#dedicated-servers
1 messages · Page 68 of 1
i dont know, i mean that he is a few hundred kilometers away, so not the same wifi
im not a big tech guy
likely, you need to give em your public ipv4 address on your router. you can try and see what that is by logging onto your router, or using one of those 'whats mah ip' sites
alright thanks much
it fixed it for me, and i used the portforward network utilities tool
A friend of mine constantly gets "Connection timed out". Does anyone know a way to resolve this?
It could be due to a few things....
Does it happen at consistent intervals?
Ie every time the server auto saves?
What is the address the you have to put in when using the dedicated server from the steam library from the control panel that pops up when running it?
Everytime he tries to join. He cannot get on.
Typically the public IP of the server (or if connecting from the same internal network then use the internal IP).
Put the IP (or hostname) in the address field and the port number in the port field.
if your self hosting, then i suggest to check you have opened/forwarded all 3 UDP ports from the router to the server.
if paying for hosting then they should have done this, also if paying for hosting, you should be able to raise a ticket with the provider for further assistance..
That all set.
I have the problem with this specific friend.
I get on, one of my other friends gets on.
This friend doesn´t.
when instructing your friend to join, how do you instruct them?
do you provide to them a server address that is in the format of host/IP:port , are they putting just the host/ip in the address field and just the port in the port field?
if you and your friend/s is able to join the server OK, then you can assume the server is OK and that any connection issues like this could b e human/user error
I provide them with an address in the style of <name>.ddns.net and let them leave the port at the default state.
sounds like little to go wrong, regretfully i have no other suggestions to share.
I keep getting this when trying to join my server I can see the server and change stuff make new save but when I try to join it myself I keep getting this message
From your message ..
i assume you previously posted your home IP then realised to mask it out.
i assume your self hosting (because you masked out the IP).
i assume your trying to use your public ip to connect to the server instead of using the intenral IP of the server.
my assumptions could be wrong from the limited info provided.
yep didn't see it posted my ip in the message 😂 I'm hosting it myself but at a different location and also want my friends to be able to join so that's why I use my public ip. But weird that it won't let me connect
if your self hosting it on a seperate server thats still inside your internal network (ie the network your gaming pc is connected to).. then using the puclic ip/host only works when the router supports/had enabled the feature of 'NAT loopback'/'hairpin' mode. most ISP supplied routers dont support this, so folks have issues when attempting to connect to thie own public ip from within the network it serves.
I live in 2 homes currently not in the one with the server but I always used the public ip to connect before but I wanted to make a new server for me and some friends so deleted the old one which was working made a new one and it doesn't work. I use cubecoders amp for the setup so everything should be fine I think?
I watched a video about the dedicated servers and they changed some things or gonna change so maybe that's why idk?
got ya, then if the server is remotely hosted to you, then yes the public ip/host would be correct to use.
no expereince/knownege of 'cubecoders' so unable to comment.
it will hopefully recieve some much needed TLC
is there a way to change where satisfactory saves the server files
i want it in the same folder as the server
hi, I want to ask, if you can use satisfactory from Steam with the dedicated servers from Epic?
Thank all of you for answers
Yes, and vice versa
Quick Q, is there a way to change a setting for dedicated server so it does not start with the tutorial skipped and that me and my friend will land in the drop pods and go through the basic "how to play the game"?
Best way is to start it up single player, save the game and then load that save in to the server
Perfect! Thank you very much
Wait you can load saves? dam didn’t realise
Good to know
Yes, it's the same save file format, so you can take a DS save and play it locally, then re-upload it later if you like
Ah ok I’ll have to do a bit of exploring then
tfw you never went through tutorial/pod because you started playing on dedicated server
the point is I never played solo
i am considering getting a dedicated server. im not really sure where to get one from
can someone advise a good site to look at?
this is me, and I have all my stuff. any ideas how I can get it back?
Indifferent Broccoli has had some good reviews, but I know some people have recently said they've had problems with them. They do offer a 2 day free trial, but with dedicated servers in the state they are in, I suspect all are subject to the troubles
Download the save and edit it with map editor such as Satisfactory Calculator. Make sure the server is offline whilst you do though 🙂
Terabit hosting id say
Hi, so I been trying to setup a server for me and my friend to play, however for some reason the server starts without any error but when I put the ip to join in, it doesn't appear, I've tried with ipv4 and ipv6, and even tried out with -multihome, but that didn't work either, so can someone tell me other reason of why it doesn't work? Perhaps it's just a stupid error on my part but I can't find anything wrong.
What IP address are you using?
Have you tried DisablePacketRouting option?
Have you allowed traffic through any local firewall?
Im currently using Ipv6, and allowed the ports 15777, 15000 and 7777. However I didn't try the DisablePacketRouting, where is it found?
Nevermind I already managed to make it work by installing visual basic, thank you anyway for trying to help
I'm running into the same problem as @ scorpionxga, but I'm running the server as a docker at different machine. Using public IP, the server works fine for me, but not my friends. They all get the same error, which is "time out". All ports are forwarded @router and docker image have all the required ports open at the machine. Any idea how I could resolve this?
Hi anyone have any idea if this message is normal in the console game Satisfaction ?
if it's not fatal it doesn't matter 🗿
- its satisfactory
buggy like always
E-2286G 32GB RAM 1.6TB NVMe 4x8TB HDD 10Gbit good?
To host a dedicated server for satisfactory?
It's Satisfactory, it could work on, and then again it might not 
Should be okay, but that's not a guarantee you can get it to work
1628
Single-Core Score
6793
Multi-Core Score
Yeah that makes no difference. Satisfactory is one of those programs that it either works, or nothing on this planet will make it work
Oh wow
ya that is plenty, I ran it on my much less powerful machine. The good thing is yours has a high single thread power. The biggest issues people have is with RAM, but with 32GB you will be ok
Awsome!
have they said anything about when the updates to dedis were coming that they mentioned in that video? they didn't seem to say if it was soon or with 1.0 or whatever in it.
Hey, my dad and I started playing on a dedicated server, and every time we try to drive tractors or trucks, we disconnect. And sometimes when we rejoin, we see clones of ourselves still driving the vehicle. Is there any way to fix/prevent this issue? Also we're playing on the latest version of U8, not experimental. Thank you
I've seen other people having this issue, but every thread I read (Reddit, Q&A, discord) has a lack of responses. I'm assuming there isn't a fix for it quite yet, so are dedicated servers just unplayable? Because if I can't use vehicles to transport freight, then I don't see the point in playing the game until the issue is fixed. Really frustrating 😔
In an attempt to fix the issue, I tried increasing the server's tick rate to 60, I changed the autosave interval to every 30 minutes, I set the server's network quality to ultra. Nothing worked. Also, trees and bushes that I previously harvested are back and they can't be removed (at least, the bushes can be harvested for no resources, but the trees cannot).
I probably won't be playing again until these issues are fixed. I understand the importance of developing and adding new content to the game, but if I can't get past tier 6 because of a few game-breaking issues, then what's the point...
Sorry I didn't see your message sooner, could've saved you a lot of time. Unfortunately, your conclusions are pretty much spot-on. All we know is that it'll be fixed alongside 1.0 sometime this year.
They've previously said no more updates until 1.0
No worries, thanks for the reply. Glad to hear they’re fixing the issues in 1.0
The fix would be to take the save file and load it up in a map editor and delete the tractor/truck in question. Otherwise don't use tractors or trucks if you can help it. Update 8 was not kind to the vehicles. The new physics engine wrecked a lot of havoc. Also try not to use hypertubes as well. Trains are fine though.
Hi, I wanted to play with a friend. I have Satisfactory on Steam and he on Epic. We wanted to start a deticated server but we don't manage it to play together. Does somebody have a soulution?
Hi, I just set up a system to run my dedicated server, but I need help getting the server onto the system
I'm running Ubuntu headless
I have steamcmd installed
nevermind, i found the stuff online
is there any way to keep my server from going inactive randomally ? like right now its in Idle mode and I have to go into Manage saves and reload a random save .... it doesnt do it all the time ... just random
Are you sure that's not autosave?
as soon as i hit load game out of the manage saves file it now says game ongoing and will be that way for a couple days then randomally go idle
is there a way to turn that off where it will stay active all the time
It should either stay active all the time or pause right away when everyone logs off
so should I turn off the setting that says " Pause the game when no players are connected "
If you want it to keep running, yes
I dont mind the game pausing , the issue i am having is when it goes in an idle state no one can connect unless I personally go in and load the game from the last save ..... like right now i just loaded it , no one is on the server and its state is " Game Ongoing " this way people can join .... but randomally over the next couple days it will go in a " Idle " state where no one can join usless I load the last save again
Ah
That just sounds like the server is crashing and not reloading the save or something
yeah crazy thing I have done nothing to the server , all vanilla no server change settings , no mods , nothing LOL
Honestly I'm more surprised to heear that someone has a functional server at all right now
Hey all, I just isntalled the dedicated server and it tried to work one time and then now I can't connect to it...
I got it to connect to the server manager once and then it said it was unclaimed, so I gave it a name and then I made a password, then I created a session on it and tried to join and then it restarted my game instead...
why is that? and why can't i connect to it anymore?
maybe what i'm dealing with isn't going to surprise you then? lol
Make sure you have the -DisablePacketRouting option in place
Thanks
however, my game still gets reloaded and an error pops us when I try to connect to the server
my games loads again and then it says the connection to host has been lost
I created a session on it and told it to autojoin when created
then it tried to and then the game shows the coffee stain logo and then goes to the title screen
and says the host connection was lost.
