#dedicated-servers
1 messages Β· Page 69 of 1
Nginx proxy handles udp also under modules-enabled area
stream {
#SERVER 1 -----------------------
upstream satisfactory1-1 {
server redact:15777;
}
upstream satisfactory1-2 {
server redact:15000;
}
upstream satisfactory1-3 {
server redact:7777;
}
server {
listen 15777 udp reuseport;
proxy_pass satisfactory1-1;
}
server {
listen 15000 udp reuseport;
proxy_pass satisfactory1-2;
}
server {
listen 7777 udp reuseport;
proxy_pass satisfactory1-3;
}
I will spend a week making something free and open-source work rather than spend $1 lol
I mean, there's already plenty of solutions that are free though
Zerotier is just nice because it's got fancy networking features that are manageable from the web panel
Tailscale is nicer because UI isn't garbage
Oracle OCI free tier is great too, but does require a bit more manual labor than both TS or ZT
Though it's also useable for other things, not just networking
cloudflare would probably be the most straightforward approach
Just depends on what you need. If you just need your service accessible through (CG)NAT, then yeah CF zero trust is the best
sounds more like he's behind a home router he doesnt have access to
TS also does that if you're more inclined to use their stuff
we could teach him to hack it lol
Well he's in a shared env
Wouldn't really suggest hacking it in the off chance that they get caught
Getting kicked out of your living space is not fun, especially as a student
And even then, setting up cloudflared is a lot easier anyways
and what exactly are you thinking to achieve with this kind of thing ?
I'm jaded at all the people thinking everything is http
nginx is able to handle both tcp and udp, but also a number of different protocols, and can be used as a proxy and even a load balancer/failover for certain applications.
In this case i guess it could be used on a lightweight shell as a remote proxy that could have a vpn link established to the game server that is behind a CGNAT, thus allowing remote players to connect to the nginx proxy instead without needing to mess about with any vpn's etc.
its just effectively moving the endpoint, pretty much what cloud flare offer as a service, but as a possibly cheaper DIY version.
tcp and udp and http are all different
whats often refered as "reverse proxy" is only http side
tcp is as "tunneling"
and udp is not part of it
udp could be named "piping" I guess
nginx strength lie in http handling
its flexibility in pure tls/tcp handling too
udp is a tool
it does not do magic
im aware they are different.
ngix can handle more than http packets over tcp tho.
like RTSP/RTMP (which are also TCP based), or for emails like IMAP, POP3,SMTP.
i was just trying to express that nginx is a fairly versatile proxy
to make things simple, nginx is doing this :
---> nginx ----> server
for going through cgnat or the like you want this :
<------ tool -----> server
but it only is a proxy, not a vpn
yes indeed (not sure where it was implied that nginx acted as a vpn) , but yes i agree.
it was implied here ^
I'm not saying nginx is not useful
in fact if I'm warning that much about it is because I work extensively with it
it's just not the right tool here
for the proxy to be useful a separate vpn between the gaming server and server hosting nginx would be required, otherwise where would nginx proxy the traffic to O.o
exactly, and then you endup noticing that once you have the vpn, you do not need nginx anymore
because there is no problem in relaying, there is only problem in connection
nginx on the like becomes very useful when there is multiple layer work at play, and you need dynamic/balancing/routing (with higher protocol)
so :
- tls/tcp interactions
- tcp/http interactions
- tls/http interactions
- tls/(smtp,imap,pop,rtmps)
- http internal routing
the udp stream part is basically nginx devs being like :
- we do manage udp
- we do manage piping
- why not just give udp piping feature for free
it can be useful on host that have sotware with no configurable ports
so you just manage ip:ports matching in nginx pipe streams
or relaying to internal network dynamic part (nginx is ALREADY in internal network), not seen by external network
but it does not create tunnel stricto sensu
I'm afraid of spaming this channel to be honest
but I dont want anyone to fool themselves with nginx features and use
you can see nginx as a gateway
Where do I find the log for the steamgui dedicated server?
keeps crasgubg
I sure spelled that right
crashing*
FactoryGame\Saved\Config\CrashReportClient
question on specific points on my map when i walk to this point my game crashed every time
anybody knows why?
did you explorer the map otherwise ?
It does not crash when you explorer further in other directions ?
i have explore the map weeks ago
inside my factory is the crash point
then maybe you can try download and load the save on local game, then re save, then reupload it to server
sometimes it fix problems
or wait update 1.0
Where does Satisfactory store the Server Save file? (Linux/steamCMD)
A friend of mine is unable to locate it :(
~/.config/Epic/FactoryGame/Saved/SaveGames
its on the wiki
Have you checked the instructions in the Wiki that is linked in the channel description?
It's been a while since I hosted a server on satisfactory. How well do they run now? (I swear there was an update on them a while back).
Bad as hell. still Not optimized
better wait for 1.0, since nothing get fixed until 1.0
lol thank you for responding
hi, where is the INI file i need to unlock more then 4 player mode.
because its NOT in appdata! ive looked.
path doesnt exist, file not found.
halp
alo incorrect
there is no game.ini
You are incorrect
To be completely honest, you're not worth helping
Good luck with your issue π
im just fking frustraited, ive seen these guides for days
the file and pathing ISNT HERE
and just flicking me a page saying "oi mupet, wrong guide" is really agrivating.
Have you generated a save and gracefully shut down the server?
yes, players are in save / game as we speak.
its been up and down a few times now
server is running ATM as i reserch
What directory are you looking in?
clarafacation. you mean the appdata tree? or the steam tree?
2 diferent paths.
The correct location should be .\steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config, which isn't where you were looking
DS was installed through steamCMD,
root path to server is
C:\gameservers\satisfactoryserver\FactoryGame\Saved\Config\WindowsServer
.
for referance, "factoryserver.exe" is at
C:\gameservers\satisfactoryserver
And there are no configs there?
And what's the problem with that?
i also added the MP code to it, did nothing
what do you mean?
im happy to stream screen to show you in a VC?
Oh wait, you're looking for playercount lol
yeah
need to unloakc my 4 cap
says i need game.ini... and its just, non-existent
any ideas?
Yeah, sorry
Jumping around a lot atm
sorry π¦
So you've actually executed some graceful shutdowns with the quit command?
commands? 0.o
i cant input commands. its just a CMD window, i can only CTRL-C this to close it down.
You need to do that through the ingame server manager
If you haven't done so, that's why
It doesn't actually create configs until you do that for the first time
Did you set those configs to read only?
??? i set nothing to read only
Might be worth shutting it down the same way you have been, then relaunching it and attempting to use the quit command again
btw, you can just use ctr+c in the window displaying the logs in the future iirc
ok, its gone to "preping for exit" again.
I guess your best bet is to just give it a minute
nothing.... π¦
well i need a wya to overwire the 4 player limit
Not sure why it's not properly shutting down
Did it get far enough to properly generate those configs?
That's unfortuante, not sure what the issue is there
You mean the one talked about in the video?
yes
That was talking about upcoming stuff for 1.0
is this what the game.ini should look like?
There would normally be more items
ok imma try randomly throwing this around and see what happens
ok, this is super funny, i give the exit command, and the server is still "letting me connect to it"
its still "alive"
Did you try with the quit command or ctrl+c
yeah, it just closes the window.
ok i just spread that half a file everywhere and seeing if that sticks.
giving up for the night... if anyone has any ideas ping / reply to me so i can see it in the sea of servers π¦
wdym ?
did you for once ctrl+c the console (without any command) ?
Game.ini (it does not exist, you make it)
how do i get the game to recognize me as the "host" so I can change to "friends only" from private. I'm running the game on the same PC as I'm running the server and having issues
Ey folks,
Someone suggested I update to an experimental build to help with crashing, do i also need to update the server version too? and can we migrate the saves?
You are confusing Multiplayer and Dedicated Servers. Dedicated servers have no concept of "friends only", you and your friends need to access the server through server managers via the IP Address. Also it's not recommended to run both on the same PC as dedicated server is already performance restricted on most HW and running two copies on the same machine is gonna suck.
Experimental and EA are the same version at the moment, it makes no difference which version you run
Ahhh ok
note : it may change when update will be pushed in few months though
but until you update it, it's the same
is the server actually 25 gbs in size?
My install is about 13GB
it will probably get under 10GB next update
that's even crazier
just a question i just bought a nitrado server is the server also running if no one is online?
