post a video if needed. its pretty reliable
Apparently need to go back to mall and get concrete, its about a 4 minute train ride from dune desert to eastern dune forest, lets see. My timeouts are set to 60s, wont touch the kb/mouse
Then it's likely either an issue caused by your hosting setup, being on the experimental branch, or an issue with your server installation specifically.
oh yes, its got to be my hosting setup. that suddenly changed last patch and only occurs when in trains. obviously.
i dont know why i waste my time coming here
The last patch was specifically for the experimental branch, wasn't it?
I mean you have two people here saying they aren't experiencing the issue you are and your message is suggesting its widespread and has directly to do with the patch..?
Have you even tried verifying files on client/server?
Its a vidya game.. clearly we all have plenty of time to waste
Nah, DS is broken, multiplayer sucks and everything is unusable.. ๐ฟ
But why cant my ARM-based Pi machine with 2GB of RAM run a gigafactory?? Clearly the game sucks
ill never understand why regular peoeple derive self worth from arguing with people like rabid fanbois. 2 more for the block list
I'm not trying to argue with you, I'm just trying to help you resolve an issue that's apparently siolated to you
do ya'll just hate multiplayer people
You do realize that none of us are actually CSS, yeah? CSSfolk do show up here periodically, but the folks in here in general don't have any control whatsoever about the state of multiplayer, etc. There's the questions site if you'd like to make an official bugreport/suggestion which the devs will be guaranteed to see: https://questions.satisfactorygame.com/
Hi folks, brand new to server hosting and having some beginner issues, clearly user errors, anyone in here familiar with shockbyte?
Didn't have issue with train yet, but hypertube and truck seems to unstable ๐
Well i'll just ask and hope someone sees it. I have a server from shockbyte, Epic is the platform. I can "see" my server but none of the other panels i.e. control panel, saved files etc. Says I need to authenticate, I put my password it, it beep boops at me and then does nothing. Do i need to redo how I set up the server initially. I loaded it from a previous locally hosted game btw. The other question, which is more pressing to me at the moment, I downloaded some .sbp files with some sweet blueprints, I can find the folder they are in, I moved the downloads from the dl folder to that folder and thought that would let me load it in but no dice. What am I doing wrong and what should I be doing? TIA!
btw I can play the game and others can join the server I just can't access the console from in-game, if that makes any difference
All the info you need should be on wiki
Guy, Wiki brought me here. If I wanted a google it answer I wouldn't have asked here.
is anyone else having severe issues with multiplayer in general since the 0.8.3.3 update yesterday? Things went from "don't touch vehicles" to "can't interact with anything for minutes at a time". I had thought it was my server provider being shit, but it also happens when it's hosted by a player instead.
after moving my game files to a different drive, my inventory is gone when i join a dedicated server, moving game files back also didnt help
if it helps im using dockerhub wolveix/satisfactory-server
hi y'all. sory to be that guy who first time I show up, is with a problem, but ... just got dedicated server up and running. 2 local machines connected to it, everything 99% fine, but ... when I fire my rifle, i hear no sound but the 2nd player standing next to me does hear it. The server log is saying "could not retrieve audio device" - anyone perhaps have a suggestion?
There are a lot of audio bugs on dedis atm
You could try switching to experimental
thanks. Just knowing there are a lot of audio bugs means I'm not going to stress about it ๐ most other sounds are working fine. I'm just going to imagine I have a silencer on my rifle
You can hear sounds that other players make from very far away sometimes
Does anyone know where I can get the logo for the dedicated servers as seen in the promotional material?
It annoys me that dedicated servers on steam does not have any artwork. I was able to get the Library image (box art) and header image off epic as it is used there for some reason and not on steam. I want to know how I can get or know who I can ask for the logo so I can also use that for steam.
Also does anyone know why art is on epic but not on steam?
this feels like too many compromises to use the ds
are they actively working on the server these days? is experimental just the experimental game or different server code
https://questions.satisfactorygame.com/post/657abeb054a6433426942f25
Not sure if anyone else is having problems but the belts on my dedicated server are failing when i build compact factories
always seem to get 4-5 belst not working and back ups going in / out of a smelter / constructor
Hey guys, i have a pterodactyl panel where i setup satisfactory. Since i am not able to test it rn, i was only able to run a script to check whatever if server is running with a module. It seems like server is accessible but game state is 1 which means (?) "No game loaded"? Is it because its a fresh server or do i have to do something?
Very much so. Experimental atm is a rework of dome of the lultiplayer systems, which includes the server.
should i also switch to experimental if i want to have more stable gameplay with my friends?
Try this #dedicated-servers message
Never trust belts. I had a splitter forking items from a lane it was nowhere close. Aways recheck the flow on servers after "wiring up" new factories
This is already the fixed state but I swear the upper right splitter was also giving me rods at first.
So, dedicated servers can't use mods.
Is there some way I can maybe download the map file to my PC, host a game while we're all playing, then upload it back when I'm not around (And then not use mods?)
If so, is it just a case of a simple map file move, ala Terraria, if anyone's played that?
If an item was placed that is from a mod, what happens if you then try to load that map without the mods on?
Today, I entered a hypertube (not cannon, just one entrance), and as I approached my base, I was logged out. When I log back in, I am a new character. I've lost my hotbar, my equipment, and all presets. Is there an understanding on how/why this happens? Is there anything I can do to restore myself to the other character?
there also does not appear to be a chest or anything related to the other character. I have not found them as an offline player yet
Why: your connection got dropped, server didn't register that before you reconnected so it put you in a new body
How to avoid: wait longer before reconnecting, also try this: #dedicated-servers message
Kill the old body to get your stuff back
I cannot locate the old body.
Also, how can we tell how long to wait before reconnecting? I did give it a couple minutes
Ah, that should be long enough then
It would be good to know why I so frequently experience disconnects when I use a hypertube
As for locating the old body, I'd use scim
Try the .ini edit I suggested, and see if it helps
so the game save doesn't even have the character in the file, it seems.
Oh, interesting
It also appears that adding [ConsoleVariables] wp.Runtime.EnableServerStreaming=0 to engine.ini is preventing the server from launching
How much memory is avaliable on the machine?
6gb RAM
Not nearly enough
You need a minimum of 10-12 avaliable for that to work
6 isn't enough even then
I see... yeah, I do see it capping out
That's probably a big reason for your issues
what does that setting do
Disables level streaming for the server
I would reccomend that everyone uses it, should dramatically improve stability/performance
So it just loads everything and sends everything at once?