I have the server running as a service on my ubuntu system
single thread yuck
Good evening. Does anybody have a recommendation for a dedicated server provider that allows mods for satisfactory? If that’s even possible.
I assume this goes here.
I get on it takes a long time to log in to the dedicated server (sitting at the loading screen for 10 minutes), assuming this was because of me being ALT+TABed to my browser so I ALT+F4'd. Relaunch the game and attempt to load back into the server and I had no controls, I couldn't move at all but as I was standing on the leg of a coal gen I assumed I was just stuck so I click respawn in the ESC menu but I couldn't confirm the respawn with the right click. I exited to the main menu and rejoined the server I have a secondary character with nothing in my inventory and no way to get the stuff from my actual character
i see 'indifferent broccoli' is a server provider that is often suggested here.
I have no experience with them.
while the mod manager has been updated to include experimental support for the experimental dedicated server, many of the mods that the mod manager would load may or may not have been updated also to include for the dedicated server. i understand most have not been updated to include server support. (its a can of worms)
the server it self has a number of known issues, i recommend scrolling up the history in this channel to review comments regarding various issues faced and some potential solutions or set expectations before you dump money on a hosting provider.
common issue, beat/nuke the idle player to get your stuff back.
typically caused by existing and re-joining the server too quickly (less than the timeout period which by default is 30 seconds).
idk if that'll work cause my main character has keep inventory enabled
nvm it worked
it works, its just takes quite a few hits with hand weapons or can do it quicker with explosives.
should i revive that body or leave it to decompose
its dead jim
(leave it)
you cant rejoin back into that body(dead or alive) since you have a new body now anyways.
I'd like to ask again if someone could help with my issue:
Made a server using docker, opened all the required ports but my friends can't join the server because they get timed-out. The server is visible for them and can see the server's ping, but every time they join, they get timed-out error.
I'm able to connect to the server using my public IP (local IP: 192.x.x.x gives the same error for me but public works fine)
Usually the recommendation is to use the -multihome or -DisablePacketRouting options from the Wiki, but from memory the docker images don't support the passthrough of that command
Yea, I couldn't find those options. Any alternatives to either of them?
They were baked into Update 8 and most Docker images haven't been updated to support them. I think there may be an undocumented option in the config file to remove IPv6, but you're delving into an area where you are likely on your own
iirc, the docker have the experimental option. I thought that would at least have update 8 baked into it?
I don't believe Docker has satisfactory baked in to them (for licensing reasons), they just download the latest version through SteamCMD. Update 8 changed the engine version, hence lots of things broke, and if the Docker provider don't update their template, then yes it will download and run the latest version, but anything outside that, you are on your own
Also, any options from my friend's side they can activate/disable to have a better chance at connecting?
It's a server networking level issue, not an in game issue
You could try installing and running it outside docker, or try opening up the docker container and see if you can manipulate the command line
Manipulating docker is way above my pay grade lmao. I wanted to run it as docker because it is easier to manage
Yeah, that's understandable. Like I said above, unfortunatley a lot of things were broken in U8 and there are no fixes coming until 1.0 release, so we are stuck with it as it is until then
Thanks for the help
What ports do you have open?
7777, 15000 and 15777
is udp and tcp open for all 3?
router & device?
Yup to both questions
I can see in environment variables, the timeout is 30 seconds, would it help if I increased it? Not sure if that will have different consequences tho
no
wont help
having to increase the timeout means that your network is so ass that there is a 30s delay (dont even try running gameservers with such network 😭)
might be an err in the docker config
I'd like to believe my network is not so ass lmao. I ran different servers for different games and usually they work just fine (in regards to the network)
I'll try to deploy it again and see. But I thought since my friends can see the server & ping, I assumed they have some visibility to the server so maybe it is actually running fine*
The problem is likely to be that without one of the two options listed, the server can listen on IPv4 and respond on IPv6, hence why he can see the server at the ping level, but not actually connect to the game
I'll dig into the github of the server to see I can access those options in any way
Good luck with that 🙂
Is anyone able to assist me in setting up a dedicated server?
I found some instructins online but am stuck on the "activate server" part
That’s what this channel is for. Link your instructions.
I can't post links
Remove the https part
- Activate Your Server
Navigate back to Properties-Betas-experimental-experimental to initiate this step. Once there, select Server Manager from the menu and then click Add Server. Next, type in your server’s IP address. You’ll see a space to type in the Query Port’s ID number. For this, you’ll use 15777.
The server will populate as unused. You’ll need to configure the server, but for now, just give the server a name. Now, create a server password. You’ll need to enter it twice, then click Confirm.
Once those configurations are in place, you’ll select a Satisfactory game map, click Create Game, give your session a custom name, and hit Join. Then, click Create Game again to start your game.
I am baffled. I've never heard of a steam-supplied dedicated server. Looking into it
Can you suggest an alternative?
I had never turned on 'tools' in steam. I'm downloading it now. I'll see if I get to what the instructions are talking about
seemed too good to be true
I use a Docker server with linux in it, running linuxgsm. It works but there's a fair bit of command-line
This looks like some AI wrote it. Step 6's second sentence is describing actions you take in a client to take ownership of the server
Thanks god for fibre internet. I launched the dedicated server from steam. I got a console window showing the server started.
Then I open satisfactory game. The server manager is in the main menu. "Add server" button at the bottom of the screen. give the hostname 'localhost'. I don't know why that stupid thing has ****'s in it to hide the name from yourself. Follow the prompts to claim the server and configure the game
Many additional steps to ensure this is reachable to people outside your home, if that is the plan
Did what I wrote make sense?
all of them. there are very fiddly detailed settings you can monkey with in the dedicated server, but unless you really know what you're doing, don't
all the gameplay settings are in-game, yes
start spot, god mode, rules, what's unlocked, etc
that is definitely something to ask about on the modding discord. mods, last i heard, not supported without a great amount of problems on dedicated
however, multiplayer support with mods does work
multiplayer is not the same as dedicated
I just launched the server via the server comp and tried to open the game on my gsmiong comp and can't because I am running the server with the same steam account
i think the steam client can safely be logged out on the server machine
I ran them both out of the same computer, i only have this one windows machine
the dedicated server should not need steam anything
unbelievably stupid
right!?
i didn't mean sign out.
i meant go 'inactive'
account is set up, but it's not talking to steam's online service. you should be able to run the game on your client
so far so good
if you use the steam command line client you can run the server without it being associated with a steam account
hey yall, i'm trying to figure out how to get a U8 server to accept more than 4 players at a time (i have a group of 5 and it feels bad to leave one person out all the time). any way to do that atm? does the server even hardcap at 4 to begin with? we haven't tested that yet.
The Server is hard capped to 4 player, but you can theoretically update it to 5 via the config files. Not aware of anyone who's managed to make it work as lots of people come here to try
from what i understand there used to be an INI file that you could change, but the filestructure has changed so no dice so far.
another issue i've had is that the U8 server doesnt actually shut down properly, which means that in the event of a crash i can't use any form of automation to get it to auto-restart. that might be because im running on windows server 2012 though.
actually wait, i dont know if itll restart properly in case of crash, it doesnt shut down properly in case of issuing a shutdown command to the server.
CTRL+C on the console will save and exit properly, but any commands via the console are hit and miss
problem is: i dont have an actual console window on the server it is running on because i am running the server as a service through NSSM.
(although, stopping the service through that seems to work fine, but stopping the service doesnt auto-restart it obviously)
I am such a player that has successfully increased the cap and had 5-6 players on at same time.
Not at pc right now to share what value to add in which config but it is doable.
There should be some historical posts in here with instructions.
Something like this... #dedicated-servers message
Or this! #dedicated-servers message
game.ini does not exist.
ah i see.
What happens when they try?
I might have to give it a go
hey does someone know if host unlimited is legit
its cheaper then nitrado
and you get 32gb ram
32gb? How much does that cost???
thats what im talking about
but they have alot of pay ways you can choose
its german btw
Id be carful with that because 32gb is rediculus and for satisfactory you only need like 2gb
loot glichts away (you get kicket - rejoin you have a new charakter) if you use hyper cannons
its lags every 5 min
and shit like that
trains and every other vehicel arent working
bro im checking out terabit rn webside is lagy af
what your expereincing is an experimental feature of the server to stream the data into RAM so that it consumes less
the side effect of this is that the world appears to feel more laggy and more things break
there is an option to disable streaming (which will be the default going forward) and when doing so much more of the world is put into RAM, using 10gb+
in an instance i was hosting with 6 players it crept up to 18gb #dedicated-servers message
Is the data stream data enabled at the start or do you have to disable it?