There is a setting in server manager to define if the server stops when the last player logs off. By default it does stop
Hey guys, I see requirements of 12GB of RAM and 25GB of disk space. I'm running a linux dedi server through a docker container. It seems to be taking 5GB of disk space, and after 70 hours of gameplay with 2 people, it's only consuming 1.8GB of RAM according to docker. I am utterly confused.
Is that.. normal? Or is Docker mis-reporting the RAM consumption? Or is it because we're beginner players and we don't have some insane map-wide factory? We're on Tier 7, but definitely no factory to write home about. The staggering difference between 12 and 2GB of RAM is weird though.
I ma seeing the same usage on my server. I believe that it's just requirements (or recommandations), not that it actually uses that much in practice. Are you by change also running the image by LinuxGSM?
That being said, I'm running into an absurd number of bugs on the server compared to normal
It consumes more RAM as you get further in the game, and if you and your friend split up then it also consumes more RAM.
wolveix/satisfactory-server
Originally the game loaded everything into RAM at once, but an experimental streaming option got defaulted to on in U8 so it only uses what it needs, however you can get serious lag with vehicles and hypertube as it struggles some times
I really wonder when I'd hit 12GB though. And it lists that as a "minimum".
Got 64, so not an issue, just seems so weird to have such an insane discrepancy between minimum and actual.
The dedicated server for Satisfactory introduces a few unique bugs to the game, where multiplayer (through joining a friend) doesn't. This application introduces save sharing with friends. It's designed to function similarly to how the game Grounded handles saves.
Thanks, that answered my question too
Like I said, U8 made it stream/load what it needs at the time rather than all of it and the WIKI is assuming max RAM.
I see, thanks. I did hear about the streaming changes.
There is an unsupported option kicking around in this channel to disable it again, but like everything else in Update 8, it's flaky as hell
V1.0 hype
Yes, we're all looking forward to v1.0 to fix all the bugs in U8
I'm looking forward to the story as well
to me, most hyped dedicated server feature for 1.0 is definetly the cleaned up networking
we will be able to experience real dedicated server talks here, instead of infinit supply of network issue people
Oh important note for wiki guys !
: do not delete old network stuff !
simply put it in archive articles
so if people want to try older versions they still can find the wiki for it
(I mean effectively moving the old networking stuff in archive article, so if people just click usual links, they either get a "do not exist/been moved" or the new network stuff instead)
so i bought a dedicated server opening all ports and everythting and it still stays server name pending no authenticated what can i do else man
hosted via gportal i read somwhere u should set the server to ipv4 but theres no settings for it im freaking out
You need to use the command line option -DisablePacketRouting
I have a dedicated server but dealing with an issue where i dont know how to increase server capacity. Im dealing with this. I did put the Game.ini with the 16 player under the saved file and the SavesGames
I was able to set up a dedicated server yesterday, but today I set it up the same way, and nobody is able to join through steam or by connecting through server manager. The timestamp on the console doesn't match my system time and when I look at multiplayer settings > players, I see myself twice. The settings say its set to private and I cant switch it to friends only, but I read that this might not matter. I have tried a number of restarts and reinstalled the game and server tool. Not sure what is going on. Please send help
Game.ini needs to go where the engine.ini lives
Multiplayer and Dedicated Servers are NOT the same thing. You can only access a server instance through server manager
ok, makes sense. When my friends try to join via server manager, they just see it as offline, but on my side it says the server is running
You need to make sure that the three UDP ports are forwarded correctly. Check out the wiki in the channel description for more information
ok, thank you! Appreciate the help!
You then need to give your friends your Internet IP address, but it will only work if your Internet provider allows it
ah, hopefully my provider does allow it
There is no engine.iniπ
Then you are in the wrong folder
My server have like 3 folders and have no game.ini and engine.ini idk why
They are hidden by default
Iβll try later
Im using an app to access FTP on the server to modify the config and idk if Iβll be able to show hidden files
Well you need to find the hidden folder where engine.ini is located and create game.ini as per Delphium's post above
any way to download a specific version of the dedicated server?
Officially you can only download EA or Experimental builds, which are currently both the same version
unofficially though, is there any way?
Only way I can think is to download someone else's old version, but how would you play it as you'd need to match client and server versions?
You're effectively talking about pirate binaries and I'm not going there
fair enough
also fair enough. two of my friends can't afford the game so we're doing what we can do
save up a bit and snag it on sale for em maybe. 1.0 is coming out some time this year afaik. i wouldnt be surprised if a sale came with that. piracy in some cases can be morally correct, but this game in my opinion doesnt deserve it.
i totally agree with you
but 15$ is already a shitlot here
and the game's price isn;t adjusted for my region, so we pay the US prices while having a currency that's thousands of times less valuable
ah damn yeah that sucks. i understand my man. grey markets ruin it for you guys
Im just changing server provider
The server only game me almost nothing to work with
you may be subscribed to a provider that limit number of player, in which case they will not let you access the configuration
hidden .config / AppData files are only 'user' configuration/data
not engine/server system ones
engine/server system config location is under the server software directory tree, as Delphium pointed
what ? and you were limited on people connecting ?
btw 30 is a lot for satisfactory
sounds scamy imo
Yeah do no recommand
It was like 12 bucks for a months even the customer service taking ages
Just because they give you a "30 slot" server, doesn't mean it can handle 30 people playing at the same time π
+1, given the current performance of v0.8 personally i struggle to see any possible configuration of existing/available hardware that could make such a scenario enjoyable to play. (unless many of the 30 are doing shift work, so really only 1/3 online at any given time... which even then the server struggles with!)
4? maybe 3 at a stretch knowing the core freq π
if only the other 100k+ cores could be used for... something, anything!
sounds like worse single thread performance than on "gaming" hardware
so not even
if there anything i can do to improve the performance of satisfactory?
yup...
(no... not mine, archive/stock photo π )
I know it's of-topic, but..
please people dont get fooled, these super COMPUTERs do not run on storage
unlike some may think, a computer does not need storage at all to run
and likely the only storage is in the management racks
so that 4.79 peta could run on an usb stick
Yeah, I work for the company that made it π
+1, i got a rack where some servers have 0 disks and boot from a fibre channel SAN over iSCSI too. π«‘
I've seen them do this at one of the Insomnia Series events in the UK
The overclock was insane
heck yer... the one thats impressed me the most, or has stuck in my mind, was when someone/a team pushed a intel P4 to over 6ghz on LN. solid memory formed in the mind π
Hi,
I followed a few tutorials but none seems to work for me. I have a server running on proxmox:
16GB RAM
3 CPU Cores i-4590
40GB storage
Everytime i try to start my server with the ./FactoryServer.sh command i get a single error message in the log and i cant connect to the server (with portforwarding on external ip and on my internal ip). Could someone help because i cant find anthing online.
The /FactoryServer.sh file is the default one.
The error message im getting ist:
[2024.05.12-16.59.19:954][ 0]LogAkAudio: Error: FAkAudioModule::UpdateWwiseResourceLoaderSettings : No Resource Loader!
Here is the full log:
Here is the /FactoryServer.sh file:
anyway you never have to modify FactoryServer.sh
the server shows up
what is your network setup
ok had to include this
include ?
the command from the screenshot
this does not give any more informations about what you did
if things were working then everything would be alright
if not everything is alright then we can't assume what you actually did
if you want people to help point out what's wrong, you need to give details
when i start the sh file with the -multihome command it works for the internal ip
like facts : "I put that here" and not only "I wrote something"
If you are running ProxMox, make sure the CPU type is Host and not Virtualised
where can i change that?
In the VM setting within Proxmox
with '0.0.0.0' ?
no with the internal ip that i have for the server
I've never used PM, but I know there are issues with the CPU virtualisasion settings
ok i'll try to find the setting
but the server is looking alright in the logs Gilgamoth, that's why I did not focus on the cpu setting
but it could help later
should i use 0.0.0.0?
./FactoryServer.sh -multihome=0.0.0.0
if it work for the address you put in (the one you will forward to), you can keep it like that
but 0.0.0.0 is more flexible and also a bit more "failsafe" because if ip is changing it will pick whatever is there
ah ok
Now i can join with the internal ip but do you know what i have to do for the external ip to work? Or could that be a problem with my portforwarding?
