#dedicated-servers
1 messages · Page 71 of 1
With the current state of the dedicated server I would hold off renting until 1.0
once 1.0 drops i'm planning to play solo for a while. I want to do this in the meantime, despite the flaws
just steer clear of nitrado is all i know
Some have said Indifferent Broccoli, but others have had trouble with them. I think it's personal choice, but IB have a free trial you can use to test
Name rang a bell but i didn't remember if it was for good or bad reasons. Now it's clear
Worth a try, thanks
I'm using IB, performance + support is fine, main issues with the servers are not on IB's side, but more on Satis side. Update 7 was fine with some issues in late game and update 8... well, we need to wait for 1.0 🙂
dedicated-servers current state, is a souls game boss
not impossible to get, but you will burn yourself to it on many aspects before enjoying it fully
I can't connect to my server. [: it's hung at connecting until it gets a time out. server console says it's opening a route to my client, I've disabled ufw. surely it's nothing to do with the server only having 4GB of ram that it refuses to start lol
..maybe? I don't have any errors in the logs.
Maybe there's something else odd keeping me from connecting.. this is my first time setting up a linux server and I don't exactly expect it to be playable on a intel N100 that's already under a heavy load.
Yeah, I've restarted the VM, and it's using ~18% of 6GB of ram and it still won't let me connect
Check that your firewall is open to udp on 1500
yea, it auto mounts to ipv6, doing multihome 0.0.0.0 or disable packet routing, or disabling ipv6 on the host fixes it.
ah, alright. appreciate it.. I thought the :fffff looked odd in the log.
I'll look into disabling ipv6 on the host so I won't have that issue if I use this dedi for 1.0
sudo sysctl -w net.ipv6.conf.all.disable_ipv6=1
sudo sysctl -w net.ipv6.conf.default.disable_ipv6=1
sudo sysctl -w net.ipv6.conf.lo.disable_ipv6=1```
reboot no more ipv6
The multihome and disablepacketrouting in 1.0 will likely not be an issue
They have essentially rewritten the networking components of the DS to all flow through 7777 so there will be no internal packet router, eliminating 15000 and 15777 from the traffic flows. Though I suppose IPv6 might be a problem still, we really wont know until we get the 1.0 DS update.
On this.. if you are using a limited size box, that would make sense as the U8 DS has something called StreamingAssets enabled, though that is officially (from Epic) unsupported. Disabling it will increase performance, reliability (with vehicles/trains/hypertubes) but doesnt really 'fix' any of the major bugs so it may be worth it to leave enabled for your machine. See #dedicated-servers message
I would also keep in mind that the DS process is essentially running the full simulation (minus draw calls) as if you were running it on your actual machine and a low-end processor might be fine for early game.. getting into mid/end game type worlds will likely cause your dedicated save time freezes to get pretty high, not to mention it being unable to keep a reliable tickrate at 30.
StreamingAssets is enabled by default? My box has a N100, which is 4 alder lake E-cores. Definitely not a high performance processor as it's comparable to the 2700k, just uses much less power.
Correct, streamingassets is enabled by default, one moment
Check this #dedicated-servers message and this #dedicated-servers message
Huh.. so that's part of the reason trains and hypertubes got so bad. Thanks
Disabling it fixes some of the problems, but certainly not all - it does however make an empty save use ~8G at startup and it will only increase from there, so your 6GB would probably be swapping quite a bit
It also caused some other issues, such as increased game stuttering, and some fairly big performance hits when multiple people were online for me.
I wish I knew about that months ago. guess that's what happens when you're out of the loop
steam has a tool for the dedicated server if you plan to do it your self or you can rent a server
the tool is free unlike renting a server
sorry for the ping, to disable streaming assets.. -StreamingAssets=disabled ?
Negative, is a cvar in Engine.ini
gotcha
well.. I almost found it.. should've gone with find in the first place lol
can I specify default ports in there as well?
I think those are only startup variables
ah, that's fine I can write a script for it. well, it worked. server eats up the the 8GB of ram allocated for the VM and dies.
Yeah, I guess I can't run the dedi on this machine without either shutting down my other VM's or buying more memory.. homelabbing on a budget is hard.. or reenable streamingassets.