Ooh, and i was wondering why wiki recommends 12-16gb ram even tho it just used 3 or so with that setting disabled
Yup
They're pllanning to force-enable it for everyone in one of the upcoming updates
What's the error from the client?
Increase the timeout
in the game files or startup command?
In the game files for both server & client
set it to something like 60s
okey
do you know which files exactly?
upgraded to 12 and still failing... ugh... this is expensive.
we're on different missions. 14 holding steady so far, though still getting "long time between ticks" in the startup log
users?
gb of RAM
i played on 16Gb windows 11 and 2 users and it runned fine
switching tu linux rn and its a pain in the ass to connect now
12 is the bare minimum for a new save to work with four players
So larger saves or more players will push it above that
it's a fairly large save. Under 4 players, though... or do you mean like in the save file and not necessarily connected?
found this but doesnt work.....
You need to change it on the client and the server
hmmmm
same error even tho i changed it........
ill go and take a shower for now
maybe later will work
Hi I am using a dedicated server I built but I am trying to figure out how to turn off the holiday stuff. I am not sure where to enter this command -DisableSeasonalEvents when launching the server
@open dawn is your ports configured correctly?
Ports are custom to 13873 to use playit to connect clients without opening ports works fine, tested all in windows have a 400h save made in Windows hosting it as a dedicated server, switched to Linux but now I'm getting that error.
hmm
as far as i know satisfactory needs 3 port opened for Beacon, Query, Game. I forgot to open up my game port and i was also getting same error. Better check out if there is anything wrong with them
All ports are set to 13873
That's not the issue I believe as I tested it on windows and server shows up and all
But it is technically not possible to use same port for multiple sockets?
Satisfactory dedi server tries to find another port if the provided one is used
Well worked fine on windows for 3 months until I switched to Ubuntu
I'll try to set different ports for that
okay run the server and check used ports on your machine and we will se if the satisfactory uses different ports
if it uses, thats most likely to be problem
it would use the first port it can use, can be completly random
Hmmm that's interesting, I'll try it in a few minutes
WAIT
Okey
did you disabled your entire firewall on windows?
hmm okay it is weird, well try it as i said
Yes I will ty for your help
I'm currently at class so in a few hours I'll respond with the results
@open dawn while I appreciate what you're saying, mapping all 3 services to 1 port in Linux won't work. That's why your log is showing only Beacon connections
Even if you're dead set on mapping all 3 services to one port for whatever reason (you shouldn't be), just try keeping their default values and see what happens. Once it's working, you can pivot from there.
I suspect your Windows deployment disregarded your port specifications. I believe you can get by with just the primary game server port, so I suspect that's why it appeared to work before. You can't combine ports like that, regardless of the OS.
Most services wouldn't even let you launch if you tried to allocate the same port. I'd be surprised if there weren't at elast warnings earlier in your log file ๐
Satisfactory seems to automatically find ports and use them if provided one is used, thats why it appeared as "working"
@open dawn if you are still consistent on using a tunneling software, you have to open 3 ports to internet and use them
its not becaus i wan its because i need to, i dont have acces to the router adminstrator
but yes good points your stating there
got the same error with default ports
you can just use ngrok or playit.gg but you will still need to add tcp tunnel to each port
yes that part is done
still getting that error even with default ports and in local
i can srcreen share if you want
Needs to be UDP
ports are not the problem rn
.
For what it's worth, it's almost always a networking issue. Could you share your server log?
sure
You mentioned you're using Ubuntu, right? Are all 3 ports allowed through ufw?
ooooooooooooo
never thought about that
I maintain a Docker image that many people use to host their Satisfactory servers. 9/10 issues people open end up being a networking issue on their end. It's almost always networking
yes sadly ist 99% networking
i tried to install docker but i want to test it more before doing that
Add -multihome="0.0.0.0" to the end of your launch command
what does that?
fixed lol
Binds to a specific IP. Your log shows IPv6 traffic, easier to just rule it out
Yeah, go figure
we do that in windows never don it before in ubuntu
thank you very much
still wan to know more about docker to simplify server hosting
You're welcome! What you have there should work just fine. If you're interested in switching to Docker, it handles a bunch of stuff for you. But you should be fine as you are ๐
ty
now i need to figure out how to make the tunneling work lmao
well looks like i will install docker first
this is a mess
Because of the tunelling? If you're unable to access your router but still want to play together, perhaps look into something like Hamachi? I haven't used it in at least a decade, but it should work well for what you want
well ill try that after installing docker
Installing Docker and running Satisfactory should be as simple as running the 2/3 commands from Docker's site, grabbing the Docker Compose from my repo, setting your local path in the file, then runnning docker-compose up -d
okey im installing rn
can anyone help me find the adress of my dedicated server? im using epic games and i edited the launcher file with my log file and launched the dedicated server but i dont know where to find ther adress which is used to join the server
should be the same as the machine thats running it
so my ip?
but then how are my friends able to join
opining ports in your router
then your friends need to use your public IP address i belive
and you can still use your local
but then its not really a dedicated server as advertised
it is
i think most people just run it with steamcmd or rent a server
i tried the epic thing and i was really lost
you see if there was a free dedicated server then what is the point of buying one
this is more like how people use minecraft servers
like port forwarding
preferably not on my pc
well you can use steamcmd to install it and do the portforwarding
but if i need to do it like i said then it needs to run on my pc if my friends wanna join?
No, it can run anywhere. Most people rent a dedicated server, and run the Satisfactory server on it. If you don't have server experience, you're better off paying a host instead (if that's what you're after)
2 options you use your main computer with a new save and you just have satisfactory oppened 24/7 or just when you all want to play toghether or use other pc with the dedicated server so anyone can join and your pc is not being used 24/7
bassically this
ok but im saying that the thing on epic called dedicated server is not really a dedicated server because as its name suggest "dedicated" (not your pc) it is more like a dedicated server kit
No, it's still a dedicated server
The binary exists solely to host a server implementation of the game
That's a dedicated server
basically what im saying is i tought it is a server which you get acces if you buy the game
Unfortunately that's not the case
so if i dont yet want to buy a server it is easier to just invite my friends into the game
Yes
Nope, early access
well gave up
What stumped you?
networking again
need to install early acces but not today
how tf do i connect to this is the question
If you want to be fancy, you can also use a domain with an A record. Easier to remember than an IP 
What is the key problem currently?
just testing with docker but idk how to connect it
Server Manager in Satisfactory. Enter IP and Port. SHOULD show server to claim
Port is 15777 if you're using defaults
yes ofc the thing is it wont show up
??
the server i downloadad its for early acces one not for the experimental
@open dawn when you start docker there are parameters you can use, i am not experienced with docker that much either but there was a parameter to open up a port inside your container to machine
okay looks like it is -p (i.e: -p 15777:15777 maps machines port to servers port running in container)
Heya all I have a friend whom could connect to my server then today they are having issues. I'm checking everything and it all open or is working. I wanted to see if I could ask someone else to look at my logs durning the time they are trying to connect and see if I have miss seeing something in them. Just like another check of eyes to see if I overlooked something.