You should always use your internal IP address, only your friends will be able to use the internet IP
But yes you'll need to make sure that port forwarding works for them to connect
Should be working in my fritzbox
You don't need the TCP ones, just the UDP ones
Does your ISP allow you to host? Some use GlobalNAT which doesn't allow you to host servers on your IP address
Yes i already hostet an ark and a minecraft server with no problems
Okay, so if your router is configured correctly, is there a local firewall on your server machine?
no
Check the Wiki for help making sure that the server is running correctly then
ok
but thanks for the cpu tip
Having said that, if you can connect to it locally, then it must be running and it HAS to be something with either the local FW or your router
When i type this command no ports show up. Could that be the error? The wiki says that the udp ports 15000, 15777 ans 7777 should be listed there
Try ss -plnu | grep Un I think the engine name changed
its an admin user
i can see all the other ports
just not the ports that the server needs
do you execute the command as root ?
the full command from any user would be sudo ss -plnu | grep Un
yep
(if you think I'm abusing ping replies please tell me)
No worries π
Ok now i can see them
Hey all, would like to get a dedicated server going with three people. How is the state of dedicated servers these days? Is there people playable? Is progression tied together?
Always played single player and haven't played in awhile so was hoping to get some current feedback as it's hard to find online
the progress of the game is .. tied to the game
the game is defined as the state of the world map you build into
there is only one HUB
one save
a dedicated server run one of them at a time
multiple people will simply build into it and modify it simultaneously
you can move your saves from one pc to the other
work on it locally then run it back on the dedicated server
one save, one world, one progress
for state : still experimental
a bit broken
enough to be extremely annoying sometimes
at the very least hard to setup
my advice as other people's advice : wait update 1.0
I run a local server for my wife, brother, and I. At times I go in to manually save the game, many times the Manage Saves list from Server Manger will be empty and I'll need to exit to desktop, restart, and join the server again before the Manage Saves list is populated. I've noticed in the log output that it's saying my Unique ID is invalid. Is there any way to prevent this?
So, anyone around that can help me figure out how to change my server setting from Private to Friends Only? I am trying to run a dedicated server from my own computer and have 3 people try to connect to it but they can't locate the server even with the IP address
I've set up the port fowarding for 15777, 15000 and 7777
there is no such thing as private or friend only for server
it is server, end of story
you manage access with ip port and password
what do you mean exactly by "they can't locate the server" ?
yeah they couldn't even locate it at all even with the address
They would put the address and the port in the server settings information and it would never show up for them
It just shows that it is offline and never shows a name
how did you check what address to give them ?
did you double check the port forwarding rules points to the server machine ?
I gave them my IP address, but for one person we tried connecting to my computer since he is on the local network
and it connected ?
Yeah I am 192.168.1.3, and I am port fowarding to my computer
I am connected to it right now
and can change the server settings as admin via satisfactory Server Manager
However, the second person can not connect to it
you said you tried on local network
but did not say what happened
it says that I am offline
please be specific
is this a response to my last message
or is this simply the continuation of what you were saying ?
When he types in 192.168.1.3 with server port 15777 he sees Offline Server name pending Not Authenticated but can't find add password anywhere since it says in "Status Create Game Server Settings Manage Saves Console" tab field "The server appears to be offline"
And he is unable to click into any of those tabs
and that's for local network try or is that for external connection try
both
So even from local network it does that
then you probably missed firewall opening
(port forwarding does not matter in local network)
you can follow the powershell script in the official wiki
it's pretty fool proof once you know how to execute it
Ok heading to try that
there are a lot firewall settings that you may setup incorrectly
script is going straight to what is needed
(btw that's why admin loves command line, it's actually less error prone and straight to the point)
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
```I meant that
Hey yall, I want to setup a dedicated server and was debating getting a rpi 5b or orange pi 5+ to run it on. Is this a terrible idea?
what is the best server host for 4+ player?
Depends β’οΈ
like?
not even near performant enough to run the server
this is a sim game, it's not like simple few player position relaying thing like for fps games
the whole world runs on the server
Mainly how big/conplicated the save is.. a small save can run on most that fit the minimum requirements but it may struggle later in the game
then how about best server host for big save
I donβt know much about rented game servers - I bought a cheap-ish minipc on AliExpress and host mine at home
Oh I see
Also, in addition to SharklienX's comments, ARM isn't a supported CPU type.
Hi everyone. I'd like to get some help w/ setting up my dedicated server on Ubuntu 22.04. Should I share that here or questions and help?
it's the right channel to talk about it
Hi Sharklien! I just bashed my head into my keyboard and figured it out eventually π Thank you!
This is for help on servers, if you are wanting players please use #1201555265942724758
had an issue with my friend joining my dedicated server
i can join fine (using private ip) but my friend is getting this error
i have tried the fixes listed in a reddit post titled "please help!!!" (cant send link)
https://www.reddit.com/r/SatisfactoryGame/s/sMeL9f37CX
Might be relevant
just says the same fixes as the other post
U tried the multihome thing? It can sometimes be wonky and fixed the issue for me
oh i didnt see that
oh i have multihome set to 0.0.0.0 already (must be that because of docker)
Iirc that might be the problem, afaik broadcasting on all addresses is wonky on satisfactory, and since u can join with the private ip, i'd also double check ur port forwarding config
Try setting it to ur private ip, prefderably outside of docker
dont think it would be the port forwarding as my friend can see the server
Then its probably not that, but id still double check it all (for example maybe u accidentally only forwarded TCP)
weird part is the server has worked before. had a break of a few months and now its not working
Well i also only got the issue in one of the recent updates (update 7 or 8 i think)
well ive had the issue before actually but i got it fixed but i forgot how lol
You can try increasing the Network level to Ultra, or increase the timeout values
I also am running proxmox, if you're still having problems you can also just disabled IPv6 as that fixed the issue for me.
Where can i disable it? In proxmox or on the virtual machine? π
In the virtual machine, i canβt remember exactly the command to do it
Search it up tho^
idk if you fixed this or not. but the issue is his save is to big. the friend has to change his time out settings in the files. change it to like 120 or something right now its set to 20 secs thats why it timed out. and changing the time between saves would help also. i think standard is like 5 mins? or 15 idk
its not a big save its only tier 1 still
i did try up the timeout already and it did nothing
i decided to leave it for now though and we just did player hosted instead of dedicated
Having an issue with my dedicated server, hosted locally on my PC. The server itself starts up just fine, but when I try to connect from the game client, it gets to the FICSIT Tip grey/orange screen, then the server window closes and eventually the client says that the connection timed out. I've tried deleting the save file from SaveGames\server and copying a fresh one from the SaveGames directory, but it's still not working, not sure what else to try. It was working as recently as last night. NVM, I'm an idiot, should have tried to Verify BEFORE reaching out for help. Sorry!
You shouldn't run the game server on the same PC as your client
Oh dang, really? Didn't realize that. I've always run every game's dedicated server locally so that I could play with friends, and they could play if I wasn't around. Something specific with Satisfactory that I should seek out actual server hosting in this case?
Not really, just performance heavy
Satisfactory is very intensive and currently doesn't work well when running on dedicated hardware, so running the client and server on the same machine is just asking for trouble. If you try and it works, good on ya, but it's not what it's designed for
If you know what you're doing and have solid specs it won't be an issue
Got it, thanks for the heads up guys! β€οΈ
Trying to set up a dedicated server again. Just using the steam GUI install, basic stuff. On initial install, it runs great. I logged in, named it, loaded my save file. Everything worked as expected. On rebooting the server, and trying to start the software again, it just exits about 10-15 sec after "start" I have it on an i5 4690 w/ 32GB RAM
That's super odd
Welcome to Dedicated Servers 101. Sometimes π© just doesn't work π
And sometimes it does. Rebooted the machine again, software runs as expected π€·
I've had decent experience with Dedicated server so far, the only 2 things that are really scuffed is the vehicles and hypertubes, everything else works like it would on a normal sp world
does this support ipv6 as well? i'd like to set up a dedicated server for me and some friends and ipv6 would work best for my current situation
nevermind, asked after only 10 mins, posted this and found it within 3, thanks!
answer is yes for those curious
honestly if more games started supporting ipv6 this wouldnt have to be an issue but most games built dont support it by default, ipv6 is meta esp because it just has more ip addresses, plus port forwarding is just less of an issue
That error is memory related. Not sure if the software is at fault here, but it's trying to access some data in memory that it doesn't have permission to use. If it's intermittent, it could be an indication that your RAM is dying
Is it?