And where would you find it
it took me a while to dig it out/find it from chat history... but look for
engine.ini
[ConsoleVariables]
wp.Runtime.EnableServerStreaming=0
my end game server uses max 4gb ram
sometimes it lags with 2 players because the server only uses a single cpu thread
where do you buy ur server
i host it myself via pterodactyl
2 people for me only uses 25% of the cpu although I’m at the start of the game just getting onto coal
hosting it yourself (even with vps) is cheaper and better
quite a mess for stuff that's running 24/7
The cpu would be cooking 
get a good single core 🤷♂️
shrimp emoji moment
we just did that now the server dosent wor anymore
What errors
In the console
Tech support to the rescue
🫡
I just sent a message to a system engineer to see if anything is happening to the website
ok
i think btw we are changing to host unlimited
they seem pretty legit after some reseurch
they are an german company
with yt videos etc
🫡
does the server have enough RAM to load the world into it? ideally you want 16gb for the game server instance alone, then extra ram in the system to run the system.
we have 4
server working again after we toke the thingy out
👀
Why so much ram
- well, there's ya problem 😄
its a chonky boy
My server currently runs on 1gb
When it had acsess to like 4gb
And it runs perfectly fine
for now...
Wiki says 12GB RAM - https://satisfactory.wiki.gg/wiki/Dedicated_servers
As my wife likes to say "Just because you can, doesn't mean you should" 😜
What? When I get a bit more into the game am I going to need 64gb
👀
Why does it say 12 that’s so much
🤨
Because that's what the Dev's recommend. I refer you to my previous statement, just because you can, doesn't mean you should
True
I’ll stick with my 3gb of ram for like £9
🫡
And when it rubber bands in vehicles, you'll know why
True I havnt got that far yet
When the server first launches the ram usage spikes. It's an unreal thing. I used to have 16GB and between the other programs and the OS, I didn't have enough space (I think I had like 11 available, my save would crash on loading)
Not sure if it got optimized with the latest updates, but after like update 8 this became an issue for me
Just upgraded my server to 32gb and all good now
You have level streaming enabled
how do i disable it :)
Instructions were shared even today #dedicated-servers message

Comments do tho 😆
😢
I’ll just let my server be
Because finding files is too hard
Welcome to the world of server admin (an agreement you entered into when deciding to admin a server), with time and perseverance your become a pro 👍
I volunteer as customer support for a server hosting provider
🫡
And finding folders is still a pain
Hello! I've tried to host a satisfactory server today on my separate PC and home internet and access it from other PC on different internet (office). On home internet I can connect as expected but on office internet I got UnetConnection timed out error
I opened 3 UDP ports on host PC (15777, 15700, 7777) in firewall but I didn't reroute them in router (cause I live in someone's else's home, renting, I don't have access to their router settings) so I found a possible solution with tunneling using playit.gg, using that I managed to find the server and add it, see server ping but it says server name pending and that UnerConnection timed out error happens
Can anyone maybe help? Thanks in advance!
to my knowledge, playit.gg only proxies one port
(a port you cannot choose)
and you need 3 ports proxied
Well I could choose 3 tunnels and 3 specific ports I need, I tunneled them, that's why I could find the server in server manager when using 15777 port (playit.gg had a port ending in some, 20xxx numbers so I typed in that port and it actually found the server and displayed 45 ms) but can't connect to it because of that timed out error
yes because there are different ports for reasons
you cant just change the ports
entire cpu thread gets eaten and i cannot connect
rip
pls fix devs 🙏
any way to get this working without a router?
That happend when you disabled it?
mhm
ram went to 12gb and the single thread couldn't keep up
8 cores and it's only using a half 💔
actually
server is on 100% with 2 players
on 30tps with it on
barely playable
93% with 1 player
Upgrade the cpu or switch to a provider that offers a good cpu
its an i7 11700f
should be 4.9ghz per core (8)
what if I disable hyperthreading?
'downgrading' to 8 threads from 16
What you want is called zerotier. Free and awesome. Needs to be installed at both ends, makes a network between edge devices. Free up to 25. Punches holes through upnp or if that doesn’t work uses moons to bounce signals. Secure too. Like tor onions with n=2
I made a satisfactory zerotier that only routes the satisfactory udp ports.
👀
guys when im trying to run the dedidacted server i created it says in cmd window a bunch of things like shutdown and abandoning module ??? it was working fine last time
anyone know what this could be ?
When you say "last time" when was the last time you ran it?
yesterday
You could check the log files and see why it crashed
hey, thanks a lot for the answer! could you maybe guide me a little bit around that if possible? I have never used that
use the -multihome or -DisablePacketRouting command line options when launching the game.
Sure, what do you want to know. I use it at work. It works on any platform. Go to my.zerotier.com and sign up. I used my Google account. Click create network. You can examine the screen but don’t have to change anything, by default the network is private - you choose who to approve. Install the application from download.zerotier.com on devices you want to participate. At least 2 to start. Direct the device to join the network id at the top of the network page. On the network page approve the new clients. You will see your client has an IP on the network private range. Try pinging each other. It just works with no hassle.
I use it to reach my Plex devices at home, serve internet services out of my basement, let people elsewhere reach a sf server, management backplane for work machines, …
@proud depot
didnt work in my case...
hey, thanks! So I've created the network on host PC and main internet and connected on my other PC with other internet, what do I do now? how do I ping? I managed to approve connection and connect
I can't find my satisfactory server, what do I do now, how do I find it, which IP do I use?
UPDATE: I did it!! Thanks a lot man!! ❤️
yep, unable to join with streaming disabled (able to join with it enabled)
only using 12gb ram (out of 16gb allocated) and 50% of the thread
@civic lantern does zerotier stay 24/7 online if host pc is 24/7 online? And if I restart the PC; does zeroteir IP change or stay the same?
Yeah, zerotier will route anything to anything as long as both sides are connected to the internet. If I read your prior message correctly, you just want to know how to ping it? In the ZT tray icon, you can view the IP address assigned, or it's also shown in the network manager on the web gui. It's probably a 10.x address, depends what is chosen in the network manager for a range to give out IP's from
example follows:
so i can ping any of those 10.x addresses from any other
zerotier takes a moment to figure out how to punch a hole through for the first packet, and then after that it's fast
the server will need to be restarted, and depending on how you set up the "multihome" option it may or not bind to the zt interface. if multihome=0.0.0.0 is used, it will bind to everything including zt.
provided zt is running at the time it starts
then, from the remote machine you tell it to connect to the zt address of the server
it should Just Work. if it's just you there's nothing else to do. if you are inviting randoms in, you would want to write network rules that restrict it to just moving satisfactory traffic, but out of the box you can access fileshares, push to remote speakers, ssh, whatever
this is the ruleset i use to filter to just SF:
drop ipprotocol tcp;
drop ipprotocol udp and not sport 15777 and not sport 15000 and not sport 7777 and not dport 15777 and not dport 15000 and not dport 7777;
accept;
imo, you should change your drop ipprotocol tcp to drop ippprotocol not udp or not icmp
because there are other protocol than just tcp/udp, that you probably does not want
or zerotier is only meant to transport udp or tcp ?
I dont know zerotier, never used it
yeah, that might make sense, there's a long list of ethertypes supported - : ipv4, arp, ipv6, wol, rarp, atalk, aarp, ipx_a, ipx_b.
thanks a lot for the tips @civic lantern ! I gotta admit, I don't understand half of what you have written, but if you want, we can take it to private message? Thanks in advance!
sure
so its L2, and so support any ip protocol
so yea, better just allow udp and icmp
yeah it's super lowlevel. it even exists as a C library, if you link with it, just your program is on the configured zt. pretty wild
Turning Hyperthreading off wont make makes much difference unfortunately, this has been tested over and over again, reason is that both OS and CPUs will not delegate jobs to a core that is already being pushed to its limits. Now if all cores are being utilized 100% now this is when you would potentially see a difference, but at that point you have other problems to take care of. What you describe is 100% normal for any dedicated server save at later stages, where you see rapid degradation in performance per additional player connected to the server. I will usually start a new save once server reaches the point of less than 10 ticks per second, because this is usually when all hell breaks loose.
If you just want to play longest possible on one save, try avoid building mega factories or a large scale central storage facility, I have several theories why this is but that is so technical it does not matter for the sake of discussion.
We found that having less buildings help A TON so we just fill several containers with power shards (modify save) and make it mandatory to overclock every building.
if your theory is along the line of lack of graph solving optimizations then I agree
Hey guys, just wondering if you could help here
I've done the multihome command to put my server back to ipv4 as I couldn't connect originally
(Linux)
It seems the ports are open in lsof when I check for ipv4 for satisfactory
But even if I try a telnet to 127.0.0.1 on port 15777 I get a connection refused
so the connection check is failing even from the server itself that satisfactory is installed on?
(Non-Beta)
root@satisfactory:~# telnet 127.0.0.1 15777
Trying 127.0.0.1...
telnet: Unable to connect to remote host: Connection refused
Instead of multihome, try with -disablepacketrouting
wasn't that argument removed in latest updates after the introduction of multihome?