Hi,
I have a problem, when i was driving a Locomotive to other train station on map i have crash and logout from server. When i was joining again, my character is compleatly new and old is still in locomotive. We have any advice to resolve this problem?
Server hosting is indifferent broccoli.
What specifically are they having issues with? Reaching the server? Can they see it in their game's menu? Does the connection timeout?
We'd need to see your docker run or docker-compose.yml. If you followed what's in my repo, it'll automatically open up the 3 ports in question, and you can connect via the same IP you were using before (assuming you're running Docker on your Ubuntu server)
Experimental isn't used unless a new update is being tested. Once an update transitions from experimental to early access, experimental sits until the next major update releases
They are connecting to the server and waiting to load into the world, then it just drops. I see them stand up in the world then just sit back down and it kick/times them out after a while. I jack up the client connection to like 120 seconds to see if that help but nah.
Try rebooting the server, relaunch the game and see if it puts you back.
I'll try it later ty
Increase timeout to 300 seconds
Done so as well still the same.
Do you see anything from the logs?
Backup your server file, check the save file in a save editor, try removing ghost players
okay
Just a hunch from looking at your logfile. Otherwise, make sure your friend has increased their client-side network settings, too
I restarted server and relaunch game and still i been a new character and old character sits in Locomotive
Seems like a bug! One way around it would be to open the save in a save editor (like the Satisfactory Calculator website) and delete your player
Alright thanks
Where do Blueprints go in a Linux system?
As the client or the server? They'll be near your save files
ty
Hey I tried this but the wiki says the only way to fix it on a dedicated server is through a startup argument https://satisfactory.wiki.gg/wiki/FICSMAS#Disabling_the_event I am using amp on ubuntu LTS host. but not sure how I can add a start up argument on amp
Hey all, my GPortal server constantly seems to lag hard/crash repeatedly. Has anyone had a similar experience and is there a better paid service for satisfactory or am I just doing something wrong?
The dedicated server implementation has its fair share of bugs. Though it sounds like your host may not be sufficient for your use-case? Satisfactory is very single-core CPU reliant, and it's pretty common for hosts to oversell resources.
That's not to say that's what's happening, I haven't personally used GPortal. If they have any way to review resource utilization and logs, I'd start there ๐
You can also configure FG.DisableSeasonalEvents in GameUserSettings.ini for the server
Ok ill see if I can figure it out there, thank you.
If not, it may be worth contacting the AMP devs? I don't know enough about AMP to really advise you any further. If you're able to find where the game files are stored, you'll be well on your way
gportal gives CPU % usage and it never seemed to pass 15% so I'm not sure. I've opened up a ticket with them, but appreciate the advice about the logs
Do you happen to know the path generally? I found my way into the folders but I am not seeing a gameUserSettings.ini file. I am currently in the top level folder that has FactoryServer.sh
From the directory holding FactoryServer.sh, it should be in FactoryGame/Saved/GameUserSettings.ini
Sorry, it should be in FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
Found it nice.
I suppose I just add it to the bottom of FactoryGame.FGGameUserSettings and restart the server
No
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=(("FG.DisableSeasonalEvents", 1))
Just updated my previous message. The value should be 1 ๐
nice made the change and restarting the server, the event is cool but when the presents land and my whole screen shakes. Not a fan
It reverted the file back after restarting the container. Maybe i didn't save it correctly. But now I know how to get there.
Oh right, yeah you need to restrict access to the file as the game will overwrite it. Either change the file permissions/owner, or use the CLI option instead
I stopped the game first, then made the change and THEN started it back up. Change not over written yet so we shall see if it holds.
Ok Command is not being over written with the restart but ficsmas still exists.
Weird, that works fine with my Docker image, there's no reason it'd work differently here.
See if AMP allows you to modify the launch flags, and try the flag route
Ya I found my way to the amp instance its running in
not sure if this is the right place but the level of access I have
FactoryServer.sh may be overwritten by updates, just FYI
ok so I would have to do it again in the future for updates
Yeah
Wait, no, sorry, you didn't copy what I sent at all
The header matters
[/Script/FactoryGame.FGGameUserSettings]
You can't just put it inder [/Script/Engine.GameUserSettings]
Yea my mistake
Also make sure you're in the GameUserSettings.ini file, not one of the others
Yup
@sturdy gust blessed. ficsmas gone. Its like when you are writing scripts and code things matter. Who would have thought.
it dropped my single user cpu usage from like avg 10-12 to 6-8
where do you find the game.ini file to change max players?
i went to the folder on the wiki but there is no game.ini file
How do I change the network connection speed on the server to a higher setting? We can do it in the client. linux system
My friend gets outgoing reliable buffer overflow.
From what I read it says increase the network speed from the server.
Which OS would help when asking for help. ๐
Anyone know if it's possible to reset the server settings password?
The guy hosting it has forgotten, but we want to fix some bugged loot and re-load the new save
Just delete the settings file
ServerSettings.15777 (assuming you're using the default ports)
Ah ok, thank you
So all the data in the game is ocntained in that save file?
IT's like 1.5mb
Worried we're about to lose 100hrs worth of gameplay haha
It's in the save file, no need to worry ๐ If you're concerned, just back it up first ๐
1.5MB sounds right, though
@sturdy gust , actually unable to find ServerSettings.15777
This is on website providing a dedicated solution.
I've FTP'd using Filezilla.
There is a ServerSettings.ini file in
/FactoryGame/Saved/Config/LinuxServer
But all it has in, is this?
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=false
Oh ok I sorted it, there were in another folder similarly named.
SCIM is saying there's an Explorer on the map but it can't see it anywhere.
Are there any commands to find an item and maybe movei t somehwere via console instead?
Hey i just started hosting a satisfactory server on Nitrado. I am able to conigure it and create a session but i cant join. My frient has no problems joining
nvm stil had a mod enabled
Not sure if mentioned already but Wolveix' DS docker volume has a bool environment variable for that.