Unless you were having problems, can always reenable streamingassets.. it probably will only have a bigger impact on megabase worlds, I am guessing that CPU will be a problem before the memory or streaming on your box
Well.. I've enabled it on my bigger box.. and I can't join. memory skyrockets to 14GB, the server says I've joined but I've timed out on my client -.-
I see that IPv6 in the log, run multihome?
odd.. I didn't have that issue with the windows server before
yeah.. i think that killed it
maybe it's not relevant.. changing the value of steamingassets from 0 to 1 in engine ini makes the game joinable again.
That 'error' shows up everytime on mine
How large is your save and what CPU is on the other machine?
This guy had the same problem but was using a ~12y old CPU to load a ~2MB world and it took 24m #dedicated-servers message
8MB save. Hyper v VM with 4 cores on a 7700k.
It ran this save on u7 without issues (although it was smaller then)
Hey, our satisfactory world is getting really laggy and buggy. SOme of us keep disconnecting. Is this normal just because the world is getting more complicated?
It's possible that the server needs 5 miuntes to load.. the save is decently sized.. and it does go offline when I try to join.. so perhaps it still has more stuff to load.
I didn't exactly give it longer than a miunte to do something
Takes a 9900k a little over 2m to load a 20mb world, so might be
I'll try it again tomorrow and give it some time to see if it comes back up. I just found it odd that it says I've joined successfully, and then the server stops responding lol
Yup, that sounds like exactly what's happening. I should work on my patience.
How do you move the edited save file from satisfactory calculator into your server
Got the .sav file done but not sure how to make the server see the changes
Servers with streaming disabled take a LOT longer to start up, like 15-20 mins in some cases. Just watch the CPU load, it will spike then drop once world is actually loaded.
If you are hosting the server you need to put it in the save game location (see Wiki for default paths). If you are renting, then you'll need to upload to your server via their allowed method
Copy the sav file to "C:\Users\ [YourWindowsUsername] \appdata\local\FactoryGame\Saved\SaveGames\ [YourSteamID]".
Then start satisfactory and when you go to Server Manager you can upload that save to the server.
If that's what you meant...
Have anyone here heard of a DS bug where characters duplicate and fall through the ground upon unlocking certain milestones? I have a non-english speaking friend reporting that and is looking for a fix (I have never played dedicated servers)
TBH never heard of that before, unless the server is low on resources and is losing connection brielfly
If you lose connection and rejoin too quickly, it puts you in a new body
I dont think ive ever fallen through the ground.. pretty odd issue to have
Is that reproducable or just occurs randomly? My guess is a Streaming issue where a connected player loads in too quickly and everything doesnt get sent by the server somehow. I would try to set the 'wp.Runtime.EnableServerStreaming=0' in engine.ini on the server (and restart it) to see if that helps.
Reportedly, after the HUB upgrade 4. And I mean "reportedly" literally, because apparently clients are reporting his server for that 😅 I'll suggest that
I've been looking around at hosting 2 servers for two seperate groups who want to play. Is it really as simple as just changing the ports that are exposed?
I'm running the current server in a docker container, so it would be simple enough to just spin up a new one with a different config path and name
Yep, you could use NAT on your firewall and just keep the default ports for both instances and point 3 different ports at the new instance, though I would honestly just use the startup variables to change the ports for the new instance and forward those
Awesome thanks. I kept seeing different things saying it either wasn't possible or was incredibly difficult, but they weren't talking about docker-based setups.
I don't have a lot of experience with docker (just a mild amount through work) but I thought it would be pretty easy with it.
Thanks!
Even if it wasnt containerized should matter as long as the ports are different, though not sure how to deal with save files.. perhaps a different user. Either way with a container you are fine since its local to that instance
it picks its session, usually you want different session
save files are snapshots so they can be loaded multiple times at the same time it's safe
Right, more was talking about running multiple servers within the same instance of an OS/docker container. The save files would be located at the typical place but how would the server know which to load from when it does the 24h 'restart' if both worlds are being saved and an autosave happens to coincide with the others reboot.. Either way just weird save file handling with multiple server instances using the same user/savegame path
Hence the suggestion that within a container, all is fine or running it as another user on the same machine (again using different ports) would solve the save file issue
- I said it picks its session, and different instances usually have different sessions
- multiple run of the server are literally multiple instances
there is no single instance multiple instanciation, it's contradiction - if it ever picks the same save file for whatever reason it will not be a big problem (so easily troubleshooted from server manager)
I'm not talking about a different thing
I dont know how this works on Linux.. perhaps its different, however on Windows if I go and clear this folder of all save files and put some random one in that the server has never seen before it will load it no questions asked.