No
Sure
I've changed my systemd file to this then
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -disablepacketrouting -multihome=0.0.0.0
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
@desert walrus still the same
root@satisfactory:~# systemctl start satisfactory
root@satisfactory:~# telnet 127.0.0.1 15777
Trying 127.0.0.1...
telnet: Unable to connect to remote host: Connection refused
oh I'm on debian 11 btw
Interesting
Honestly no idea, this stuff is always a pain to try to troubleshoot via discord
yeah, honestly I usually do all the digging myself through the forums and wiki so this is an odd one for me too
Seems like you're as knowledgeable as I am so I doubt there's anything obvious you've missed, especially considering I'm not familiar with your setup
yeah it's a proxmox container with nested virtualization and i'm testing on the local container so it's really weird
so in the case of firewalls or anything blocking it I've removed that from possible factors
maybe instead of trying 127.0.0.1 try localhost
could be something as dumb as that tbh
because networking is fun
Telnet won't work as it uses TCP and the server uses UDP, so look at the wiki for help to see if it's running https://satisfactory.wiki.gg/wiki/Dedicated_servers#Is_the_server_actually_running?
yeah the instance is running in this case from what I can see
Make sure any FW rules and Port Forwarding also use UDP and not TCP
I've disconnected all security group restrictions I had on that proxmox container, how it's just purely open (Home network)
@ornate grotto okay I figured it out,
I checked the open ports list for the server on the local machine and it showed 4 listening ports for it, there was an additional port under 15779, for some reason that appeared as the default port, No idea why as I've never changed any config files or set a custom port in command line arguments
I forced a full reinstall via steamcmd and now it's working fine, really odd considering I've never actually touched the config files?
Glad you got it fixed
Thanks for helping with it as well
Hey guys, trying to set up dedicated server on W11 VM. server is UP and running. I am able to join using local IP adress from my another PC. But not able to see the server using my public IP which my friend will need to join. Anyone willing to help please?
I added FW ports / port forwarding. Dont know what to do:(
double check if udp & tcp is enabled on ur router
That is all set, But I think I know now what causing the issue. I have portforwarded my router but recently my ISP added another "router" and my router leads to theirs. So I am afraid that I need to portforward that thing as well. not sure how to access it tho 😄 .
Query Port 15777 192.168.1.247 15777 UDP
Query Port 15777 192.168.1.247 15777 TCP
Beacon Port 15000 192.168.1.247 15000 TCP
Beacon Port 15000 192.168.1.247 15000 UDP
Game Port 7777 192.168.1.247 7777 TCP
Game Port 7777 192.168.1.247 7777 UDP
possibly bound to local ip and not public/any?
in portforwarding i should use public IP instead local IP that is server running on ?
yea, local connection works
thats no problem
I need my friend to get on server (outside local network)
Most firewall/routers won't allow you to use the public IP address from within the network they are protecting, you will need your friend to test it from externally, and you need to use your internal IP
please help I have uwf allowed all 3 ports
I followed the wiki https://satisfactory.wiki.gg/wiki/Dedicated_servers#
But in game "This server appears to be offline"
this server is a virtual machine from google cloud
so my local IP is not the same as VM's IP
do I need to configure a VPN to connect? just like coop mode
I've never used GCloud, but you should be using the Internet IP address of the server to connect to. If you are getting Server Offline, that would lead me to think that the ports aren't configured to be forwarded from the Internet IP to the server IP
Or that the ports are blocked on the firewall inbuilt into the OS
Okay so they are open on the OS, what about within GCloud? Is there any kind of network firewall at that level?
Have you set your query port stuff?
Because for servers from my knowledge you need to have a becon and query and game port
You need to use the port and IP that’s linked to the query
thanks, bro. you are right
🫠
the service is UDP, telnet is TCP; connecting via telnet isn't a condition for it to be up
Glad you got it working
Me and my friends have a dedicated server set up on a vps (hetzner 8xvcpu, 16gb ram). However now that we've progressed to tier 7 the server performance has gotten so bad we get lag every 5-minute-ish and everytime someone joins which makes it impossible to play. Is this a satisfactory perfomance issue or can upgrading the server help?
That is probably autosave
It's a game issue.
The join/leave lag spikes cannot be avoided ATM.
The lag spikes every 5mins ish... Do you have autosave enabled? At what interval? Saving can cause lag spikes.
A better/faster CPU can help reduce the impact of lag spikes but it won't resolve them.
(I eventually moved my server to be hosted on a i9-13900 CPU, it helped but did not solve.
Yeah I do have autosave on, I thought that would be causing the lag spikes every 5 min ish. Do you think a better CPU would help with this?
Or should I just increase the autosave interval
Better CPU helps but does not solve the problem.
Increasing autosave intervals is recommended.
Once every 30 mins should be fine
Curious question here, I forgot my Satisfactory Dedicated Server (Linux) admin password, any idea if there's a config file I can edit to change it on the backend?
You can't edit it, you need to delete/rename the ServerSettings.15777 file
Thankyou but I can't find the file mentioned I'm checking here
/home/steam/SatisfactoryDedicatedServer/FactoryGame/Saved/Config/LinuxServer
It's not in the config folder, it's in the saves folder (at least on my windows server) FactoryGame\Saved\SaveGames
do blueprints cause lags on server?
im also curious about this
I don't use them personally, but some people have mentioned that the server refuses to start, or crashes if large blueprints are used
so if i made a modular road blueprint and used it to build roads much faster it could cause client crashes and unstable servers?
Like I said, I have no experience, but some people have complained over certain blueprints. You can try it and if it doesn't work, you can remove it.
idk if that's the issue but something is going very wrong with my server client crashes are so frequent
is it possible to save my game from server and play single player and would that help with the hypertubes and random crashes?
yes
you can test and find out
so that issue i was talking about earlier still is a thing and i could use some help i recorded a video of what is happening
can someone lead me in the right direction? im not as computer savy as i should be
There is a section of the Wiki (in the channel description) that leads you through taking a local save up to the server, just reverse the process.
It was just as I said, Had to call ISP that "Bridged" box behind my router, IP changed to my public on their end device and my friend was able to connect using public IP.
that shouldn't be needed if forwarding was working correctly
In what sense? If you mean when you place down a BP it can certainly cause a lag in a similar way to how server acts when saving, I notice this in later stages when server is already struggling to run stable, placing down BP's in areas already densely packed exuberates the problem, and especially if you place down BP's in rapid succession.
Is this a chat that will assist with modded servers? Remember seeing something somewhere that certain chats won't help if it's modded
there is a modding discord
not sure where it is
blah blah
damn you bot.
invite code's xkVJ73E
Just found it, thank you
❤️
Hey guys, I'm having a weird problem with dedicated server. Every time I try to place conveyor belts, server crashes and i have no idea why. I'm running dedicated server on linux. Is it known issue? Is there any way to fix it?
it is definitely not a known issue
how is your ram & cpu usage looking?
@lilac coral
I haven't checked it, I will check it in a moment.
thanks a bunch. i had found that but wanted to make sure it wasnt going to do anything crazy
idk much about server hosting, but I have a few friends who i wanna play with and we wanna start a new world, is there some way to make the server run off everyones devices so we dont needa buy a server or run it off of one persons device?
soooo for that the only thing i can think of is if you keep sending the most resent save file if thats even posible
regular steam "invite to game" works for this
they dont want to run it off of one device tho but yea you are right
did see something for save syncing
🫡
oddly I only have these two directories
I'm using steamcmd installed version in this case
I found a Serversettings.ini file which I renamed but that's made no difference (In the config folder)
Ohhhhh, folder be hidden
@dark ridge I was trying to fix it again, nothing helped. And here is cpu and ram usage:
and after trying to place conveyor:
Cpu went up to 160% and memory to 60%
160% is interesting as the factory is a single thread (1 thread = 100%)
first stage, we just placed DOM and tried to place conveyor from miner
cpu:
yeah its normal
Im not really sure how it works but in other games usage is similar, max is 200%
we don't use any mods
what launch args are you giving
only -multihome=0.0.0.0
i have no idea
we have verified files but it didn't help
im looking at renting a server for a month or 2, are there any companies that offer better services that others?
Hello, is there any mod that can sync server player messages between a discord channel?
Sadly I don’t have a second monitor yet
How does this help me?
there is a mod manager thats been updated to support dedicated server, but individual mods that get loaded may or may not have been updated to support dedicated server.
there may or may not be a mod that exists to send/receive chat to/from discord but i cannot confirm that.
Ok
because it is a hell of a lot less effort to find a free monitor off market place/gumtree/craigslist etc than it will be to spend hours fucking around trying to get mods working with the server and then integrating discord bots.
but if you made such a solution, then you could prob sell it to buy a $10 monitor 2nd hand, which will be 1000% more reliable, reusable for other things and provide much less headaches.
I 2nd the value of a 2nd monitor, but that doesn't exactly cover all the use cases, e.g. being able to see server chat even when not in game or on another device
Hi,
I have a small on the dedicated servers.
Can I create an url that links to my server like satisfactory.theserver.com?
While I have no problem sharing my IP with my friends, it changes often because my ISP does not provide static IPs for non-commercial users
you can do that with Dynamic DNS
what your looking for is called 'dynamic DNS', yes it is possible, there are a number of online companies/services available (some free/some paid) that offer what your looking for, like account[dot]dyn[dot]com
i have that, but the server will always appear as offline
but as far as i can tell, satisfactory wants the port to access the server
you have to set up some sort of device in your network, that refreshes your dynamic IP. otherwise, it points to the wrong one every time it changes.