Hello everyone. I'm trying to update the auto save interval for my server. I've enter the command: FG.AutosaveInterval xxx (replace xxx with the number of seconds) in server manager > server name > console but I keep getting command not found?
Commands are currently broken, edit .ini instead
what .ini file is the auto save interval located in?
I can't seem to find the Game.ini file and the Scalability.ini on my server would you have the full path to them?
What was the solution?
on windows?
I running Linux
then i dont know. but i had the problem, that i needed to quit/shutdown the server over the ingame console. after that the server created all the files
On Windows what did you do?
i connected to the server in my game und typed "quit" into the console
on the right is the tab "console" os something
having some issues getting a dedi up and running. This is a fresh server
nvm, had to allocate port 25562. works now
Hello again!, I have a problem, the server kicks me out, I think it is due to a broken blueprint, when I put it on the map it was missing a connection of conveyor belts, I can't get close to the building,
How can I solve this problem?
Hi everyone! just joined the Satisfactory community! Hope everyone doing well. I have an issue with connecting with my public IP and port 15777.
LAN connections works with LAN IP from other PC's on LAN
Advanced settings firewall set to allowed to all three ports (15777, 7777, 15000) on UDP IN and OUT rules.
On router port forwarding allowed on all three ports on UDP allowed.
I searched around but I been unable to resolve my issue
Any advice will be much appreciated.
Thanks
This was advertised as fixed in experimental v0.8.3.2, build 269772.
Is your server and client at or above that patch level?
Good morning you beautiful people i have a quick question.. ive had a server running before on my dell poweredge R410 and its run flawlessly.. yesterday i had an issue and had to re install the server luckily i had back ups of my world, now my problem is the terminal force closes on me.. could be five minutes after server start up or an hour after. it just literally just force closes ive tried the steamcmd version AND the dedicated server from epic and they both do the same.. could some one please enlighten me and throw me some suggestions ๐ also i dont know where the logs would be kept so i cant have a look.. i know theres quite abit of red writing before it force closes
Power saving
Hibernation set to off.. I will be remoted in on second monitor and I can watch it force close ๐ฆ
I don't suppose you know where I could find the logs do you cos I'm pretty sure i see something about eos failed load an api or something
When I built my first windows vm as a host for game servers it would inexplicably become unresponsive.
I turned off power saving and it resolved.
E.g. from balanced to always on.
Windows or Linux?
I get loads of eos errors in my server log.
The game plays fine.
Dedicated servers have a mass of loose ends as far as I can tell.
I'm running Windows 10 through proxmox
Try;
C:\Program Files (x86)\Steam\steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved
This noise is standard.
Sooooo is it me or are trains and most vehicles still broken on dedicated servers? Trains are still rubber banding and not going full speed on my windows vm server. Is there a fix or workaround I might not be aware of?
Trying to disable Ficsmas on my Gportals dedicated server but the console commands aren't being recognized. Can anyone tell me what I'm doing wrong?
it seems that somehow, god mode got enabled on my server - is there a way to turn this back off?
Hello, lookinf for assistance with a Linux dedicated server issue. Server starts up but as soon as any player polls it for availability it crashes
Client settings
You need to set it via ini files.
This question was asked and answered recently.
#dedicated-servers message
I'm not seeing a crash there. In any case, could you tell us a little bit about your environment? How did you download the game files? Are you using Docker? What does your launch command look like?
pulled the files for the dedi from steme
stram
trying to find the install command we used
just a sec
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
Thanks. Seems your crash may be blueprint-related. Is this the first time you've tried launching the server?
there it is
Can you copy and paste this (as one command) and then paste the output of the command back here?
echo "===== START ISSUE REPORT =====
OS: $(uname -a)
CPU: $(lscpu | grep 'Model name:' | sed 's/Model name:[[:space:]]*//g')
RAM: $(awk '/MemAvailable/ {printf( "%d\n", $2 / 1024000 )}' /proc/meminfo)GB/$(awk '/MemTotal/ {printf( "%d\n", $2 / 1024000 )}' /proc/meminfo)GB
HDD: $(df -h | awk '$NF=="/"{printf "%dGB/%dGB (%s used)\n", $3,$2,$5}')
===== END ISSUE REPORT ====="
I can give it a shot
just a sec
===== START ISSUE REPORT =====
OS: Linux APG 5.15.0-91-generic #101-Ubuntu SMP Tue Nov 14 13:30:08 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux
CPU: AMD Ryzen 5 5600X 6-Core Processor
RAM: 58GB/64GB
HDD: 87GB/467GB (20% used)
===== END ISSUE REPORT =====
Thanks!
Nothing unusual there. Just helpful information to know, as there's often a few gotchas that can be caught early
Has it crashed since your first attempt to launch the server? Or did it initially work?
Additionally, what does your launch command look like?
we created the server a week ago maybe
loaded a save that had been started on my client
worked with no issue until at least 10:30 PM last night
Almost definitely save/blueprint-related then
this morning, the server crashed when one of the other players tried to join
Stop the server (if it's active), backup your saves and blueprints, delete the original copies, launch the server. See if you can spawn a new world and join
If so, upload your old save, load it, see if you can join
can the blueprints be removed one at a time to see if it will load without one of them?
Just wipe the directory, then do that in reverse
ok
No point in removing them one at a time if they're not causing it in the first place ๐
then the next question is, where are the saves and blueprints
they are not in the FactoryGame dir we installed to
Should be in ~/.config/Epic/FactoryGame/Saved
I haven't run the game outside of Docker in a few years, so I forget the default paths
ok, 1 sec
ok, we'll give that a shot and see if we can get back into it
I'll report back
thank you
All good, hopefully it works out!
hopefully that works, we were aboutt o start rebuilding for the last phases and space elvator materials
well, I was able to locate the saves, backed them up to my local storage
was able to load the last server save with no issues and no lost progress
wiped the server and reloaded no issues. breated a new world and loaded it up no issue
stopped the server, deleted the new save and copied the last good save only back up, the one I loaded locally. Restarted the server and tried to connect. crashed
Much appreciated.
So for some reason I don't see the "advanced" gameplay settings in my menu
I think I've deduced that somehow it got enabled in a console command... though I'm really not sure how that would have happened.
On the current (build 273254 v0.8.3.3) early-access dedicated server, with no adjusted settings in .ini files, the following symptoms are reported over LAN and internet:
- Hypertube issues, sometimes even killing the players.