Where are sessions denoted that the server could keep track of? Just knows the name of the save? What about a physical restart if the server instances are coming up from scratch - wont they both load the same latest save file?
you likely put same session saves back in there
each server instance will have its own (unless you explicitly tell it to use the same)
because every instance have its own setup
(for each instance you will have a server name, passwords, server settings, session/save names)
server setup informations are stored in ServerSettings.<port> files unders ~../Saved
each instances use different port
(this is not linux/windows dependent)
Ah interesting.. okay you are absolutely correct
I have in the past however cleaned out the 'server' folder and it loaded whatever save I put in there, guess it doesnt really care but does keep track of the session based on the serversettings like you said
Actually.. maybe I am remembering incorrectly and just selected the save in the 'Load Game' because it didnt auto-load. Wellp - the more you know - thanks for clarifying
no problem
So I'm trying to spin up a second server, and I'm using the wolveix/satisfactory-server Docker image. I have one server that runs perfectly fine, but I cannot get a second server to run along side it.
This is the command I'm using to run the server, it's the same one as is in the readme on Github
I added --env SERVERGAMEPORT as an attempt to get it to work but that didn't do anything either lol
I've forwarded the ports in my router, allowed the ports in ufw, but when I run the container it says it's offline
Guessing you need to set all 3?
Are they fixing dedicated servers with 1.0?
Sometimes the simplest answer is right in your face and you just can't see it 🤦♂️ thanks lol
My servers back up with streaming disabled.. so I guess something got corrupted or.. was just being weird. Enabling streaming it would work, disabled it would hang at player joined successfully.. validating the files seems to have fixed it.. no more buggy trains and a healthy 14gb of ram usage, yay.
14GB, this is fine
To whomever hosts their own server, how large can your server files be?
Til it refuses to load
Pretty sure there is no different between server and client, so if the client loads it.. server should as well
Server file ?
what file are you talking about ?
Like if you host locally
what if you host locally
locally is a location
I'm asking What are you talking about
it's like if you were asking me "what's the car equipment size ?"
I response "car equipment ? what equipment are you talking about ?"
and you responded
"like if you put your car in your garage"
hey for some reason me and my friend cant get a dedicated server to work i can see that we are connecting to it from the server side but nothing is happening on the client
is this a local connection ?
the server computer is just in an other room
I mean you enter the local ip of the server directly to connect to it ?
yes
then double check the server machine firwall rules
for the required ports to be open
otherwise give it enough time, and restart client to recheck
i got an error this time
just looks like a timeout
i just check the ports again and they should be open
then maybe you can try -multihome=0.0.0.0
LogServer: Bound Server Query Socket to address '0.0.0.0:15777'
how long should it take for the server to boot it less than a second for me
it takes multiple tens seconds to load the save and everything
when huge savefile it can take up to 15min
there is no save
this is first time setup
[2024.06.27-06.32.05:256][ 0]LogGame: Warning: EOS metrics, invalid handle.
[2024.06.27-06.32.05:256][ 0]LogGame: Telemetry, starting service.
[2024.06.27-06.32.05:257][ 0]LogGame: Warning: Telemetry, no local player found .
i doubt that this means anything
wait eos is epic
welp after reinstalling both the game and server i think its time for bed
Sorry for the confusion. I am renting a server currently and cant find how to upload the new save through the ftp file access
Like I’ve done all the steps and now I just have to give the data to the server but im not sure how to make it read it and accept the edited save
If it's in the right location, you should be able to load it through Server Manager in game
ill have a look thanks
Is there a way to stop the server from restarting through a console command?
Or maybe a way to change what time it does it's restart?
Didn't realize the server auto restarted
As far as I knew it was running constantly unless it crashed. On my configuration, nssm would then relaunch the server almost immediately
Same here. It would have to be set up as a service, and restarts added to system event scheduler
It auto restarts every 24h, from the last time it started up - so start it up when you arent going to be on it
It doesnt actually 'restart' just saves and re-loads the map - the process stays up. If you want to circumvent it, exactly as ShadeTree says setup a scheduled task to kill and restart it at whatever time you want (before the 24h window)
When you get this with timeout of 20.00 it's mostly that you're trying to connect during an autosave
There is no world to save through
Can't wait for 1.0 where only 1 port is used
And the other improvements
I think it's gonna help with ease of setting up server
technically it will still be 2 ports
but
- it will be more reliable
- it will be same port number
Ok
How many cores does the dedicated-server scale with?