If your friends can join the server via IP, it should work with dynamic DNS
i have a cloudflare monitor setup, that watches my ip for changes and sets that accordingly
there must be some sort of faulty setup, because I'm using noip for that exact purpose and a couple gameservers, that run on my homelab and it works flawlessly.
do you use a service like nginx proxy manager to route to your homelab?
i usually only port-foward to the outside if I can't use nginx proxy manager
Nope, everything is handled by my router
port 15777 or 7777?
have seen someone on reddit saying 7777 should be used
that's whats setup on my server, but i could have changed, as i currently do not play on a dedicated server (the bugs were driving me nuts)
wiki says
thanks, I setup port fowarding anc can now see the server as "Game ongoing" but trying to connect gives me an UNetConnection Error
will check if I can fix that
if you're trying to connect from your home network, you have to setup DNS manually there or connect via IP
i know, but I wanted to test if my friend were able to join the server
and theoretically, it should not matter if i tried to connect using the url, even when the server is next to me
it does matter
that makes no sense to me, but okay
if your server is on your own network and you try to resolve with the public name, it should give you the public IP of your router.
But you need the internal IP to connect (other than your friends). I'm in no way shape or from an expert on this topic, and there are mechanics to solve that problem, but as far as i know, if you want to connect to services in your own network with DNS, you have to setup that on your local DNS, as it otherwise just asks any public DNS, which - again - resolves to your public IP
okay, I'll message my friends to have them test if they can join the server
thanks for the help

The reason behind this is that not all ISP provided routers support 'NAT hiarpin/loopback'.
For more expensive routers, this feature is often included and thus when enabled, allows devices inside the network to access other resources inside the same network while using the public ip/dns. 👍
oh yeah, NAT loopback, that's the mechanic i was looking for 😄
I mean I DNS override in my home network for the same URL at the DNS server level
you set game port on 7779 in your server settings ?
its the architecture problem, every ARM instance has this issue
they don't support the ARM platform so we have to wait.
aww, thats sad. But thanks for answer, we thought that we configured something wrong.
I've set up a Satisfactory server on a Linux box using LGSM. It seems to be running fine and I can create new save files using the in-game UI. I cannot find any save files on the server (or my client machine). Nothing in the "/FactoryGame/Saved" directory or anywhere else on the machine. There is no "SaveGames" directory as mentioned in the Satisfactory Wiki.
The "~/.config/Epic/FactoryGame/Saved/SaveGames/..." path does not exist...
The goal is to back up the save files to another location.
Any insights?
I think someone earlier said they were in a hidden folder - #dedicated-servers message
try searching for autosave_0.sav
yeah
I have a dedicated server running on server.pro. Me and my friend that play have only been playing 2 weeks and already have a combined 120hrs of playtime on this server. As we have grown huge the server is struggling. We wanted to export it and run it locally since we mainly play when we both can play anyways.
Dilemma, I have dug through the server and there is no save file anywhere. Did a search via SFTP... nothing. Dug through docker containers and the .config path points at a save folder and there is no files inside. If I try to use the console and run savegameasnewtemplate? (forget the syntax) it doesnt generate a new save either. Any insight would be great.
Steam Cloud doesn't have the saves either.
If i host a dedicated server for my friends on my pc, how will it impact my everyday use (other games n stuff)
a dedicated server will easily reach 100% usage of a cpu thread
may I ask, what model cpu do you have?
You checked in .config/Epic/FactoryGame/Saved/SaveGames/server yes?
will probably just rent a server then
Yes. there is a docker path setup specifically to that directory. its empty
if i shell into the docker and follow that path same result
contact support to ask i guess
whats the best place to rent a server from?
hard to answer but 4 (preferably up to 8) gigs of ram is required
cpu should be strong and be able to use the half of a physical core
Thanks!
most of the places you can rent it at have performance issues
likely restricting cpu usage
i just play too many things to host it myself
Model is irrelevant, but it will still consume 100% of a thread as you state.
I'm having an issue with the tital not changing to friends only, when i click the ID to copy it, it still saying i need to change it to friends only
Multiplayer and Dedicated Servers are two different things. Multiplayer is Client to Client, Servers are Client to Server
You can't use Multiplayer to access a Dedicated Server, you need the IP Address
right ok, so when i give someone my lan IP, do they put that on the server manager add server bit?
No, they need to use your Internet facing IP address, and you need to open the required ports on your router/firewall
But yes, they add your IP address to Server Manager
my public IP just says server name pending when they put it in
i added all 3 ports to my firewall and my router
UDP?
Are you running the -DisablePacketRouting start up option?
just this
Add -DisablePacketRouting
thats all the vid said 😅
Yes, that video was obviously Pre Update-8
ahh ok
first one is my lan IP, the second is my public IP
and the -DisablePacketRouting was added
Yes, you aren't able to connect to your Internet IP, you need to use the LAN, your friends need to use the Internet IP
right, but the public IP is still showing as server name pending
For your friends?
yeah
Ohh it's set to private, when i change it to friends only, it doesn't say as friends only
Then one of the following:
- There is a local FW on the server
- You haven't forwarded the ports correctly
- Your ISP blocks you from hosting
☝️ I need to login as the admin to change it now.
There is no concept of Private or Friends only on Dedicated Servers, this is a Multiplayer concept
Multiplayer and Servers are NOT the same
ohh, ok never mind that then 😅
whats FW?
Well as you can connect to the server locally, that leaves 2 or 3
well thats my routers port forwarding
on WF do you need to do both inbound and outbound?
Inbound only, forwarded to the internal IP address of the server
Yes, that's the firewall on your server, your Router shows the ports, but not that there is a destination IP
ok it's working now 🙂 Thank you
what did you change if you dont mind me asking mac?
dealing with the same issue rn 😛
only difference i did, was to remove all outbound ones and only setup UDP ports
It's likely to be the -DisablePacketRouting as well, as that forces the server to reply on the IP version that it gets talked to on. U8 is broken in that you can talk to it on IPv4 and it will reply in IPv6 which confuses everything
interesting, whenever i add -DisablePacketRouting the server wont start up
This change fixes about 80% of the "I can't connect to my server" issues
Windows, Linux or Docker?
windows, epic version but downloaded files off steamcmd and starting up via command prompt
Are you trying to run both on the same machine?
mm so maybe what i said isn't clear, my game is on epic but my dedicated server files were downloaded on steamcmd
but yea im trying to have my game open while i host a server
So server and client are on seperate hardware?
same hardware
That's what I asked, that you are trying to run both on the same machine. This isn't recommended
i see
It can work, but your hardware needs to be cutting edge as it effectively needs to run two copies
do you think this could be the reason why -DisablePacketRouting prevents starting up a dedicated server?
It shouldn't, but dedicated servers struggle when on their own hardware, it will just run like a three legged dog through treacle when you try and use it
You'd need to check the log files as to why it's not powering up
will do, thank you for the help
What's the normal directory you see all your other Satisfactory files stuff?
(Put the path if you can)
anyone here successfully create docker image for ded srv?
I've got
I figured out how to find hidden flies, and they are indeed in a hidden directory, just where the Wiki said. "ls -a" is my friend now.
~/.config/Epic/FactoryGame/Saved/SaveGames
My boss has told me if I sell a product then I get half of the first monthly payment
There are a number of docker images out there, but I don't think most have been updated since Update 8 and don't support the -DisablePacketRouting and -multihome options
you can just run la, should be an alias
you can just run ls -a then there is no doubt
Hello, mods il ok for dedicated servers?
Wat?
Do you mean are mods ok for dedicated servers?
yes.. you can install mods with ficsit...
https://github.com/wolveix/satisfactory-server worked great for me
cant join using pterodactyl and accessing in local, this happened to me too when trying to run it on docker some months ago and gave up
config must be like this
even though game port is 7777, you connect with 15000
that query port isn't correct
restarting
"I'm facing network connection issues. How can I resolve this?
now i get this lol
guys update 8 is playable or not?
playable on server, only 1 player at a time at end game
Why’s that?
guys when i'm running the server from my pc, with what ip my friends connect?
steamcmd
I think it would be your computers ip
bcuz dedi's are basically broken
and dedi's only use a single thread
so with 2 players it will go from 60% (with 0 players) to 100% (and its gonna lag a lot, disconnects)
It's your internet facing IP address and you need to forward the three required ports from your firewall/router to your PC. However running both the client and server in the same hardware is not recommended due to the amount of resources it requires
Ahh ok
Can’t you just get a better cpu to handle the thread load actualy?
i have an 11th gen i7
but yes theoretically
Single threaded application
🫡
Would love to, but I don't work for Coffee Stain
Dedicated Servers are 💩 since update 8 and no more fixes until 1.0
Well that’s just disappointing
So with that using a shared hosting or vps plan wouldn’t do anything with multiple threads
It would just limit itself to 1
One. Thread. To. Rule. Them. All!
Sadly, yes.
The game needs things to happen in a very specific order, thus multithreading things is not as simple as throwing more cores at a program.
Why does it need it in order
Just yeet it all
That brings back memories
(obscure reference, those that know, know 😆)
except its throttling on the best cpu available to people on earth currently
Yea true
when you grasp how fast are latest cpus actually on the low level side
you know something's off with the performance
but in the end it's a game, running on common game engine
it can't receive the state-of-the-art science computing optimizations realistically
yeah if you're using steam cmd, I had a user set as steam and the root of the installs to go into the home folder
so in my case the hidden files were /home/steam/.config or something near those lines
player movement can be on a seperate thread
streaming too
how to get rich quick with satisfactory dedicated servers:
- buy a threadripper pro
- sell a server for 10 bucks a month
- sell 192 of them
- money back from cpu in 6 months
- 1.92k a month after 🙏
You are not running a server on a single thread no matter what the chip lol
1/6 of that number might be more reasonavke
Is anyone using LGSM to set up their server? I'm trying to figure out how to add startup config commands in the "startparameters=" variable.