- Vehicle issues, such as seeing a truck without any wheels - Physics go mad because of this. Relogging into the server seems to solve.
- Weapons/equipment not rendering or disappearing from player use.
The hypertube seems most reliable to replicate and I see this in the logs when it happens.
Dec 18 13:18:10 satisfactory01 FactoryServer.sh[764]: [2023.12.18-13.16.53:376][946]LogNet: Actor channel failed: [UActorChannel] Actor: FGWorldSettings /Game/FactoryGame/Map/GameLevel01/Persistent_Level/_Generated_/Persistent_Level_MainGrid_L0_X-6_Y-15.Persistent_Level:PersistentLevel.FGWorldSettings, Role: 3, RemoteRole: 1 [UChannel] ChIndex: 793, Closing: 0 [UNetConnection] RemoteAddr: <IPREMOVED>:54740, Name: IpConnection_2147468842, Driver: GameNetDriver NetDriverEOSBase_2147482210, IsServer: YES, PC: BP_PlayerController_C_2147468835, Owner: BP_PlayerController_C_2147468835, UniqueId: Steam:1 (<STEAMID_REMOVED>)
Is this just something with the current state of DS for U8?
Any recommendations to ease this?
Is the experimental DS any different?
Note: Changing rates seems to have no effect and the server overwrites any changes to rates in Engine.ini
i should have done the expermentail branch for the deti prob
can i switch it?
Anyone have any tips to get tubes/vehicels working more reliably in MP?
My group seems to fairlyofte get disconnected, and spawn either in the map, or back at spawn.
The vehicle and the loot crate are undergound in like the center of the map.
Almost makes it impossible to use tubes and vechicles :/
Basically this
Try this: #dedicated-servers message
Will give that a try.
Do I run this from the console on the website? (It's Shockbyte, hosting company)
Or does each person run this in-game on their console?
And does it have to be re-run each time server restarts/user connects?
No, you need to edit that line in engine.ini
I don't know if shockbyte allows acces to server config files
Hi everyone, can anyone help me with my issue? I have setup through steam a dedicated server locally. opened ports TCP and UDP (I know only UDP needed but for the sake of it) on LAN works just fine but online cannot find the server.
FTP is required, but Shockbyte has instructions for setting up filezilla
I do indeed via FTP.
I added that line as described and now the server seems to be stuck in a boot loops.
Insufficient memory
Ah right, doing this massively upped the mem requirement?
I am only on the smallest one they offer, 6GB of RAM I think
That's actually a setting that's on and you're turning it off
Ahh
It was disabled on ue4, they enabled it for ue5 but it's been causing problems
It'll be disabled for all servers in an upcoming patch
@desert walrus - Nice info, I'll give that a try.
Looks like UE5 really favours partial world streaming than loading larger chunks. That makes sense, I think one of the U8 community videos might have gone into detail about that (not dedicated server specific).
I certainly remember it talking about biomes traditionally loading as zones (and the load times when traversing) but I didn't think how that might effect here.
If they disable it for all servers, will they be forcing everyone to upgrade to a several hundred dollar a year server to host this game? It is a very substantial RAM requirement change.
That's just what it was before u8 dropped ๐คทโโ๏ธ
And 12-16gb really isn't that much
Previously you were able to have 4-6GB of RAM and run a server - with this setting disabled it is literally impossible.
That was on u8... after they had made the change
From the release of the servers to u8, the minimum was 12gb
I see
server hosting costs triple for 12 gb vs 4gb in what I've seen. Not to mention that 12 may not be enough.
The reccomendation has been and will be to self-host
But if that's how it is, that's just how it is.
Can this parameter be changed without starting a new save?
I tested it but the server didn't seem to respond to client.
You do need to restart the server after the change.
yes
Cool, good to know, guess I just need to be patient on boot.
P.S. this is definitely still happening and I cannot figure out how to disable it...
Yea, I tried that setting - The game server process is running and I can see the difference in memory consumption (1.5 GB now up to 12GB).
Server Manager seems to get no response from the server after about 5 minutes of letting things settle.
Network stack shows the Receive-Q filling up for udp/15000 - Server seems not to be picking up and handling them.
It's now cleared that queue and has let clients in. Same issues persist with hypertubes and missing wheels ๐
Hi all, first message here. I was testing several possibilities to help recreating/avoiding hypertubes issues. I tried after many deaths in my hyperlooooooooooooooooooongtube, to go without anything in my backpack. And it worked. As soon as i take something in, it crashes. But if chained tubes, one and another behind, it starting glitching and bumped everywhere and i remain in the entrance of the tube but i hear my progression in audio.
I have a killer tube. One is killing every
time you go in. (the sequel of "rubber" movie i guess).
Plus, when you go in while running, it has the same bumped effect.
This is a fairly common issue now. Changing your engine.ini as described here will fix it: #dedicated-servers message
Note that you may need to upgrade the RAM on your server as this change generally requires at least 12GB of RAM to work.
Yes i did this change in engine.ini. Thx. The issue is mostly resolve apparently (bumped bug in the tube still appears). The ram is 32GB so i think it will be fine for the moment. thx for your answer ๐
Unfortunately, that made no difference to the behaviour for me. Memory filled up, UE4 style non-streaming world. Hypertubes still buggy and so are vehicles.
Hi everyone again hopefully this time someone can help me.
Dedicated server installed on
My Server PC does not receive public connection but local only. Windows 11.
Dedicated server installed for troubleshooting on
My personal PC receives a public connection. Windows 10.
My issue is I can't make the dedicated server work by receiving public IP on my Server PC. Please help.
Port open on router, firewall and on power shell ports looks normal ::,::,:: 0.0.0.0 etc.
Pls help
You stated ports are open on your router but did you remember to forward them to the correct private IP of your server, instead of the private IP of your PC?
Is Windows firewall blocking the connection on the Windows 11?
I have opened on the router all three ports with an internal IP of my Server.
The firewall have been added rules to open in/out bounds. Also checked with the commands and shows the ports with :: and one port with 0.0.0.0. I even turned off the firewall but still the same. I don't know other way to check if the specific ports are still blocked.
Most home routers tend to have a "DMZ" mode configurable on them.
I have known in some vendors for this to take priority over the specific port forwarding configurations.
Per chance, are you using the DMZ function as well as port forwarding?
i.e. your personal PC is configured as the DMZ whilst trying to forward the three ports to a different host?