more cores = more performance?
can you only assign a certain number of cores? e.g. only 4 or 8 cores?
my system:
CPU: Intel Xeon E5-2699v4 (22c44t)
RAM: 64GB DDR4
Does not scale linearly like that, generally all of the main logic is on one loop though there are many threads that do other stuff
Id say you are probably fine with 4-6, and its mainly frequency that will drive performance after that
ok thank you
I still have the system sitting around and wanted to turn it into a game server anyway
Sometimes.. ~8y old hardware is left to be doing just that.. sitting around 🙂
Here's the load of a single (endgame save) on a 9900k, lots of load on one core, bit spread to the others but it uses all 16 logical..
See this as well when running server on old hardware #dedicated-servers message
then I shouldn't have a problem with my hardware ^^
The system should manage additional game servers. then I have good cards with my CPU
complete system
CPU Intel Xeon e5-2699v4 22core
MB: MSI Godlike X99a
8x8GB DDR4 RAM
2TB M.2 SSD
2x 1Gbit Network
Indeed with that many core, and the game being single core heavy, you could run multiple instances and they would all equally perform poorly come mid to late game.
But you could, yes.
Anything else I should keep in mind based on your experiences?
good cards ?
cpu to low for that?
you may be facing the dedicated server like an elden-ring boss fight until it works for you, if you really dont want to fiddle with it, wait for 1.0 unfortunately
E5-2699v4 has an very low clock speed.. so yes - you might have problems mid/late game but could probably run many early/mid game worlds
I'm just confused by what do you mean by "good cards" ?
By that I mean that this CPU should be sufficient.
About 4-6 players should be able to play on it
you will probably struggle starting at 3 player
also, ok but cpu is not a card, I'm still confused a bit, but nvm
Interposer = card? 😄
good cards = hardware sufficient
I started on a system with 2x E5-2964-v4. (Same gen/class CPU your using but with fewer yet very slightly faster cores)
Early game worked ok.. mid game performance sucked, moved it to a i9-13900, mid game performance was ok, end game performance was somewhat playable with 6 players.
Not entirely true? Most of the logic is handled in separate threads, there's just one manager thread responsible for dishing out tasks
but it will definitely be enough. I think it's excessive to buy new hardware just for this reason.
I'll just see how far it will go and when problems will arise.
Good enough to get you started 👍
Might not be good enough to get you finished.
You can always move your save world to another server at a later date when things get bogged down, as I did when it became to sluggish.
First we'll see how long the group wants to play intensively on my Discord, it will be similar to Minecraft
Nothing for 3/4 of a year and then another 4 weeks straight
What is cloudflare 'dn'? Do you mean DNS?
basically
The client will resolve DNS names in the server manager, so just make an A record pointing to your IP and all done
Really no purpose other than to have an easy to remember name to connect
What's the point though?
timeout lol
DNS just takes 'blah.something.com' and turns it into an IP ('1.1.1.1') will not help with timeouts or connection issues
I mean it's literally what it has been made for
Hey Guys Im new here. I am getting there errors/warnings when i start my server. If anyone know how to fix any of these I would appreciate the help getting these resolved. Also the tractors going around the world aren't synced or something they studder all over on the server load but in single player they seem to run fine.. Thanks!
Aside from the blueprint errors most of that is normal
Vehicles have known issues on dedicated servers though.. I doubt any of those errors have anything to do with it
yeah I get these after I join. Good to know most of those errors are known. Guess I will have to wait for a fix
Hi guys, I want to create a dedicated server and I was thinking if it would be possible to do that on a proxmox cluster?
Dont see why not, thats a hypervisor.. so you can run it from a VM
promox also support docker
Thanks guys. I am trying to get a dedicated server going while keeping power consumption down since electricity comes at a premium here. I would also appreciate if you have suggestions for a low-power setup that can hold a dedicated server
- if you use a big system, use it only once, put most you can safely on it so you don't have to run other machines for it
- prefer fast small cpu over slow big cpus if you have choice
slow big cpus are more efficient under high parallel loads, for home use most services will be idling most of the time, so this is waste of energy - if you use vm don't over provision it, avoid wake-up/shutdowns as possible, including reoccurring services
for everything else prefer steady well dimensioned components over big bursting ones
P.S: when I say small cpu I'm mostly talking about core count and absolute tdp
Hello, sorry to repost, wasn't sure if this channel was purely for experimental servers not that dedicated servers as a whole were experimental. I've made a thread in the Q&H over here if anyone could take a look 🙈 thanks!
https://discord.com/channels/370472939054956546/1256549991972081665
Happy to repost here if its in the wrong place let me know
my server is still running an old intel xeon e5-2680v1 and i'm playing with 3 players, playing isn't any problem however items on belt get removed and placed somewhere else meaning it doesn't sync well
default ups is 30?