It works on both IPv4 and IPv6, however it has a habit listening on one and replying on the other, which is when you need to use the -multihome or -DisablePacketRouting options.
good to know
I don't think so
turns out my isp blocks incoming packets on ipv6 by default so i need to call them about that, its not something i can fix on my router or modem
they advertised they wouldnt block any legal use of their network so im gonna call them out on it
usually there is a ipv6 firewall settings somewhere on the router
its not my router though, i looked it up and my isp blocks ipv6 by default for whatever reason
(separated from ipv4 stuff)
its resolved
oh ok nice
gotta love not having net neutrality -_-
ipv6 has nothing to do with net neutrality unfortunately
It's really just that most isps are using outdated equipment and procedures that don't support ipv6 well or at all
tbh the network infrastructure is still a bit too naive to stay neutral AND not permitting abuses naturally
not that it can't be fixed
but it's the world current habit to just reproduce whatever was done the same way, without really looking on new way of doing things better through a clean eye
ipv6 really is the future, its just faster than ipv4 and with a lot more possible addresses
the problem is probably routing
your computer know how to connect to servers
but servers will not know how to connect to you until you send them a message
the network need to register a path to your pc, so anything can then send to it
the "faster" bit is a bit wrong
it's simply more flexible (but also relies more on powerful equipment)
if you wonder why :
because there are a lot of different ips in ipv6
ipv6 does not really support sub-networking as easily as ipv4 does
And it's not exactly intended to work that way anyways
So if your isp does not manage a lot of ipv6 prefixes
and is worldwide
then the core equipment basically needs to know every single connected device path
instead of using sub-networking routing rules
(this is defeating the very network architecture in the first place ; surprise ipv6 is far from perfect, it's also 2000s tech)
and extra care is needed to prevent spoofing
then the true network setup goes by tunneling
i.e :
ipv6 is stupid
ipv4 is too simple and limited
choose your poison
IPv4 is 32 bit, IPv6 is 64 bit. That is the real diff, and if an ISP HW can handle 64 bit
ipv6 is 128bit
i thought it was 256 bit but then i did the math and realized ipv6 doesnt have that many addresses
OK, still. it works the same, tech that was introduced in 1980
prefix is 64bit then node part is 64bit again
the isp im switching to should, they came out in like 2015 and literally only have fiber lines, we switch in around a month
it does not work the same network wise
It will still need some sub-netting, and DHCP. Modern homes can have dozens if not more than a hundred networked "devices" (PCs, TVs, Appliances, lights, cameras, etc)
it does not need sub net at all regarding numbers
ipv6 simply work by adding prefixs instead
Also ipv6 mainly uses RA instead of DHCP
The error is Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002010000000f
yes, and that is a generic error that doesn't really mean anything
An access violation trying to read a mem address
It's a generic error when reading from memory
The game could have failed to read from that memory address for any number of reasons, including if it doesn't have access to it
If you check any satis crash report you'll always see it somewhere, and it's a red herring
can i join maybe ?
no idk anything about server stuff
i just want to play with someone
with the server if so i don't know how to help
there is a special channel in the server to find people to play with. Pestering someone in open chat is just poor form
yes ik i have ask lots of poeple and i have got nothing from them
Hello, on my Linux server, the Dedicated server run very well insite my local network, but i cannot access it from the internet, despite of the port forwarding. The ports 7777, 15000 and 15777 are redirected as shown on the capture, they are listening on the server, but i still have the same error message. Any idea please?
Are you using the -multihome or -DisablePacketRouting options from the wiki?
thx, after -DisablePacketRouting it works
Does anyone have any idea why I can't access the server? If I open any other port of another service (for example 3000 of an API that I develop), the port appears as open after the service starts, but for some reason only the Satisfactory server does not work. (Even minecraft works)
you "port testing" thing is useless
- any decent protection makes that kind of tool much useless unless you know the app protocol behind it
- satisfactory server uses UDP ports not TCP, only TCP support that kind of testing in a bit standard way
- there is no such test for UDP, as it uses no explicit connection (so called "connection less" (even if it's not really true)
Thank you very much, I didn't know this information, I'm thinking that I can't establish a connection with my external IP myself, I'll ask a friend to try to connect.
I don't know if it's still like that, but port testing on the running server would crash it in my experience (so restart the server before trying to really connect from the game)
Hey guys, i just got a dedicated server on G-portal, but one of my friends cannot connect
We are attempting a MP speed run and alot of us keep getting this error anyone have any idea?
usually people want to share the error while hiding ids
you just shared the id and cropped the error
I last played nov 2023 with a dedicated server and had it running. I tried to launch today and got version mismatch. I updated steamcmd and then satisfactory and now it hangs on
"LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 2.448210, Update Interval: 343.624390"
I tried several updates and then a fresh install but I still get same issue. Any Ideas?
It doesn't appear on the server menu
probably because you didn't update adress informations
did you check the server address ?
It was not connecting before after i was updating but i just got it after a client restart, sorry to waste your time, thanks for the quick reply!
I had a connection for a second but was configuring admin access and it went offline so that must have been whats happening to think it was hanging since the cmd is not doing anything like my older one was, if i remember correctly.
how do i see my ping in server / what button is it
@ornate grotto Yes : ExecStart=/home/user/SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0
Work at least! But the only way is to open a lot of other ports.
configuring admin access ?
Im looking for a good rent server host for a game but I donβt know what would be best we are more then 4 player most of the time and we build huge factories so Iβm looking for a server host that can provide a good quality from beginning to end game
Why does Satisfactory servers use UDP over TCP?
I think it was just a faster route in early dev. They will use at least some TCP in 1.0
#announcements message
Many of us self host.
Those that have hosted have suggested that 'indifferent broccoli' has worked well for them.
Note that v0.8 is experimental and is known to have a number of performance/stability issues. (Which may impact your experience at no fault to the host).
If you can, it may be advisable to wait for 1.0.
I run a dedicated server on my PC for my wife and I. When I go to Manage Saves to save the game, 80% of the time, the list will be empty and there is nothing I can do to populate it. I need to fully exit the game, restart, and rejoin the server for the Manage Saves list to be populated and I can save our game. Pretty annoying. Does this sound familiar, is this a known issue?
I'm using steam
Does anyone know why my server hangs indefinitely on SIGTERM?
Does Satisfactory need to be on a dedicated server to run? When I enter the IP and port into the server manager it says its offline even though I'm seeing online in console.
check your network setup
between server machine and client machine
if you are local network use local address
if you are on same machine you can even use 'localhost' as address
I am using shared hosting so nothing local.
hey hey!
someone can help me with setting up a own server under linux?
steamapp installed, ping is shown but i get a network error
most likly something with ports?!
forwarded 15777, 15000 and 7777 TCP and UDP. some tips?
you do not have to forward TCP you can forward only udp
then check server's firewall settings maybe
is having 60 tick rate worth it?
i feel like ever since i swapped to 60, i crash alot more. and i dont really see too much performance increase for belts and vehicles
im using Indifferent broc
and while im here, ive tried to change auto save interval through console, ofc it doesnt work, so i changed ini files on the server file manager. but still the auto save happens every 5 minutes
you probably miss typed or miss placed it then
yes
what do you think the reason for my increased crashes after implementing?
it's similar to overclocking try stepping it down bits at a time
do i need to change my own local ini?
try 55 or 65
i use indifferent broccoli
tinker away i shall
good luck with it all
I'd recommend small steps
it's a pain in the ass but it works
try 55 then 65 if lower is better keep bringing it down bit by bit until you find that sweetspot
Soo any idea why I can't save at all? The first attempt fails silently then subsequent ones with "Failed to save game, game has a invalid filename"
This has cost us 3*2 hours of gameplay at this point
Not heard or seen of such error here before.
It may be worth checking that the user/service has write permissions to the save folder.
(Not something I've had issues with before but may be worth checking).
Next possibility I could think of is if there might be 'special' chars in the name like umlauts, that might cause issues with file names.
- Permissions were indeed wrong, but fixing them didn't seem to do much?