I am not sure, I will have to check. Also to mention I have another game server from 7d2d and works normally on the server.
what did you do to port forwarding rules exactly when you tested server on your personal pc
Hey server experts, I got a Q for ya. I'm trying to run Satisfactory server in a microk8s (kubernetes) cluster, but I'm having a hard time with the networking side of things. When I use hostnetworking and have my client connect on 15777, it works just fine, but when I put it behind a node port and try to connect to the port mapped to my 15777 port, I get a timeout error. Any idea why this might be happening?
Well I got it working by doing the following:
Adding the following env vars so the server runs on (example) ports (33333, 33334, 33335)
SERVERBEACONPORT=33333
SERVERGAMEPORT=33334
SERVERQUERYPORT=33335
Then the node ports are just configured to have the same internal and external ports matching the env vars.
"env": pulumi.Map{
"SERVERBEACONPORT": pulumi.Int(config.beaconPort),
"SERVERGAMEPORT": pulumi.Int(config.gamePort),
"SERVERQUERYPORT": pulumi.Int(config.queryPort),
},
"service": pulumi.Map{
"main": pulumi.Map{
"type": pulumi.String("NodePort"),
"ports": pulumi.Map{
"http": pulumi.Map{
"enabled": pulumi.Bool(false),
"primary": pulumi.Bool(false),
},
"query": pulumi.Map{
"enabled": pulumi.Bool(true),
"port": pulumi.Int(config.queryPort),
"nodePort": pulumi.Int(config.queryPort),
"protocol": pulumi.String("UDP"),
},
"beacon": pulumi.Map{
"enabled": pulumi.Bool(true),
"port": pulumi.Int(config.beaconPort),
"nodePort": pulumi.Int(config.beaconPort),
"protocol": pulumi.String("UDP"),
},
"game": pulumi.Map{
"enabled": pulumi.Bool(true),
"port": pulumi.Int(config.gamePort),
"nodePort": pulumi.Int(config.gamePort),
"protocol": pulumi.String("UDP"),
},
},
},
},
I suspect this is because the beacon port responds to a query about the server with the values of the query and game port that give more details. So if the internal port the server thought it was running on was not matched to the actual port the NodePort has configured it'd fail to connect.
Hopefully this writeup helps someone.
P.S. if anyone wants the Pulumi (Golang) code that I'm using to deploy these servers feel free to ping me
So I am having an issue with my server when a user enters a hypertube, the first time they are usually safe. However, the player will glitch the second time and show as outside of the hypertube. Sometimes they will get stuck. Sometimes after about a minute of being stuck, the player magically gets teleported to their destination. There is a video on YouTube that shows the exact issue that I am facing. https://www.youtube.com/watch?v=kxu5XD0bNUk I could use some advice on how to troubleshoot this issue.
Have dedicated severs gotten any love? Like are they working at least somewhat properly?
I see they still haven't looked into any of the dedicated server crashes, huh?
well, client crashes on dedicated servers. my server doesn't ever seem to go down.
Same ports 7777 15000 15777
does not tel much, did you disabled the other rules, did you delete and recreate new ones
did you already had it up etc..
I did delete them and recreate them once
you always want internal and external port to match by default
especially if it's about a virtualization layer
as the server/client are not aware of how it's working (unless explicitly seeked/detected)
keep in mind server and client exchange informations, and that these informations may well contain connections information
especially for satisfactory that needs 3 ports opened explicitly
implying that sending to client the other ports is then actually mandatory
so it's guaranteed to send port informations to the client
so if it mismatchs, it's guaranteed to fail
the virtualization layer must act "as the server" on host
so it must be 1:1 by default, otherwise the structure is broken
We've been having a good time generally.
Most annoying things woudl be vehicles and hypertubes being buggy as hell.
Causes some annoyance late game as to get between some of the factories takes a long time without them.
we had some great crashes while interacting with machines when we did a low% at the start of the month.
Guys is this how is supposed to look on powershell checking ports?
kind of
it's better if you add -DisablePacketRouting at the start of your launching command line arguments
then it must add
0.0.0.0 15000
and
0.0.0.0 7777
entries
lets give another try
So I am trying to log in with public IP but its not working.
On my PC the satisfactory server works just fine but in my server PC do not.
Should I use DMZ ?
So I have A B C PC on the same network. C is the server and A, B are for users.
I have put the satisfactory server on all three of them to check connectivity between public IP
So far the connection happens only on A but I need to happen on C
No, I would not recommend using "DMZ" on your router - My earlier question was whether you had, and was not my recommendation to do so as this would expose your system publically and not just select ports.
And you said that if you were to use local/private addresses to connect when it is hosted on C, this works?
Yes connects with Local IP
Based on that, I'd say this sounds like the configuration of Windows (or other vendor) firewall local to C.
The odd thing is I have also a 7d2d server and its works with public IP as normal
but the satisfactory wont.
as for firewall I have the required ports open
That doesn't sound odd, that sounds like WF has allowance rules for 7d2d.
you can PM me if you want
I would need some further assistance to check the firewall
I have DM'd you a link which is to a blog with multiple options to check for drops, from using the Windows Firewall MSC, through netsh commands.
Since WF works with Private Public and Domain profiles, there's a good chance it screwed up the allowance rules to the wrong profile and your network doesn't see that as the profile to use.
I play exclusively on dedicated server and on U8 the performance is fine.
The gameplay experience is still different from single player and all the behaviours we've come to know and love are still present.
But they're playable.
My experience differs, the save I have hypertubes are a definite problem - even with the UE5 world streaming disabled.
#dedicated-servers message
I didn't say there weren't any problems.
You just need to check my QA post bug list, which is around 30+ posts and hypertubes is one of them.
https://questions.satisfactorygame.com/user/Simrien
https://questions.satisfactorygame.com/post/648c3c2887a1e63b6cee4623
@timber bone so I have ended up using Notepad filters.xml for filterID with that ID how I can track down where it leads?
I have sent you the txt file
to have a look if you want
Fair enough, it was the broad comment ofโU8 performance is fineโ which didnโt seem to align with a lot of the comments.
Will have a read of your thread if you have 30 or so I wonder what I have not yet found. I have had to move back to local MP games. Edit: If I could stabilise hyper-tubes I would stay on DS.
Had a look, I think thatโs the wrong type of capture. All you need is to enable logging per the article and check on pfirewall.log. Of course, generate some traffic by trying to join.
@mint junco , I must compliment the LoD of your linked thread.