In a related note, I don't know for sure what the start config is called. Is it "GameUserSettings.ini"?
what?
a server runs on 1 thread and one thread only
I am using linux to set up the server
He can connect when I connect using local ip
But when I connect using external IP, it shows this error
I made sure my firewall and router have relevant settings
./FactoryServer.sh -ServerQueryPort=15785 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0
What ports do you have open
also why is the query port not 15777
I have another server he is using 15777
[Satisfactory]
title=Satisfactory
description=An extremely satisfying experience
ports=15785/udp|15000/udp|7777/udp
and those are also open on your router?
That is... not true
Isn't it sufficient to just open port 15785
I only need to open port 15777 on my Windows server to establish connections.
Not sure what is happening there but you should have those 3 open
I'm talking about Satisfactory servers if you thought about something else
Satisfactory dedicated servers only use a single thread
OK, thank you
Where are you getting that info
It's totally incorrect
Literally everywhere
Satisfactory servers are single threaded
I highly doubt that it's everywhere, considering that that's wrong
So where are you getting your info lol
Personal experience, the devs, and the wiki
The devs being the most important contributer to that statement
I can literally join my server and it will not go over 100% usage because it's single-threaded
Not gonna bother arguing w you m8
@dark ridge what you've probably heard is the thread queuing where items need to be processed in order, this can use more than one core but certain items are queued and processed in order
it's mainly single threaded
it's performance dependent on one thread
it is multi-threaded
but not heavily multi-threaded
it does not usually use more than 4 thread
you can reliably say that it uses a single thread, basically always
is it usual for hypertube cannons to crash the server or does that suggest my server box is not high-spec enough?
Yes
Hyper-Tubes and Vehicles are bugged in DS
Known issue, at least the one where you cannot enter an hypertube, it keeps throwing you outside
Also Im experiencing crash whith every type of vehicle I try to use ( maybe its also your case ? :p )
i havent had those issues, they "work" fine, but then around 30 seconds after launch the server crashes.
we have had issues with vehicles clipping through the ground when the server restarts though
My friend and I just stopped because of this, I heard that even train can cause issues, which is for me, unplayable ^^
we havent tried the train yet but since hypertube cannons wont work for our travel requirement that'd be our plan B
Trains are better on higher spec machines, and are the most reliable transport method on DS (IMHO)
Yeah it looks like hypertubes, no matter how you use them, are buggy
Which doesn't say a lot 😉
i dont think my server box qualifies as high-spec 😂
its an A10 7800 with 12 gigs of ram, so performance is pretty meh.
Anyway cant wait for those to be fixed in order to come back to this bf game 😄 ( I like trains )
Yeah, that's the opinion of everyone in this channel 😉 however from Snutt's recently videos, they are getting some love, but not until the release of 1.0. TBH I've stopped playing it
Yeah, the fact that theres no bug fixes till a while can mean that something bigger is coming ^^
Why dont we have 5 or 6 arms instead of 2 ??
it's completely official that no update will come until 1.0
there is no "suppose" to do
A10 7800 ?
oh
a10-7800 damn I was not at the right page
Yeah but till these issues are pretty consequent we could think that they wanted to fix em first but I guess thats not easy when other things are planned
they literally said :
- we know there are huge issues with multi-player
- we will not fix them
- we focus on 1.0 release
(and 1.0 will eventually fix them, or we will fix them probably after)
they never said some big issues would be able to be fixed until then
I am in need of assistance!
I have a dedicated server just set up, I've made the neccesary firewall rules for 15000, 15777 and 7777 on my inbound rules
I've made the following port-forward and connect to my server locally just fine, however any attempt from an external adress is failed
Try with the -disablepacketrouting option
if that still does not work, double check your firewall rules, or maybe make them with the powershell script
it could be that you didnt allowed external network connections
can anyone shed some light on some errors we're facing while running a dedicated server .. currently the server wont start up due to a savefile error. ( have been playing on multiplayer in a normal save with a friend and have just basically copied over the savefile from that game as we wanted too be able too play while anothers not online ) is there something that specifically needs to be done too allow the save file too read propperly at all ?
It should just work
Hey all!
I'm currently hosting a dedicated server in a docker container which is working just fine so far. That means any player is able to connect from outside of my network via my public IP address. The problem is, that my IP address changes everyday, so I've setup dyndns and it seems to obtain the right ip address when accessing the domain. Tho the server appears offline ingame.
Is it possible that Satisfactory is somehow not able to resolve a domain to connect to a server due to exprimental status or does it work for some of you which means I made a mistake?
Thanks for any help in advance 💪
using a dns does for sure work with the server, can confirm.
one thing to consider/check is what ip is returned when you ping the domain? (not just you, but friends too) ... it could be the dns record TTL value is too high and thus records would take longer before propagating updates.
help[dot]dyn[dot]com/ttl/
Thanks for your answer!
I'm not sure about the TTL value at all but I can confirm that both me and a third person will get the correct IP address when pinging the domain.
Maybe it helps:
I'm using Stratos (my domain provider) dyndns service and configured it on my fritzbox (router). Since I forwarded the satisfactory ports on my fritzbox it should show the gameserver when trying to access the domain.
Isn't it just UDP 15777, 15000 and 7777? And when you want to enter the game its basically domain:15777?
All sounds correct and good there.
Indeed it them 3 UDP ports only.
'And when you want to enter the game its basically domain:15777' ... yes (where the domain goes in the address field, and the port goes in the port field, make sure that the address field does not contain the : or port number, just the domain only)
Alright, yes just for readability I wrote it like that, when trying to connect everything stays in the right field.
Thanks for your help. Interesting that it still is displayed as offline..
yer, ip:port is supper common syntax to express addresses, tho even my friends got 'excited' and simply copied the address into the address field and thus raised questions when it failed, sometimes we take the simple things for granted 😆
only other thing i may suggest is to check what ip (assuming ip4) the server is bound on, and if the router is directing to the correct internal ip of server.
edit:(tho you said it works when using IP directly? so maybe this is all good)
Exactly, if you use the public IP it works, also my router shows the public IP besides the port forwarding and its the one you get when pinging the domain. Its weird 😅
Maybe it is because I'm using it with a subdomain? But tho, pinging the subdomain leads to the public IP address..
It might also depend on the TTL of the domain. If the TTL is set to 12 hours, then it can be up to 12 hours after your IP address changes before the subdomain gets updated. If your IP changes daily, I would recommend dropping it to at least an hour.
It seems like I am not able to change the TTL settings in Strato so maybe I should consider hosting my own DNS service..
hey guys i have a big problem and need some help.
i got it running to the part where a world needs to be created or imported from savefile.
when i do it the server crashed and gives me some errors with the engine
can someone help me?
I'm guessing you don't have your port config set correctly, do you disconnect when you try to join or is it when you explicitly import/create a save?
I don't see anything in the log
the server is running until i try to create or load (from savefiles) a world
Is it a Proxmox Virtual Machine?
cant say it if its a Proxmox VM
What is it and where is it running?
its a KVM server
a year ago i had no problems with it but now i have the problems with the server to load a world
Okay so there is a known issue with Proxmox Virtual Machines when using the Virtual CPU type instead of passing through the Host CPU type, it might be similar
i just wrote my buddy about it and maybe he can help me to change it
its his hosting and this should not be a problem then to solve this
I just saw this on the old Fandom wiki, but why is it not on wiki.gg?
xD
Are there ppl that can actually play multiplayer without having issues with vehicles or hypertubes or everyone is in the same case ?
Cause it could depend of the server provider or anything else maybe?
Maybe some ppl have the bugs but they occur less frequently so that it is possible to play?
Or is multiplayer half broken until 1.0 ? :/
I believe you can play Multiplayer without issues, however Multiplayer (client to client) is different from Dedicated Servers. Dedicated servers are very much broken if you want multiple players in late game and use vehicles unless you have a very fast single core clock speed as the server app is very heavily single-threaded. Even then a lot of features are still broken.
Personally I've given up until 1.0
Do you mean that only DS are affected by the issues ?
Im just trying to play with 1 friend, but whenever I try to get into a vehicle it crashes in the next 30 secs
Im afraid for trains, like, without trains I will not be able to continue the game, even now its almost undoable ( or at least very restrictive )
Most of DS just give the less possible performances ( without paying 50$ every month ) so that they can rent a lot of server on the same VPS....
What do you mean by client to client ? The server thing provided by coffe stain to run it in local ?
This is more stable ?
Im so addicted I dont want to wait for 1.0 as there might be a lot to do, but I dont want to play with this kind of issue lol
Im thinking about going back to U7, that was playable, but.... Power towers.... Parachutes.... 😦
From memory, yes it's only DS that's affected, Multiplayer isn't affected.
Also, trains are the only transport (other than running and power line slides) that I could get working when I ran a DS
As for Client to Client, there are two modes within the Game, Multiplayer and Server Manager. Multiplayer only runs when the client hosting the save is online, but comminucations are between the two clients (you and your friend). Dedicated servers are designed for Hosting/VPS environments, where the Server is online all the time and you and your friend connect to a 3rd device, the server.