- There are special characters in the session name or whatever it's called but not in the file im trying to save to
Is there any way I can rename that
nop, even if the session name is nothing special, it still doesn't create a save
lovely
I was mostly talking about the save interval time settings
that's how you set it
that example show 15min interval auto saves with 7 back-up tail
ive changed mine to match the autosave intervals. but it still saves every 5 mins. ive got it set to 1800
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=()
mFloatValues=(("FG.AutosaveInterval", 1800.000000))
i have a problem on my server
after i join i have 2 or 3 minutes playtime and than i'm crashing
and it is non stopping i have restart my server today like 50 times and crashing will not stopping
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001e3190f58
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildableSubsystem::TickFactoryActors'::44'::<lambda_6>::operator()() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:699]
FactoryGame_FactoryGame_Win64_Shipping!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2'::<lambda_1>,std::nullptr_t>'::2'::FParallelExecutor::operator()() [C:\BuildAgent\work\607eee041ab2bfcf\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\607eee041ab2bfcf\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [C:\BuildAgent\work\607eee041ab2bfcf\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\607eee041ab2bfcf\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGame_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\BuildAgent\work\607eee041ab2bfcf\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\607eee041ab2bfcf\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
FactoryGame_Core_Win64_Shipping!FThreadImpl::Run() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
i dont know why it happend so i hoped to get help here
hi guys, what can i do for create a dedicated server?
i do that (the server and ports on my network) but don`t initialize
Server looks to be running. Am I missing something?
check your network setup
i have a steam user on my ubuntu server, i used to play on a dedicated sf server there, using steamcmd, but i think its out of date/wrong version.
how do i go about updating?
I had some problems selecting the milestones the other day on a multiplayer server
So I dismantled the hub and retried multiple times, and even made a new save and am still unable to select a milstone. Why is this happening
Have they said they will fix the map bug with dedicated server? It's annoying having to relog while exploring.
They have said theyβll fix all the bugs. Except the ones they donβt. Theyβll probably prioritize vehicles which are very buggy. What is the map bug?
Why are the tunnels you can use to move around sometimes so buggy?
Probably with the way the server loads data from disk. TBF it's all buggy at the moment
okay
They changed the way servers worked in update 8, from having everything loaded in memory, to only loading as you come into range. There is an experimental streaming setting you can enable to go back to the old way, but DS were truely broken with U8 and all we can hope for is v1.0 will (eventually) fix everything
I mean we can't hope it will fix everything
but most big problems yes
Do I hope for everything fixed, sure. Do I expect everything fixed, hell no π
Hi everyone, does anyone know any server where I can connect and do multiplayer build, I ve been alone with over 1200 hours now I wanna try something different
You need #1201555265942724758. This channel is for troubleshooting the server
ok thank
Hey does anyone know why when I run the steam Satisfactory Dedicated Server on steam it just shuts down?
Im trying to use it to host a dedicated server.
what do you mean by shut down
hello i wnat to play sf+ on my gportal dedicated server
but i get that error log when i try LogInit: Display: Project file not found: D:/home/sid_6351353/satisfactoryDedicatedPublic/FactoryGame/FactoryGame.uproject
please help
how i get that uproject file?
May be wrong, but I dont think the dedicated servers currently support modding
servers support modding i mean many mods has a server version
for llinux and windows
and other mods still work only the sf+ says that there is missing a file
does anyone know server system requirements for 1-5 players
In what aspect ?
for RAM target 16GB
How difficult would it be to transfer a regular modded save to a server with the same mods?
According to this 1 year old guide it should be easy peasy right?
Should be simple, although there wasn't mod support on dedis a year ago
For more help, ask on the modding server
Thanks
The mods i use are alrdy in use on a different server currently so there should be little issue
why isnt it letting me change session name on an uploaded save 
hey so im trying to set up a dedicated server, and i was wondering if i could use hamachi instead of port forwarding
never tried it, but I dont see why not
how might i do it?
Dumb question: is there any RCON on dedicated servers ?
and do you have any good RCON client that you can recomend ?
Nope
ho that's not good
Most of the commands don't work in the online console either 
with 1.0 the servers get an API, there is an video about it
didn't see it
Where is the save game location on servers ? I want to import my solo save
!wikisearch dedicated+servers
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
So I created a dedicated server for Satisfactory and I am wanting to add blueprints to it. However, I have checked the file paths online for where the file should be (FactoryGame > Saved > .....) and there is only a config and logs folder. So I am obviously doing something wrong. It is a debian server, the server runs fine, and I added the save from my local computer through the manager. Any help is greatly appreciated!
I have gotten the blueprints to work on singleplayer
Hi, I have a simple question, I am setting up a server on a program called Multicraft, which yes, is for running Minecarft servers but I use it for all kinds of steamcmd servers, and works flawlessly, the problem I have is the save files, because of Multicraft, the savefiles do not appear in the Local Appdata folder of my Windows server, and I cannot find them, I have a backup, so I do not need to find them, but I would like to configure satisfactory to save the savefiles on the game folder so I can find them in the future. Is there a way to do it?
I imagine the reason that I can not find it is because I didnt transfer the world by changing the file location when first starting it instead of adding it through the provided GUI
Well i did not get an answer, but i managed to find the save files in C:\Windows\ServiceProfiles\LocalService\AppData\Local\FactoryGame\Saved\SaveGames\server
Just in case it helps someone in the future
not sure if someone already said something before about this or there is already a solution, but I am having difficulties seeing a Nitrado server that is online and Satisfactory is saying that "server appears to be offline" and not authenticated. Is anyone able to help me on this?
Any recommendations for dedicated servers in Australia?
Probably only Nitrado Support can.
yeahhh they told me to come here haha
hi, my server doesnt want to load anymore
its stuck here:
im guessing it has to do something with my save files or rather something with "schedulenextsdkconfigdataupdate"
do you pay us or do you pay nitrado? π
if it does not work, they have to fix it
@uncut canopy I use a Nitrado server, when i was first connecting to it, i had some issues, i was just using the wrong port.
I tried using both ports the game port and query but neither worked. Did you have another one you used?
Query port, is the one i think that worked for me
@uncut canopy when it lists it in Nitrado, it lists the IP and the game port on one line, so make sure to only put the info before the : into the address field in Satisfactory
Anyone recommend the best dedicated server manager tool?
The one built into the client UI seems to work OK
Finally delved into the dedicated server for this game. Seems to work well so far under both Windows and Linux. In fact one of the easier setups as far as these sorts of things go.
no way
hey guys i could need some help
if i want to connect to my server there is the Message the Server appears to be offline.
i already tried trouble shooting but its kind of complicated
Goodmorning everyone. I've been trying to get my Dedicated server running. It launches just fine with no issues, I can make changes in the in game UI no problem but when it comes to world creation the server crashes instantly. I've read a lot of people found fixes while using a VM but I'm strictly running this on a windows PC, no middle man. I was hoping someone might have some answers. I've attached my log along with this message. Thanks in advance, have a great day
I'm having a hard time figuring out why my friend can't join the dedicated server I setup on Havoc.
- It's automatically setup by Havoc
- I setup the game
- I joined the game and can play in the world
- I've tried with and without the player password
- I gave him the same IP/port I use
- He's on Steam, I'm on Epic.
- We're using Experimental clients
- I believe we have the same client versions
The symptoms are:
- He sees "Server name pending, Not Authenticated" and "The server appears to be offline" in his Server manager
I figured out a work around. I uploaded a save to the server (didn't know that was possible). Save loaded no problem and connected with no issue. Hopefully others can find this and utilize this work around.
Oooooo here ok
sorry lol
discords got so confuing as a recently
ok so not sure how to pick up this conversation elegantly so ill just jump right in, anyone Exp. witch trains cose im hitting a brickwall?
i posted a pick on screenshots that show my track but my train stops at the corner and wont continue
i've never build trains in this game before so consider me a newbie and to know nothing about this topic π
im n ot using BP's cose my server won't install them
playing on a venella server
What are the recommended specs for hosting a server at my house?
Anyone got a sec to test if my server is connectable?
Getting inconsistent results from my server. I was able to connect to it from my public IP but no longer can. Can connect to it locally! All Ports are forwarded correctly. I can see the server in the menu from the public IP but it drops connection when I attempt to load in. Anyone with a similar issue?
It might be that the next section of track isn't connected properly, try removing and reconnecting the next couple of sections that usually fixes it
Have you tried using the -multihome or -DisablePacketRouting options? Check the wiki
Check out the Wiki, but 16GB RAM and the fastest CPU you can get
I have a dedicated server on my own machine that was running fine up until when i just tried to restart it, crashes a few moments after launch
well i've discovered its running but no idea where from
It's better to have client and server on separate machines
Are you running it with the -log and -unattended options as per the wiki https://satisfactory.wiki.gg/wiki/Dedicated_servers#Windows_2 ?
is there any reason to use windows over linux for hosting a server? does the windows version have anything extra, or should i just stick to linux since thats what im more comfortable with?