@timber bone I have sent you a screenshot from pfirewall.log
Youre a genius, it takes 5 minute to start and uses triple the ram but it finally works without any rubberbanding or hypertube/vehicle bugs. love ya โค๏ธ
@errant geyser the streamingenabled=0 makes it impossible for me to connect to my server, loading forever. If you patch this variable on DS, will you make sure such issues are dealt with first, or perhaps make it optional to enable streaming? It would suck to have to start over because of my save not loading with streaming=0.
Uh guys, i cant seem to turn off the xmas event for the dedicated server
i tried the command as said in the wiki but it said command not found
i also try doing it in the gameusersettings but it also doesnt work
I have this issue as well. It's completely miserable. Have you found a solution? I have to relaunch my game any time i want to travel and it doesn't always work
this seems to work for anyone else having the same issue
Hi, i have been struggling to get a dedicated multiplayer server going for the last couple of days. I am currently able to connect to the server in the server browser, however the trouble is when i try to create/load a save, the server almost immediately crashes, sometimes it getting further than othertimes. I am self hosting the server with 18gb of ram and 12 threads on windows server 2022. I am do know how to make sense of the errors in the log file, would someone be able to assist?
Please don't ping the devs
How much memory is avaliable on the system when you are trying to load the save?
was able to fix it using this thread
https://questions.satisfactorygame.com/post/65541b42d0053b102f18dc60
just needed to change the cpu type in the vm host
@desert walrus If you're talking about the system running the DS, it has 32Gb of memory, when I set the variable to 0, it uses around 17Gb, so it still had 15Gb free. Logs on server looks fine except some strange errors about blueprints (UE stuff), and the CPU goes down to around 30% after server has started up (for the core mainly running the process, the rest is 0-1% utilized). Really don't think it's an issue with the hardware or system on the server. From what I've gathered it looks and feels like the client is not able to catch up to the server and get's stuck in infinite connect/loading. The server logs even says "client connected: <name>", and all looks normal.
Does it do this of you make a new save file?
Only tried it briefly and couldn't connect then either.
on 2.5G LAN with the server, so not rly bandwidth issue either
You're running wolveix's image?
Interesting
I've never run the server from a container(not too familiar with docker in general tbh) so I don't really have any other troubleshooting steps unfortunately
I highly doubt it's a virtualization layer issue
I think you're the 2nd or 3rd person to report a similar issue when trying to enable it in the container
And I don't know of anyone else with the same problem
@desert walrus I think Gunter talked about having the same issue with streaming=0 on his windows host if his client was logged out close to or inside a big buidling/factory. He always logs out where there's not a lot of built he said. I tried moving my char out in the wild, saved, restarted server with streaming=0 and logged in, but it didn't fix it for me.
Interesting
And if that was the case it would've worked on a new save anyways
yeah, but he did also say it probably had to do with the custom netspeed set to 1G. It worked for him with NW-profile 1 or 2 (low bw), but not if he had the custom one at 1G.
One would think it would be the other way around
Good to know
You would assume so
Maybe it's an issue with level init on the server being outrun or something similar
Would you mind dropping logs for server & client(from time of attempted connect)?
That's what I thought as well. To draw a parallell to Factorio, if the factory ticks on a hughe save and the client BW is not enough you get infinite loading pretty much since the client never catches up. This made me try both with auto-pause on and off on the DS, but no diff.
Sure, when I get some time over x-mas I could drop the logs and do some more troubleshooting.
It's quite cumbersome to troubleshoot since it takes like 7 mins to spin up the server with streaming=0 ๐
Sounds good
I was looking into adjusting when my server for Satisfactory restarts, as it's a really inconvenient time for me right now, but my host says that it's controlled by the game and not adjustable. Is this true? Is there no way to change when the server restarts?
To my knowledge, it restarts every 24h from the time it's started
same here
Will this be set by a manual restart? or is it permanent on the server side
Manually restarting the server should change the restart time
alrighty, that's good to know. Thanks!
is there anyone with a dedicated server online in North america? i want to play with people lol apparently none of my steam friends play so how can i play with other people?
you can post up in the looking for group channel, or see if someone there is playing that fits into your schedule
my game crashes pretty regularly, usually during autosaves (I think)
would it be more stable if I ran it from a dedicated server and connected to it from my own machine?
I'm not playing multiplayer, but I don't remember the dedicated server ever crashing when I used to play with a few friends
got a question, does anyone have any fixes to this?
I am currently running on a headless ubuntu server, and it shows the following when checking its status.
$ sudo systemctl status satisfactory
โ satisfactory.service - Satisfactory dedicated server
Loaded: loaded (/etc/systemd/system/satisfactory.service; enabled; vendor preset: enabled)
Active: active (running) since Thu 2023-12-21 07:15:40 UTC; 1min 55s ago
Process: 749 ExecStartPre=/home/steam/Steam/steamcmd.sh +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit (code=exited, status=0/SUCCESS)
Main PID: 1465 (FactoryServer.s)
Tasks: 30 (limit: 18919)
Memory: 5.1G
CPU: 24.146s
CGroup: /system.slice/satisfactory.service
โโ1465 /bin/sh /home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
โโ1474 /home/steam/SatisfactoryDedicatedServer/Engine/Binaries/Linux/UnrealServer-Linux-Shipping FactoryGame
I tried checking for an answer on this, does running a dedicated server fix the fall through rocks/mushrooms when outside render distance from host?
That's not a normal issue
i have the same message on my server
Look like its a problem witz the epic servers
<@&387163995947270144> how can we fix this or is that a Problem from Epic/Coffeestain?
hello need help with dedicated servers stuck at
[2023.12.21-19.53.50:327][655]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 366.369781, Update Interval: 325.565979
i try to run it on an ibm 3400 m3 without dedicated gpu
oh thats a shame.
Hi, I have a dedicated server (in a data center, not at my home) for satisfactory it's up and working for me, I can connect and run around but my two friends cannot join it, the server just says "Server name pending"
I am on Epic, they are on steam, we have played a long time ago like this but now it's not working everything was recently updated and we are not on experimental, we are all on just Early Access CL#273254, and I have checked multiple times the details that are being entered are correct.
I don't know what to do now
At a quick guess, your ExecStart is missing the multihome command line option. See Update 8 under Common Errors or Problems section of the dedicated server wiki.
If not, then maybe UFW on Ubuntu is next to check.
when I tried adding multihome, it just refused to boot the server.
Moderators don't do game support.