There is one known issue with proxmox, the server will not function unless you set the CPU type to host mode.
My dad was playing on our server when it suddenly crashed and is stuck in a bootloop since. Repairing files didn't help and I cannot make any sense out of the logs. Might someone be able to help me?
check the ram use
Doesn't get far enough to show it
Post the log? Otherwise we are just guessing
Does it load a new/empty world? What is the error/crash before it 'bootloops'?
wdym ?
I'm not running the server myself (yet, actually preparing for that)
Also didn't change anything but now it's working again so I think hardware issue at the host?
if you are paying for a satisfactory service provider
then ask about that provider
else you have always access to what I was talking about
Is it appropriate to try trouble shooting
In this channel*
I’m in a pickle and a little stumped tbh
My issue is it shows its not authenticated to my friends that are afar. Its running fine locally (on a separate mini pc, not the one I’m playing on) and I have it set up using steamcmd. I gave buddies my ipv4 for the server and have all 3 of the ports open (15000 15777 and 7777) but they cant connect or see any of the info. I tried to see if ipv6 was the problem using the -multihome= command but it just prevented me from connecting myself (tried 0.0.0.0 and the outward facing ipv4, havent tried inward facing ipv4)
Lmk if anyone needs more info or would like to help…
now I need to authenticate it but I cant find the authnetication password lmao
its not in the log where its supposed to be at all
I deleted the server settings, re created it with a different name, using the same save and password.. friends cannot see it as authenticated despite me "authenticating it" and accessing it locally. seems to be a network issue of some kind ig..
the multihome setting must be used with ip on the server machine, the public ip should be given to your friends,
both server machine firewall and router forwarding ports should be configured
-multihome must not prevent you from connecting locally
did you check your port rules are for UDP (not TCP) ?
I used the outward facing ipv4 and it crashed the server, we use both protocals
I wil ltry it with inward facing one
what are you talking about, you are talking about what ip but not for what use
give me a moment
outward facing being uplic ip address
inward facing being local on network
I used pub ipv4 during multihome and it just crashed the server on start
then you already said that and I already explained only server machine ip must be used with multihome
alright I'll give that a try
give me like 3 mins tops
alright server is up, added the multihome with the pc's internal ip, I can connect time to see if friend can connect rn...
and no dice.
we did just upgrade out wifi. no idea if that has anything to do with it but as my father is.. experienced.. in IT he said he has to config the modem. Which I mean ig could be apart of it.. opened everything up on the routers but if the modem isnt allowing outside traffic
wdym about router and modem
sounds like you have dual router
port forwarding must be done at each
dual router is common when your isp is supplying one mandatory to you and you want your own behind it
We have fiber and its just what I was told we have an eero 7 and whatever at&t’s modem is so it could be hung up there just cant confirm as I dont have complete access (dont really want or need it)
even without multihome, after my problems, my friends can connect over ipv4 while i'm not using the multihome switch, however I do have dual stack ipv4 and ipv6
It could be that some ISP's don't allow you to host servers.
Try using -DisablePacketRouting instead of multihome. That sometimes works
in which case there would be no port forwarding settings
Not necessarily, they just use NAT infront of any router
that's still defeating port forwarding
There was someone in here recently saying they had set up port forwarding, but they they contacted their ISP and they didn't allow it
if they put port forwarding settings in these setup it is fake misleading shit
why ? : because ANY port forwarding, is ultimately making your network act as server side, networking wise "server" only means that
and so is port forwarding,
and so port forwarding is only useful for that
Because they just throw out the same router config at the premises, then allow/deny based on account level
I'm against playing the isp's lawyer, They give the interface, They are misleading
it could be simple for the router to check if the line allow for that or not, and provide the option or not accordingly (it would also improve the router network performance altogether by removing useless NAT rules)
you provide no port forwarding option, fine
you provde port forwarding option, fine
you provide port forwarding option AND prevent it at network level : NOT FINE
I mean, if its CG-NAT its probably just an added cost they didnt take. It may not be them just out right blocking it, it could just be its not possible.