A lot of people confuse Multiplayer with Server Manager
Oh yeah ok I already tried both, so the multiplayer might be the option
The only thing is, I guess, ill not be able to change "autopause" settings, that I loved on DS to just fill my storage without having to play
You can switch saves between DS and Local, but that could be a faff if you just wanted the game running in the background
Yeah, that sounds like the only way to play with a friend for now ^^
U7 without power towers and parachutes but tons of resources, or U8 without resources haha
Not sure you can run U7 as both Experimental and Early Access of the code are running Update 8
Im going to just play without DS on multiplayer, will go really slower, but at least ill be able to enjoy 100% of the game
iirc multi-player simple, is less broken than ds but still broken
real quick question, im running a satisfactory server with steamcmd (there is no problem running the server, so if it doesnt get solved im not worried)
basically when i run FactoryServer.exe, it used to open a cmd window which showed the logs, and allowed me to quit the server from there/be aware that the server was running. It no longer does that, and just opens the UnrealServer in the background, only viewable in my task manager. Is there a way to fix this?
there aren't many people with the knowledge set so may take a while
you didn't change anything to your setup ? like command arguments ? update ?
Thank you My Man It Solved My Problems as well .. 🇮🇳 💟
How are you running the process? Have you just tried executing from the CLI? That should keep the window open still. It shouldn’t close.
As per the Wiki (https://satisfactory.wiki.gg/wiki/Dedicated_servers#Windows_2) use .\FactoryServer.exe -log -unattended
ah i see thank you. I was missing -log. I was initially running it just by double clicking it to open, so i wasnt sure why it changed randomly
for some reason i didnt think you look up "dedicated servers" for satisfactory
i had tried that before but forgot -log
i couldnt that wiki for some reason, and have been just running of my previous knowledge of setting up servers lmao
can happily say that i got the server running on my own without any docs 😂
hey can someone help me maybe?
how can i set the ram for the server higher?
hosting the server on a Debian 11 server.
(8cores,48gb ram)
The server will use as much memory as it needs
Make sure to disable level streaming
how do i disable it?
Wanted to seek out any help one could get. Having some issues getting a dedicated server exposed to the internet. I have the luxury of being behind a ISP managed router so port forwarding is not possible. I have a VPS that I use mainly as a proxy to forward website/game network traffic and use tailscale to connect to a subnet router that is on the LAN(port forwarding with more steps). I added all three default ports into the nginx proxy manager streams and ensured that it proxies to the device that the dedicated server is running on. I was not able to connect to the server via an external device so I started running some nmap scans. Originally, the ports were fully blocked(even after allowing it in the firewall). Through some trial and error, i was eventually able to get the ports to read as "open | filtered". So I started doing some nmap scans internally and the subnet router itself was reading the same port status so I was thinking potentially router or server issue. During this troubleshooting, I did disable SNORT with pfsense to ensure that wasn't flagging anything but before I could test that, it seems the ports externally were now fully blocked again. I did notice that this seemed to happen when the service disconnected from the LAN device. Had a few questions here. But mainly just looking to get this externally accessible--Ideally without utilizing a VPN. I am mainly looking to set this up for a few non-tech savvy friends so not the worst case scenario if that is the only workaround.
TLDR;
Your ISP connects you via a CGNAT, and thus does not allow port forwarding.
You want to make it easy for your friends to connect without a VPN.
If the ISP offers IPv6 without filtering that might be an option you could look into.
Otherwise your only options are
- talk to ISP to see if they have alternative packages that suit your needs, or change to an ISP that suits your needs.
- use a P2P style VPN or reverse proxy, (cloudflare, zerotier, hamachi)
- host the server some place else / use a dedicated hosting provider.
I tried telnet
Connecting To my.server...Could not open connection to the host, on port 15777: Connect failed```
I read the channel and tried -log -multihome=0.0.0.0 -unattended but didn't help
Looks like you don't have ports forwarded properly
I've started running into a wierd issue with my dedicated server. Other remote players are able to join and play fine, however when I try to join, I first get a network timeout error (see attached screenshot), and then the second time I try to join my game crashes with this error. This happens consistently the second time I try to connect.
Version: 273254, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
- The dedicated server is running through Steam, and has been functional for the past week or so
- The server is running on the same machine I'm playing satisfactory on - I have previously been able to connect
- Other remote players are able to connect
- No mods are installed
- I can join other servers fine
- I can load the save in single player fine
Things I've tried
- Restarting the server
- Restarting my computer
- Reconsidering my life's choices
- Adding
ConnectionTimeout=60.0to the dedicated server settings - Joining via my public IP rather than 127.0.0.1
- Loading an earlier save
Going to continue trying things, but would appreciate if anyone has any insight
Well firstly, you also need to set that timeout on the client side for it to take effect
Secondly, you didn't include the useful part of the client crash so it would be helpful to have the entire thing
Which is the useful part? This is the full error I get
Yup
Uh... that's a very interesting error
🙃
Hmm
if you load the save in scim and delete your player, how does that work out for you?
Yup, sorry
Should have clarified
I'm headed to bed now, feel free to ping me if that does/doesn't work
So going off that train of thought, I had someone who was connected kill my character, and I was able to connect successfully
¯_(ツ)_/¯
Glad to hear it
Telnet uses TCP, the server uses UDP, so you can't use Telnet to see if the server is working
Has anyone else ran into the issue with using the new flying mode on dedicated servers? everytime you fly using shift and stop the game stutters for a second, this happens for all players
There's a slight rubberband when you stop moving
I think this is a known issue due to the way the server loads content into RAM since U8
might be the movement/position updates are changing too fast for the networking side
client: im here now
server: i dont recall you going there, go back
Yeah, that is exactly what I am thinking Astrid, I just tried racing the network bandwidth in the config but that resulted in an instant crash 😄
Make sure that client and server are both in Network Quality 3 (Ultra)
That is verfied already, however the issue I was having was that when I raised the Engine.ini config for InternetSpeed and Clientrate, the server no longer booted up
Yeah I think that's been replaced with
[/Script/FactoryGame.FGGameUserSettings] mIntValues=(("FG.NetworkQuality", 3))
in GameUserSettings.ini
however Ive appeared to found a sweetspot, the default values are 30000byte.
The cappedvalue of 800mbit was too much (104857600) but now I'm running the server at 30mb/s instead of the 3.3kb/s
Yeah, exactly
Now to find out if this helps the rubberbanding
Hmm.. odd, no other aspect of the game is experiencing lag. tried spamming conveyors, building bps etc and that sfine
its just the flying mode
Welcome to Update 8... Sometimes 💩 just doesn't work 😄
yeah, im picking up on that 😄 We'll just have to hang in there for 1.0 as there were no hotfixes planned before that
hey folks, is Satisfactory Mod Manager GUI-only? I have a headless Linux dedicated server, so seems i can't run it
https://github.com/satisfactorymodding/SatisfactoryModManager?tab=readme-ov-file
edit: oof didnt read the wiki moment
you need to use fscit-cli instead
did that, and found the cli to show 10 installed mods, whereas the GUI detected none (remote install via SMM3). it also gave me a lot of pain trying to install since most were not linux compatible. in short, the cli did not work at all really
anyway, this was a srs skill issue on my part given the wiki details this.
but yea, cli version looked great, was impressed it was written in go (person of culture clearly), but ultimately didn't really install anything apparently
it would also say 19 mods installed, then instantly refresh to say 10. and when i checked with the GUI version, apparently it installed 0. i also told the cli to install many mods which it clearly didnt based on its and the guis output. truly a frustrating experience
looks like a file access issue or something
This sounds right
Have a q: is there a way to auto sync mods with clients like other UE games?
Or do I always have to give ppl my exported smm3 profile
very welcome. it's a networking game-changer, no hassles for anything ever again
for modding specific questions ask on modding discord server
Do you have a link
Hey! Am I allowed to ask questions abt dedicated servers in here?
Yup, that's what it's for
make sure to check the wiki for the information you need first
!wikisearch dedicated+server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
My question wasn’t on there but I was wondering if I need a dedicated IP for a self-hosted server?
No, as long as you have a static ip
or just not cgnat
with dns
If you actually watch the video, it's what is coming in v1.0
Hello everybody! I'm new here but have been playing for a while. Question:
My buddy and I are looking to start a game together. Was curious how the dedicated server portion is (would probably rent from g-portal), or would we be better off just doing normal multiplayer? Would like to do dedicated to have it always on, but if it's super buggy, we can just do normal multiplayer.
depends what you call super buggy
if you are not very used to hosting and/or networking stuff
then.. yea, may be better sticking to normal multiplayer
Gotcha - yeah, at most I'd probably tweak a few settings, but anything beyond that would be beyond me
the tweaking few settings here, sometimes means editing .ini files and hack their file permissions
The game server itself isn't too buggy, but making sure your environment is set up properly can be a pain sometimes. If you're going with g-portal, it seems like they kinda just use pterodactyl anyways so it shouldn't be too hard
only if they let you edit it though
Pterodactyl does yes
You get access to the full gameserver directory
I think I have an instance lying around I can take screenshots of
Nvm I don't have it available rn 🙃
Hello everyone, I'm starting a linux server and having some problems. This is the correct log for when the server finish starting up?