Indeed
^
Which ever you are more comfortable with
so they perform the same then?
In that case it should pop up a window containing the server code
reason i ask is because trying to run a palworld server on linux was a nightmare
and they both use unreal
yeah like it did yesterday, now its running(yes im sure im playing on it with another person) and theres no window even if I check task manager and other windows desktops(Win+Tab stuff)
so just trying to get ahead of it this time lol
I've seem more people have problems with Linux, but they aren't always comfortable with the OS, which makes troubleshooting an issue. The configs are stored in a hidden directory
thats the fun part for me
Are you confusing Dedicated Server and Multiplayer?
For some π
final question, is it possible to transfer a multiplayer save to a dedi? not asking how, i can look that up, just wanna know if its possible before i start my research
Yes, you can transfer saves between instances, and it's in the Wiki
nope
machine running the server is LAN to me so ping 1ms
this also isnt my first time running a server on the machine, it worked just fine on the previous update a few months ago
Experienced a few bugs when playing with dedicated server. Map will not update when exploring new areas, vehicle bugs, clipping below the map, losing items to the void.
Sounds normal
Hi, I'm having a bit of trouble setting up a dedicated server (Linux).
When running ./FactoryServer.sh, everything starts up. When trying to connect the first time, the game recognizes that the Server is Idle and shows a ping aswell. When trying to connect, I get a TIMED OUT error. In the console of the server, it shows that a new route was opened, which I assume is expected. But even though I edited the Engine.ini to include InitialConnectTimeout=120.0 and ConnectionTimeout=120.0, the error still shows that the Threshold is 20.00. (The three standart ports are open)
Thanks in advance
For me this problem could be fixed by running the start executable as: ./FactoryServer.sh -DisablePacketRouting
Unless your host only has IPv4 or IPv6 then you should always use wither -DisablePacketRouting or -multihome
Ah, I dindn't know that, I watched a few tutorials which didn't include this information.
But thank you for telling me that π
It's only since Update 8, as it broke everything π€£
Nice π
I tried to get it to run for like 4 hours or so until I found this solution since most tutorials are for previous updates
Everything is a little harsh, the Majority of things around Dedicated Servers is more appropriate
This is the first time I set up a satisfactory server, so I dont have prior experiences with the server management for this game
The only management available is through the client, or the ini files. Even the in client console doesn't work since update 8 π€¦ββοΈ
Only minecraft and such which are increadibly easy in comparison and also way easier to troubleshoot thanks to the extremly large fanbase
Yes, my problem specifically was that changes in the Engine.ini were not the appropriate solution as sometimes suggested. I found it pretty hard to find something like -DisablePacketRouting, especially considering that it seems to be needed for running most servers or atleast the ones on update 8.
Do you know why this isnt standard (I mean that it is already included in the FactoryServer.sh executable and isnt passed as an argument to disable)
Like I said, they broke Update 8, and have decided to wait until they release 1.0 to fix the problems, so we're stuck with something that needs a lot of TLC to get to work. And by we, I mean the community as there hasn't been a mod or admin in here in months
Ah ok
Hi, has anyone had good experience with Gportal for Satisfactory?
I am planning on playing Satisfactory again, but wanted to know if it works easily with Gportal vs Nitrado.
Gportal was a bit cheaper π
I'd prolly take a better ping over a better price. j/s. Either service will be limited by the software itself, which promises to get better with 1.0, but it what it is at present
Well, aside from the ping. The setup itself was painful in gportal vs nitrado.
I was able to get it working in minutes with nitrado. Gportal, was never able you get a dedicated server running
there's any guide on how to set up a home server for satisfactory?
The Wiki in the channel description has the majority of what you need, except you probably need to use the -DisablePacketRouting command line option, which is listed, but not shown as required
ok ty
Also, it's probably best to have it on it's own hardware. You may be able to get it working alongside your client, but both are very CPU intensive and they don't usually play well together on the same machine
i will host on my pc and play on notebook (and my friend will play too)
I guess a better question is - has anyone gotten satisfactory to work on gportal? If so, how do you like it?
Yes, but not with mods. Gportal ftp only shows the saves and blueprints. It is making me add a dedicated server to my home server so I can play with mods.
Hi All,
Ive been trying for about 2 weeks to host a server using GPortal and Nitrado and after entering all the details, when i try to join i just get this message over and over.
Ive tried uploading a save to the server first to see if it wasnt generating a world and still no luck. any advice??
Nvm... Nitrado doesnt like mods
Neither does Gportal
Server got an update on steam!? Any official info about this?
Why does the server try to use IPv6 by default on Ubuntu?
it uses both ipv4 and ipv6 by default, but currently mix up the 2 and crash outside connections
That seems silly. Also had a weird issue with Proxmox where I had to set my core type to Host.
it's the easy way
you can go around by using appropriate virtual machine cpu advanced settings
and I still don't know why it's not on by default
setting cpu to host basically override these hidden settings
So it fixes the problem
Steam periodically updates apps. it looks like a lot of dedicated server apps by different games were also updated. https://steamdb.info/changelist/23760255/
Likely there are no feature changes and its just something in the way the app is packaged
So if you host the game on a box at home, you can use mods.
I start the server and the script runs. The only error I see is 0]LogAkAudio: Error: FAkAudioModule::UpdateWwiseResourceLoaderSettings : No Resource Loader!
When I go ingame and add the server, it says offline. Any suggestions?
The top line you can ignore, the second one, have you used the -DisablePacketRouting or -Multihome options from the Wiki?
I have not used them. When I run a port check, it does show 15777 running on 0.0.0.0 though
Use -DisabledPacketRouting then. It's a known issue with Update 8
Do I run that in powershell?
Hello. I have two problems after installing my Satisfactory server. The first is the most annoying:
(I used Steam CMD to install the server on Ubuntu 22.04)
_Players who bought the game on EPIC can't connect to the server, they receive an error β[NETWORK ERROR] INVALID AUTHENTICATION TOKENβ. Players who bought the game on Steam can join the game without any problem.
_I don't know if this has any consequences, but in the logs I see that the timecode is 2 hours different from the real time (my server is at the right time (12:30) but the logs show 10:30).
As per the WIKI, you need to change the command line from .\FactoryServer.exe -log -unattended to .\FactoryServer.exe -log -unattended -disablepacketrouting.
I use SteamCMD for server and EPIC for client, that isn't an issue. How are you connecting to the server, are you using the correct admin or player password?
The error message seems random. I've managed to connect via EPIC but it doesn't always work.π€·
Are you using the -DisablePacketRouting or -multihome option in your start up?
Yes, I also added the following parameters to my config file because without these 2 modifications it wouldn't work at all.
InitialConnectTimeout=30.0
ConnectionTimeout=60.0
How stable is your internet connection? Have you tried upping your Network Quanlity setting to Ultra on both Client and Server?
My Internet connection is an extremely reliable and stable fiber connection.
I set the network quality to Ultra on the client side, but I didn't know I also had to do it on the server side. How do I do this?
In GameUserSettings.ini
[/Script/FactoryGame.FGGameUserSettings] mIntValues=(("FG.NetworkQuality", 3))
Thank you!
I'll let you know if I get the token invalid error again.
For the moment it's working fine.
Has anyone else had issue with dedicated severs that you when you spawn in you lost all all your items??
Did you get kicked out and then rejoin with no items?
No, just join my server, and spawned with no items
New Save?
No has about 200h on the save
Can you see your old body? Try loading the save into a Map Editor and see if it's there
Hey same Problem here
but if i do zhe disablepackageRouting thing this happens and the server appears to be offline
''
I was doing a Quick and Dirty install on my computer to test mods, so I stopped. I am going to do it on a dedicated machine. If I fix that, I will let you know what I did.
The changes to the engine.ini config I do are not working for the server. I wanted to increase the max player count to 16 and increase the autosave intervall to 3600s, both changes are not working but I thing implemented the right way... Can someone help pls?
I try to setup a Server per SteamCMD but its only local, you can't connect from another network. Can someone help please?
As per the Wiki, you seen to set up port forwarding to allow external connections to your server
@ornate grotto I opened the ports in the firewall and in my router but it still dont work
All three ports set to UDP? If so, some ISP's block you from hosting, you could check with them
@ornate grotto how do I check this?
The tell for me was, my IP assigned to my router was different from my public IP
Most ISPs that do that have a way to tunnel to you, usually for a fee. I would need to lease a static IP to resolve mine.