Hosted servers for other games and services on same isp before so its not this
then I meant they could easily disable the option on the routers behind cg-nat
most routers are already considered to probe for their public address
Alot of money for < 1% of users who will even notice or care
the point is, it's not a lot of money
it's ~15 lignes of code
and it will always work
going from
{ "upstream-ip": <number>,
"upstream-net": <whatever>
}``` to
```json
{ "upstream-ip": <number>,
"upstream-net": <whatever>,
"net-type": "CG-NAT"/"modem",
}```
then just hide the NAT menu behind
```js
if (upstream.info.net-type == "modem")
{
menu.add(../nat);
}
and you are done
half to full day of code work for a single person, for better services for thousands clients for multiple years
along with less ammunition for multiple kind of law suits
How do I start the dedicated server on my laptop, while the game is running on my main pc?
follow the wiki
Hello!
I'm trying to setup a server for me and my friends using the oracle cloud free arm64 tier! I've gotten though the steamcmd and game server shenanigans to run them with box64 and box86, and it is almost fully working! However, after the server starts, it runs for a short bit like 30 seconds (enough for me to connect and sometimes my friends) and then it's gone, I cant paste the link to the full logs here, but I've uploaded it to pastebin and here is the code: yX3kphFx.
What I've tried:
- Running with
-multihome=ipwithipset to "0.0.0.0", all my local ip's that appear in ifconfig with the one that actually appears in game being "10.0.0.36", also tried-multihome=::. - Tried disabling ipv6 .
- Reinstalling box64
- Running with -DisablePacketRouting
I'm running on a ubuntu distro. Has anyone encountered this before? Thanks in advance!!
you said then it's gone
then showed you tried all the connection failing troubleshooting
.. even though you said you actually successfully connected
you meant you had timeout or something ?
I mean, the server does successfully run for like 30 seconds, the crash log is on Pastebin, the main thing i believe its this:
[2024.07.01-02.54.17:762][757]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000003
[2024.07.01-02.54.17:763][757]LogCore: Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122]
Also its not the client that times out, the server does crash and the process stops running on my oracle cloud machine.
that's a null dereference (the shown bug)
now it probably happens because you didn't let it enough time to fully load, 30s on that kind of machine sounds low
watch the process go idle before connecting
so it does not play catch up the work
Ok will try that now!
Ok, so i left it running for 5 minutes before making the first connection, still after like 20 seconds of running around it crashed to the same error!
Should i leave it running for more time before first connect?
what do you do once connected ?
I've tried been completely still and got the same result as just running around, which is the crash, also a little below in the crash log this appears:
0x00007fff0053089f libUnrealServer-Co
0x7e22058000000000 !UnknownFunction()
[2024.07.01-03.34.42:181][436]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
1796|SIGSEGV @0xffff90ee3d78 (gsignal(/lib/aarch64-linux-gnu/libc.so.6)) (x64pc=0x409b3/???:"???", rsp=0x64a5d938, stack=0xffff88ee4000:0xffff890e4000 own=0xffff88ee4000 fp=0x7fff46142605), for accessing 0x3e9000006fa (code=-6/prot=0), db=(nil)((nil):(nil)/(nil):(nil)/???:clean, hash:0/0) handler=(nil)
RSP-0x20:0x0000000500000005 RSP-0x18:0x0000000064a5e4a0 RSP-0x10:0x0000000066c6c210 RSP-0x08:0x0000000000000724
RSP+0x00:0x00007fff0073fa7d RSP+0x08:0x0000000000000000 RSP+0x10:0x0000000000000000 RSP+0x18:0x0000000000000000
RAX:0x0000000000000000 RCX:0x0000000000000000 RDX:0x0000000000000000 RBX:0x0000000000230350
RSP:0x0000000064a5d938 RBP:0x00007fff46142605 RSI:0x0000000064a5da90 RDI:0x000000000000000b
R8:0x00007fff00267ea0 R9:0x0000000000000000 R10:0x0000000000000000 R11:0x0000000000000000
R12:0x0000000064a62868 R13:0x0000000000000000 R14:0x0000000064a5e4a0 R15:0x000000000000000b
ES:0x002b CS:0x0033 SS:0x002b DS:0x002b FS:0x0043 GS:0x0053
Segmentation fault (core dumped)
Don't know if has anything to do with anything
These are the last lines of the crash though, the othere ones i've sent you are a little above
do you have enough ram ?
you are loading a new world ?