Hi all, looking to set the world streaming to be off on my server (linux based) but struggling to find the settings file with that option in it? I've looked under the SatisfactoryServer folder and the hidden config folder in the home directory. What file am I looking for? Is the setting string already there or do I need to add it somewhere?
Is anyone else having a version mismatch for the game and server? I just updated my server through steamcmd and its telling me the game and server versions don't match
You need to add it to engine.ini
What's the version number of the client?
273254 which i believe is newest and server is saying 269772 even after i run the update
steamcmd.exe +login anonymous +app_update 1690800 validate +quit
Cheers and is it literally just "streaming=0" to add?
Nope
Follow the instructions in the message I linked
Copy everything that's formatted as code
And paste it at the bottom of engine.ini
Awesome thanks, didn't notice the link!
I ran it without the validate as well and it says its up to date... I'm fairly new at this. am i missing something?
So, the setting seems to be working as it's taking a lot more RAM and taking longer to start up, but I'm having issues connecting to it, I get this window popping up on the client any idea whats up? It seems to kill the server as well as I cant re-connect until I've restarted it
I'm seeing a message about tick time in the logs when the server has started up, could that be related?
Then it will be defaulting to IPv6 I expect.
What error do you get when using multihome?
Solved it, looks like it was timing out trying to start the game when I joined. I've set tit to keep the game running with no-one connected and it's working for me
Hitting another issue separate from the no world streaming (was happening before). Had a glitch when recording a path with a vehicle and got kicked off the server. Spawned with nothing, not even hand items. Now I cant demlish the vehicle or get in it as it's already occupied by my offline corpse. Now it happens every time I try to record a route in that area as it still seems to have some of the nodes left from before the glitch. Any way to kill off the offline players in the trucks and any way to resolve the leftover nodes?
Upload the save to scim and delete it there
Didn't know that existed, solved the problem nicely, thank you very much!
Where do you snag the download to host this?
I see the one on Epic games site
is that official?
dockerized?
https://store.epicgames.com/en-US/p/satisfactory--dedicated-server <--- is this legit?
Having a stuttering issue on my server, and I have a pretty beefy machine.
has anyone seen this error. Running on Linux, in Ptero
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000000
thats just a snippet, can post the full server crash if need be
as soon as I launch the batch file it crashes
Check out the Dedicated Server section of the Wiki - you can also use SteamCMD
It won't let me post the link to the wiki
I've DM'd you the link
BTW, you can use the Steam Version of the Server with the Epic version of the client
My friend has an issue with a server we made.
I have a server running on a PC next to me. I can connect, another friend can connect, but he can't.
He can see the ping of the server though. Everything else is Not Authenticated and Server name pending and he gets the same timeout as DavoedMcC.
Server is SteamCMD install, my firewall (and router) are configured and running properly.
We both have the Steam version.
Have you set up a world on the server and joined it yourself?
Could be the timeouts, maybe it's taking a bit longer to connect remotely. Look on the wiki there is a bit somewhere about user timeouts you can add to the engine.ini file (I think)
I have increased the time and it works now.
For some reason. The login time is far below even the 30s default.
Also thanks for the help
Hi, I just recently reinstalled the dedicated server tool to play with a friend, and it's somehow using an old config file from a previous playthrough from years ago. I've scoured all my drives for that config file and I can't find it. There's a password on it, keeping me from accessing the server settings and I don't remember the password. I can't get it to create a new config because I can't access the console to type "quit". Any help?
I've found the only use for hypertubes is if I am on my local network. If my friend is on the server and is connected via the WAN, he is unable to use the hypertubes due to how buggy they are.
I've tried my best to optimize my server, but best I can tell is the hypertube bug was caused by something with a change that was made from Update 7 to Update 8 and the unreal engine. I'm not 100% for sure.
I also run a server. It seems like building separate coming and going tubes mitigates a few of the issues. Doing this the biggest problem I have about 1/10 times is my game will freeze and not unfreeze even after waiting to see if it puts me at the end. The solution is to exit to main menu. However when you get back in the game it puts you outside the tube in a random location. Still preferable to a respawn though
There are other minor glitches but they usually can be resolved by waiting a second or going right back out of the tube
I have a problem and I don't know how to solve it
Same problem, pls fix it
Still stuck with this, friends not able to connect but I can
Have you got the right ports open on both the host firewall of the VM and possibly the general firewall for the server? IIRC there are about 3 different ports needed?
Yeah, that is the weird part, I can connect, but they can't
It's not a server I am hosting in my home, it's in a data center, I am connecting in the same way they would, yet they get nothing
Strange one. There isn't some additional security layer only allowing your IP address?
No, I created an account on my server had one of them ssh into it, that works, I setup a simple minecraft server to test, that works
All of that on the same server that is trying to host the satisfactory server, but for some reason that one just doesn't work
Maybe worth trying installing the dedicated server using the other client I.e steam if you used epic or vice versa?
Might need to, but I get the feeling nothing will change, I could understand it if they could connect (since they are on steam, I am on Epic, the server was installed using steam) but they can't and I can :/
Probably not, but just trying to think what I would try. I've only ever run one locally, installed from steam and all clients using epic
Same, I did that a while ago, same friends, I should note for some reason that also doesn't work either, neither of us could host, even tho we could before so it just seems really odd
Maybe some new compatibility issue. Would need to know if anyone else here has the same circumstances as you and if they can/can't get it to work
I'm also getting the same issue trying to set up a dedicated server through HostHavoc for the first time.
No worries, I removed it even tho I never directly mentioned any links.
Was actually referring to this:
I gotcha, wont happen again.
Good morning lovely people. can anyone ping me with a reply about how to increase the dedicated server more than 4 people. ? I do not have this game.ini file in my saved app data as its installed through steam and not a VPS.
Have you started the server yet?
If you are refering to me yes
Thank you for your reply Fortaviro. I am not using the SteamCMD one. I am using the one that is directly from Steam Library. I am using the directory AppData\Local\FactoryGame\Saved but there is only SaveGame folder
oh whoops this is the wrong channel - sorry
Hi ! I currently have a server installed on PufferPanel. But I get this error "Refusing to run with the root privileges". Unfortunately I don't think I have the choice to run it with root. Does anyone have an idea how I could fix this?
Okay, i fix it ! But new error !
Me and my friend can join the server, but when my two other friends try to add the server, It directly says "offline" without even searching. Is this a problem on their side?
Are you all trying to access the server across the internet?
Yeah. My two other friends are in Swiss and Belgium
Have you set a server player password?