Ok nvm I think I just pay for a Server but thanks.
Contact your ISP or read the small print
Do you guys do Satisfactory Experimental or Regular on Nitrado?
Any ideas on what would make the server spam this in the console.. ( Linux dedicated server)
They are the same code
Hi, i've been trying for a while to move my save from a multiplayer server to my own single player session but can only seem to find workarounds to do it the other way around. Does anyone know if its possible to take a world and save from a dedicated multiplayer server and move it to a single player session?
Yes. Just grab the save file and copy/paste it in the single player save location.
Yes the paths are in the Wiki, but it could depend on your provider if it's hosted
it is hosted, so i guess i need to get the server save from the host?
Yes
arite cool, thanks for the help!
If they have an FTP connector that might be pointed at the save folder
For everyone trying to use ARM based server and failing cus the crash during building the conveyor belts, I've found the solution to be able to play.
I don't know if this will be stable but it's working.
So uh, I got randomly disconnected after entering a hypertube cannon and now I'm not the same character anymore. Does someone have an idea what that might be?
hey i could really use some help, i am trying to move a save file from a dedicated server that my friend is running and i want to move it to a 3rd party host. The problem is i do not know how to copy the save file from the server my friend is hosting onto my computer so that I can upload it to the hosting service. any advice?
okay so i see above that i need to actually get the save file from the host, is there a way to do that without them since they are out of town rn?
Only if you have access to their PC, remote or otherwise.
damn alright thanks
When you unexpectedly drop from a server, it sometimes takes a few minutes for the server to realize you are no longer there, and wont assign "your" body to a new log in until it does
Never jump in a hypertube in MP with anything you dont want to lose. Esp not a boosted one. The speeds it sends you can outpace the chunk data
which is ?
I'm not able to set this to friends only, whenever i try it just reverts back when i change menu's. Anyone got advice for this?
That setting is for normal multiplayer, it has nothing to do with dedicated server
Ah, this is a dedicated server
didn't know if it had anything to do with that, my bad
Hello all. Whenever I make a new save it starts at tier 2 instead of tier 0. There doesn't seem to be a setting to change this. Am I missing something?
untick "skip onboarding" at the new world page.
There is no option for this in the server manager
All it does is skip building out the HUB, and starts you with some of the basic parts you would have used and made going thru those introductory steps. Never made a new world on a server, but if you REALLY want that full experience, try it in solo play.
I would suspect that , since players spawn in the HUB, servers require one to exist
gotcha
it spawns you with the stuff and hub in inventory
or it changed behavior after update 7 ?
π€· Like I say, never started a map on a server. I just upload one of my existing saves once I have it named, admin PW
I've created it as Docker container and during run added --platform=linux/amd64, had to download the serverfiles by myself, but it works and even I've added mods. I'm not sure about the server performance, because it emulates amd64.
what is the best paid service to run a save on? ive tried nitrado, but it was boo boo, so i switched to indifferent broccoli and honestly im mostly happy with the service, but lately since the save has gotten over 5mb the tick rate is averaging 15, when before it was avg 50. is this just the fate of any server right now? or is there things i can do to make it run smoother
It's the fate of the server at the moment unless you throw lots of CPU power at it (not cores, mainly more MHz). I've given up with Dedicated Servers and hope that Snutt wasn't lying about the promises for servers in v1.0
That depends on a lot of things. Idealy you need seperate hardware for the server, then you need to knowledge to set it up and get the networking working correctly, and finally you need an ISP that will let you host things. If the above three are all Yes, then you might be lucky and the server gods may let it work for you.
may i dm with more questions?
You are best to ask them here. There are a few of us that have managed to get it to work successfully so between us we might have the answer π
By that I mean actively helping people with their issues
I have a server running and run a long time satisfactory on it with no problems. Now its mostly idle. Hardware is 2x intel xeon 12 core 24 treads 2.5ghz and 32 gb ddr4 with 1ssd 128gb windows. 3 ssd raid 5 240gb server.. I had no problems with running satisfactory with 3 people..
Hey everyone, I'm trying to run a dedicated server on an ARM based CPU. I know that it's not suppose to work because the game does not support it, but i also know that some people managed to make it work anyway. Anybody knows where i could find viable info or knows how to do this magic trick ?
I've tried the sa-shiro docker container, but with no success
Sorry cant help. I only managed to run the server on linux(Ubuntu server) and windows
pm, i'll try to guide you
I won't be able to try it again today but i'll try tomorow. Do you know if running FEX will affect other services running on my machine ? Or is it only bound to the satisfactory container ?
It shouldn't cause problems
Ok great, I'll come back to you when i'm testing it then, thanks !
Ho I just remembered why it wasn't working, the satisfactory-arm64 docker image doesn't exist on Docker Hub anymore
so when docker compose try to pull it, it stops
then it just means dockers emulation layer is better polished than the other emulator
but performance should be very bad I believe
So far everything is working smooth.
Why my server stops after 300 secs? I want to run server for long time. When no one on server it stops after 300 secs
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files#Example
Probably need to set that mAutoPause=False
The server process needs to be stopped while making any config edits.
Might also have been setting in the ingame server management.
Someone who has actually dealt with it might answer later.
remove the tick mark from this item
kk i try
does any one have technical info on upcoming change for 1.0 like a changelog ? the annoucements contains nice infos but it is not something really useful to anticipate the upcoming release when you build your own containers ( mostly covers optimizations & stuff ). any changelog about config file, directories , ports would be greatly apreciated π
They have always been sorta secretive abut updates, but this one goes beyond that. Anyone that has data to mine is under a NDA. A few of the recent vids in #announcements suggest a few things but remain vague.
yeah the only technical uselful thing for building containers i've heard about in the annoucement video about dedicated server was the use of port 7777 tcp/udp
they said it will be on 5.3 so the file layout will follow
what's the point of not publishing an update if you know exactly every aspect of it
-> you'll know when it will be released
Hey all; I'm trying to set up a Dedicated Server using someone else's config file. I can load it fine, but when I try to authenticate with their password, nothing happens. Is this a bug, or is it because it was created by someone else?
Nvm, got it! π Just remade the server file from scratch.
is there some kind of secret to getting a client to connect to a dedicated server? I am continuously timing out in the server manager (before I can even read what's there)
Try using the -DisablePacketRouting or -Multihome command line options (see Wiki for more details)
I'll try them, thank you for the direction
one or the other should suffice
regarding multihome does it default to all interfaces?
You can get away with -multihome=0.0.0.0 unless you have a specific adaptor you want it listening on
that's why I asked, I was using 0.0.0.0 previously and it failed, I'll try binding just to the ethernet card
Is the server hosted or on the same home network?
it's complicated, but no, not from the perspective of the client
I connect to a remote pc that connects to a local server
the remote pc is the client
effectively the server is in the other room, all ports are appropriately forwarded, and my client behaves as if I Was someone else on the internet
Are you connecting to the local server via the Local IP or Internet IP?
-DisablePacketRouting did the trick
multihome didn't alone, but both together and I'm able to set it up
well it was anyway, now it's timing out again
and I'm connecting to the internet IP which is also the same nic that it's bound to with multihome
well no I'm connecting to the internet IP which has the nic that it's bound to as DMZ would be a more appropriate way to say that
okay this is intersting, apparently it's just the server manager, I'm connected to the server, (finally) and the server is doing its thing int he background, but the server manager still won't connect
You should use the internal IP address when local
Are all three ports open for UDP?
yes correct
Sounds like it's confusing the game then if you can connect to the server but not the query port
You might just have to wait until single port comes with 1.0, or make your network less "interesting" π€£
can they all be assigned to use the same port on the command line or will that screw with it and cause port in use problems
hi. i tried to launch dedicated server, but i have a question: where is i can get session id for connect? i search in logs server but not found
Dedicated Servers and Multiplayer are two different things. Session ID is for Multiplayer (client to client)
You need to use Server Manager to access dedicated servers and you'll need the server IP address (and port number if it's been changed from the default)
ok. how to connect to server by ip?
In server manager, add new or something like that. I'm at work so can't walk you through it exactly
Put the IP address of your server in there
i got it. sorry for silly questions. i thought it is like c2c. ty
Multiplayer is C2C, Dedicated Servers are C2S (the hint is in the name!) π
Silly question: My goal is to run the dedicated server and 2 clients all on the same internal network. When I open the dedicated server through steam, it boots me off of the game on my client. Do I need a separate Steam account?