[2024.05.02-20.49.16:979][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2024.05.02-20.49.16:979][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2024.05.02-20.49.16:979][ 0]LogNet: IpNetDriver_2147482295 IpNetDriver_2147482295 IpNetDriver listening on port 15000
[2024.05.02-20.49.16:979][ 0]LogLoad: Took 0.668507 seconds to LoadMap(/Game/FactoryGame/Map/DedicatedserverEntry)
[2024.05.02-20.49.16:980][ 0]LogGame: EOS Metrics, starting service.
[2024.05.02-20.49.16:980][ 0]LogGame: Warning: EOS metrics, invalid handle.
[2024.05.02-20.49.16:980][ 0]LogGame: Telemetry, starting service.
[2024.05.02-20.49.16:980][ 0]LogGame: Warning: Telemetry, no local player found.
[2024.05.02-20.49.16:981][ 0]LogGame: Telemetry instance started without a platform.
[2024.05.02-20.49.16:989][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2024.05.02-20.49.16:989][ 0]LogLoad: (Engine Initialization) Total time: 2.71 seconds
[2024.05.02-20.49.17:023][ 0]LogOnlineVoice: OSS: Voice interface disabled by config [OnlineSubsystem].bHasVoiceEnabled
[2024.05.02-20.49.17:558][ 17]LogEOSSDK: LogEOS: SDK Config Platform Update Request Successful, Time: 2.952593
[2024.05.02-20.49.17:560][ 17]LogEOSSDK: Warning: LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
[2024.05.02-20.49.17:560][ 17]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 2.986114
[2024.05.02-20.49.17:826][ 25]LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
[2024.05.02-20.49.18:026][ 31]LogEOSSDK: LogEOS: SDK Config Product Update Request Successful, Time: 3.420834
[2024.05.02-20.49.18:028][ 31]LogEOSSDK: LogEOS: SDK Config Data - Watermark: -350433057
[2024.05.02-20.49.18:028][ 31]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 3.420834, Update Interval: 329.195496```
Yeah that looks pretty good. Any issues?
Yeah, I believe is related to the ports, but I wanted to confirm it was starting correctly.
Good ol' firewalls
I've done a few other server from other games. I am using Google Cloud and it is fairly easy usually
Make sure you're forwarding all 3 ports I guess
Check the Wiki for using the -DisablePacketRouting option
how do you set this up? me n my brother are trying but we cant figure it out
just a multiplayer server in general.. we downloaded the dedicated server and put it into experimental
but we dont quite know where to go from there
Do you need a server, or will normal multiplayer work for you?
normal multiplayer would work, but we tried that originally, and it didnt work
didnt find the session id
and besides my nat is moderate, while my brothers is strict
how do you do the normal multiplayer joining?
cus im just getting more and more confused at this xD
Just invite through steam/epic
Out of curiosity, my homelab server has a iGPU. would the dedicated server be able to somehow make use of that during computation?
and well, there's a normal GPU as well, but I'd rather not have that one shared with the dedicated server, because it's used for media encoding/decoding 👀
Server doesn't do any gpu compute
When I type quit it gets stuck on "Preparing to quit" and doesn't save a config file. Would like to increase player limit but the config file does not exist yet
Yeah from a single player world right? Maybe even switch to friends only? Cus it didnt work when we tried. I sent invited and he tried to join, but when he pressed, nothing happened at all
Console commands don't work since U8, look at the Wiki on how to safely shut down
Also, you can increase the player count, just create the game.ini
You can't invite to a dedicated server, only to Multiplayer
its not the right channel, but I think they are taling about p2p multiplayer
Fight or Flight said to use p2p multiplayer and Dragon Sage asked how because was struggling to set it up
the ctrl+c didnt shut down correctly either
i made a Game.ini file and added the two lines for max players
Yeah, once you issue the quit command, you have to kill it. Next start up auto closes, then it start up okay
At least that's my experience
ah ok, thanks!
The world is too small for multiple people
Hi there! On my dedicated server, the disk that contained my satisfactory world got rm'ed (while setting up backups!), so i'm recovering. I remember that I had downloaded the world file for satisfactory calculator or smth like that on my downloads folder. what keyworks should i CTRL-F for to find it?
ctrl j
I copied it from samba (a fileshare) i think
samba 🥳🪩
yeah! i hope i copied the save file instead of getting it directly from samba without copying
Hey, im new to having a dedicated server and have suddenly issues with running a server on windows 11. It crashed after a few hours. I found this in the log "Runnable thread Background Worker 2 crashed" See other messages about unrealserver-coreuobject-win64-shipping.dll
how much ram do you have available on your system before launching the server ?
about 10 GB
im able to run a server on the same machine that i play on, but it lags, so i dont want to do that. It has less ram available and works fine.
works again. had to uninstall the dedicated server and installed it again. Lets see how long it lasts 😛
5th player has joined successfully! dont know if it's shut down properly yet but as long as more ppl can join im good
Hey, I have a 4 cpu 32 ram server working fine, but it gets increasingly laggy when more than 2 players connect, even with 2 players it have some pushbacks. Is there any configuration that help with that?
I can increase the cpu but from the report it ever goes over 60%
Assuming it's a virtual machine or maybe a container, you could be facing some CPU steal due to heavy CPU load on the host. Only one of the possibilities though. Maybe the host CPU configuration just isn't good enough, as is the case with a lot of the cheaper game server hosts. Haven't ran a Satisfactory dedicated server in a while though so I'm not too familiar with the current requirements
If you're paying for a game server host or something similar, you could maybe open a support ticket with them and see if they can spot anything
If it's a VPS where you have SSH access, maybe I could help you dig into some system metrics to see if CPU steal is an issue, but you'd still have to talk to your host to resolve it
It is a vps, what do you mean with "cpu steal"?
The host CPU is shared between multiple clients. Generally they do a bit of overselling on the CPU, which is what leads to CPU steal. It generally just means that you're trying to use some CPU cycles to process something but the CPU is busy with someone else's instructions
If you're on linux, you can try the top command and look for the st metric
For VPS, I'm generally okay with 10-15, but 20 or higher is a cause for concern, especially if it's constant
0.1 st 🗿
hello, is it normal i can't place mk2 pipes while playing on a server?
just change building mode, it will be fine
or restart your server and client
hmm, will try, but i found out it is a bug with the stackable pipeline support
if i try to build a pipe starting from a support...it stays short
like 1m long pipe no matter where i point
but when starting from any other source it works fine
no
that happens with any
just switch build mode
Thanks Kale, I will check on that. On the other note, I noticed there are 2 versions for the dedicated server, beta and experimental. Is there a significant difference between them?
how can we incriese the distance between players
i went a little too far froom my friend and got disc
twice
currently there is no difference
when a new update will go it may go to experimental branch first, then there will be a difference
there is no distance
check that the server have enough RAM to run
I decided to rent a server and have set to continuously run. I am trying to get water to work it seams like it just hates being ran on a server. Pipes wont transfer water and need completely replaced then they work, this only seems to happen when using short connections like junctions close to coal plants. Has anyone ran into this also on servers.
morning all, need some help fixing some issues on a server, has run for 300 hours so far with out to many issues but the last few days its become unplayable with constent crashing and disconections. the folllowing warning is the most common warning and i cant seem to find a fix for it online
]LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds
you can safely ignore any warning
it's full of them
it's not directly related to problem
Hey all, got an odd situation. Because of my housing and internet situation (I'm a student in a shared accom) I'm unable to port forward the traditional way. As a way of getting around this I've been using ngrok which has served for most of my needs however as this server requires UDP I can't use the grok. Does anyone know any free or very cost effective solutions to do what I need? Failing that I could always run a local copy on my server and connect through that.
multiple dedi's
i dont really like zerotier at all. tailscale is a VERY user friendly front end for wireguard and it works fantastically
you literally just install it then click a link it produces and that's the entire configuration finished. you get an tunnel ip address you can use to connect to any other PC you install it on
There was the same problem, I couldn't understand for a very long time why it happened with liquids in pipes and found out that trying to lay a pipe during save makes it not work. I solved the problem by setting the save time to 120 minutes.
Same with BP design
Problem with tailscale is that you have user limits that are easy to hit
And unless you're using a single user acc for all devices, then you'll run into that limit fast for free accounts
Like 3 users max before you have to pay up
Zerotier is a lot less friendlier in terms of UX, but they do allow up to 25 nodes, even if they're all from different users, for free
Why would he need more than 1 user? The device limit is 100
I mean he really only needs 2 devices... one on his lan and one on a vps and he can share a subnet
And the underlying wireguard is 100% free. You don't need to use tailscale, it's just the easiest way to use wireguard and the easiest way to setup a vpn tunnel on Linux
You really don't want to be sharing accounts with other folks, but that's just me
You don't need to. You use nginx proxy and a vps
Ok so now they also need a vps on top
Nobody else needs to use the vpn, only him and his vps
You might as well just run wireguard to begin with
Well you cna go get a free one from oracle with 4gbps symmetrical connection, 24gb ram and 4 arm54 cores
Again, I'll repeat... (and I already covered this) it is an easier way to set it up
So there's that
CF does UDP?
Yes