Dedicated Server doesn't need a steam account. Look in the Wiki (in this channels description) for how to install via SteamCMD
is it normal? dedicated consume one core
Yes. The "factory tick" is a single thread
Hello! Iβm new here. There is a βwikiβ to open a dedicated server?
It's in the description of this channel π
Thanks
How do I use the server console to send commands? I've tried using the Wiki's reference to do so, and it's not working, saying the command is not recognized.
Most commands have been stripped from the engine by the dev team. Have you tried using the client console?
!wikisearch console
The console in Satisfactory can be used to access debug data (like player coordinates or a list of radiation sources) or for changing some options not available in the game's settings, such as disabling the fog, anti-aliasing or enabling an FPS counter. It cannot be used for cheating (e.g. spawning items), Advanced Game Settings serve that purpose.
The one in the Server Manager? Or the ~ one you linked?
The one in server admin doesnt do much. Up to now, this has never been a "feature rich" server. It was one that barely worked
Fair enough. What's the easiest way to configure servers at the current moment? I think have it working properly now, but if there's a cleaner way of doing it, I'm all ears.
depends on the first steps of the route you took. Several ways to go about it, from Steam or EGS UI, or from SteamCMD. The wiki has a detailed guide to all three
!wikisearch dedicated_server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
I used the Windows method. π
So, using CMD to use SteamCMD, or something like htat.
so SteamCMD
the wiki will walk you thru all of it, but you will need to skip around, as it covers by subject, not platform
Yep; I've had it run previously, but sometimes if I turn off the server and turn it back on, it breaks and I can't reconnect. I've used the safe method of quitting, and the server seems to hang on itself when trying to quit. I've also been trying to set the player cap higher.
Player cap gets a little weird. All the clients also need to have that line in their local config files (in my experience at least). Working hard on getting mine to run again as we speak, so ....
Eh, they are really bare bones in present form. They promise to show them some love with 1.0, whenever that comes
This is one of the new issues I'm coming across.
lower network quality. Higher quality gives a larger buffer, but if the network isnt "ultra", the buffer cant empty as fast as it fills. Wish I had numbers to go with the various levels of that setting
Is that the Network Quality setting I saw?
yes, the network quality setting is, indeed, the network quality setting
I saw this example:
mIntValues=(("FG.NetworkQuality", 3), ("FG.DisableSeasonalEvents", 1))
mFloatValues=(("FG.AutosaveInterval", 900.000000))
I just have no idea what it means. π
you also have that setting in the client
Hm.
The big issue is that it's going to be a big ask to get people to do this edit locally; the people playing will be, for the most part, not PC literate.
I mean, they may start adding niceties like that once 1.0 is out. They have had a singular focus of game content/mechanics for almost a decade. I support their method
that does not need to be reflected locally, these lines emulate server commands
in client there is a network setting easily accessible
3 = Ultra
OK, so my little server refuses to start, again. Think I may have a RAM card going, but would like a second opinion.
It just goes this far, and dies, error reading address. I't an old machine, with 32GB of DDR3
I just posted from the error down, you want the full log?
there is like 50 lines complaining about basically the same thing
what we need is the beginning of the problems
and you can't know where it starts without looking at the whole logs
Everything before the EXCEPTION seemed to be normal
The machine itself HUNG late last night, and I had to kill power to shut down. SFC found some stuff, and fixed it, and DISM came back clean. Rebooted, and still no joy
hmm, this doesnt seem right
From GUI Steam verify
Got it, thanks. I did bump up my own network quality, but still had this:
Again, clients need the same edit, and the app cant be running when you do them
Ohhh. Okay, let me knock that out, then.
So im stuck, for some reason I cant get the server to start while in steamcmd but when I look at the wiki the boot up command looks confusing for some reason
You don't start the server from steamcmd, that only updates it validates steam files. Launch the actual Satisfactiry exe that steam downloaded in the proper directory
Had the same problem. I checked whether the port was open in the firewall and router (in your case 15777). After I opened it in the firewall, it worked.
Overall, I opened ports "15777, 7777 and 15000". Both TCP and UDP. I'm not sure if TCP has to be open but you can try it out.
udp is enough
Hi I'm having a similar issue on linux, I've tried my best to follow the wiki for SteamCMD and the dedicated server tool as well as a few other examples. i have added "InitialConnectTimeout=180.0" and "ConnectionTimeout=120.0" to both my server and client. however i still get connection timed out. i am unable to claim my server, add an admin password, etc.
i may be entirely wrong here but please bear with me: i start the server, i am unable to connect (though i can see idle, and the ping), i wait for several minutes to make sure the server is started but i am unable to connect, i type quit and wait even longer (a few hours in one case while i had a stress break) however the server will never fully quit "gracefully" and im forced to CTRL+C back to the command line, which means that my config files are not generated and i cant change my network quality to 3/Ultra
i have already set up port forwarding and no matter if i connect using the external IP or my internal IP (192.168 etc) i face the same problem, most of my testing has used the internal IP to be on the safe side
any tips? (im usually fairly good at setting up game servers and for the first time in a long while im stumped
just to add, no its not UFW and yes im certain because its disabled while i was testing
nor is it my router firewall because the game, query, and beacon ports are allowed
Have you tried the -DisablePacketRouting option from the wiki
Also, some ISP's block ports on their end
I had heard it mentioned in passing on a reddit thread but I couldn't figure out how to use it, I'm assuming I add it on to the end of ./FactoryServer.sh
Omfg it works... head desk
WHY WAS IT THAT SIMPLE! nothing is ever that simple! I don't know if I should be happy or scream
Everything is simple when you know the answer
i suppose so, thanks for the help. ive already seen other stuff about what to do if you crash when the server saves and other stuff like that so i should be fairly good from now on
hmm can't seem to connect to my own server thats running on my own network... ports are open the server sees the connection by just errors with "ControlChannelClose" Server running on windows OS
how did you try to join? using the browser? try using the local ip to join
Just local ip
having an issue with my server
made it, ran it and it worked the first times
but
now when i launch it
I went through the common problems on the wiki but idk where to enter :Get-NetUDPEndpoint
im not a server buff so idk how to troubleshoot this
server seems to launch fine too
I'll have this chat open on my second monitor so i should be able to respond quickly should someone seek to help
ty:))
I can see it running in task manger but I see no console to manage it anything
How to make server for non lan? I want to play with friends that didn't have radmin or hamachi
That is solely based on public IP if you have a separate pc that you are running it on you can go online and pull up your public ip to connect to
How to get public ip?
@gaunt zodiac Your link has been removed. In order to combat spam, only whitelisted links are allowed on this server. If you think this link should be whitelisted, please let a moderator know.
ty
I tried lol sorry it pulled the link
whatismyip com? right?
Correct
That will give you the ip you need for them to connect, keep in mind that will rove every 30 days and if you plan on it being up longer than a month you will need to update that with your friends
just to add more context, here are the warnings and errors i see when i boot the server
Sorry for clutter
At the command prompt (system) on the machine the server is on
so would i copy/paste that whole line command?
is what it looks like to me. Possibly powershell?
elevated to admin?
no luck there either

the annoying thig is the server log does not terminate in error, and shows that it's running
but the servers shows offline
Rebooted? It there was another instance of it running, it would roll over the listening port., as per the paragraph above the command you found
"A simple way on Linux to check whether the server is running is with the command pgrep -f FactoryServer.sh"
is that not for linux though? how would i check for windows
would i need powershell to do this then?
π€· I didnt write the article
powershell gave a return at least
If admin prompt doesnt do it, that would be a good guess
what does the task manager say?
server process does not seem to be running. At least i do not see it in processes
well, there ya go
baseline established, now to run the server and observe the change
maybe verify the servers file set, and reboot, try again
they do appear when i have booted the server
I feel a bit silly for asking but what files (idk what files are the server set) and how do i verify?
Did you get it from Steam :Tools, or by SteamCMD?
steamCMD
copied the script from the wiki?
They give the launch string to use to have it verify on each launch
app_update validate right?
not sure if it did anything
no return
but no error
do i need to specify 1690800 or something?
ran it, all fine. still shows offline (in game)
has it been running the whole time?
no i closed the server, ran the validation, then relaunched
client?
?unsure as to what you are asking sorry
the game
game client, which is run on my main PC shows the server to be offline
the server, witch is run on the other computer shows the server is up and running
has the game client been runing the entire time? It may have bad cached data. Turn it off, and turn it on again