Yep, in the top command shows MiB Mem: 23987.7
But I did notice it uses only around 5% when the server is running, I do not know how to force it to use more though
Yes!
And the creation itself works, the server only crashes when someone connects for the first time!
must disable server streaming
Could you tell me how to do it ?
not right now but later yes
or someone else explain it to you
I don't have access to my own setup currently
That would be very helpful, its late here where i live, maybe tomorrow?
Feel free to add me on discord if you wanna talk this over more thoroughly, ill be sure to write a guide here in this server to help anyone that faces the same problem!
ok, could confirm it
(/srv/Satisfactory) FactoryGame/Saved/Config/LinuxServer/ go there
at the end of Engine.ini
add
wp.Runtime.EnableServerStreaming=0
```you may need to set the file as read-only so the server does not remove that setting
single command :
echo '[ConsoleVariables]
wp.Runtime.EnableServerStreaming=0' >> FactoryGame/Saved/Config/LinuxServer/Engine.ini
Will try this right now!
Ok, so i did that change and the server seemed slower to start, so a waited a bit as per your suggestion for like 8 minutes and whenever i try to connect to the server it just times out, like, it seems to be running, but this time i cannot even enter the server. I also tried to remove this setting to see if was it causing the timeout and i was back to the crash, so it most likely is, any suggestions ?
wait longer then, wait after the timeout as well for the server to settle
this relatively good, it means it is not yet crashing
it loads more stuff
ok, just to recap, im making the first connection right? so im creating the world, i should wait AFTER creating the world right ?
1 you wait the server to load up
2 you check it server manager (if everything show correclty then..)
3 you connect to game (the server will load the actual game)
4 you wait the server load up the game
5 you retry to connect
ok, one last thing, should i still run with -DisablePacketRouting -multihome=0.0.0.0 or should i remove it ?
it is better to keep it like this
Ok, lets see
Ok, so i waited and this time it connected!
However this time my game crashed as i loaded in, and when i looked at the server, it had also crashed with the same error i came here with.
I will try this again tomorrow and leave it for longer to see if it helps!
Thanks for the help though! You've been very kind!
See ya
I didn't think Satisfactory was supported on ARM processors
it completely is not
@swift shuttle said above he was trying to get the server working on ARM64, that might be the problem
it's only one part of it
they already details how they are running it, I'm trying to help, that's all
if in the end it does not want to run, it will not run
Yo!
I have a dedicated server (4x CPU 16 GBs RAM). Enabled mobs (using Mod Manager v3) remote, installed a mod then removed the mod and the mod support. (Friend can't play modded through GeforceNOW)
(ubuntu distro)
Now I have a bunch of problems and bugs:
- Hyper tubes are BUGGY. So buggy I made a video just to show https://www.youtube.com/watch?v=Wp3km--W98Q
You get stuck into them, character freeze and sometimes it spawns me on a new character. - Power poles doesn't work sometime
- Randomly get on a new char or an old one
Is this from the mods thingy? Any idea how I can sort it out ?
I can save the map, nuke the server and try again but if the buildings themselves are bugged it's still for nothing 😦
Hypertubes and Vehicles are broken in DS, so not mod related
If you get kicked out and try and reconnect before the old one times out properly, then you will get a new body. This is a known problem and is usually the sign of a bad net connection
Weird I have 1 GBps UP & DOWN and the server is on a cloud provider with 5 GBPs backend
But it makes sense now why I pop on a new char, thanks for the answers.
sounds like the machine is struggling
especially if it's virtual
or connection as Gilgamoth said
Is there anything I can do to make Hypertubes usable ?
Wait for them to fix them in v1.0 😉
It's a dedicated server (not shared) with 5 GBPs network
Hello guys, I am trying to set up the dedicated server but I am getting this error message:
[2024.07.01-14.36.32:191][305]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2024.07.01-14.36.32:191][305]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147480241, TimeStamp: 07/01/24 16:36:32, [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:49380, Name: IpConnection_2147480213, Driver: IpNetDriver_2147480239 IpNetDriver_2147480239, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID [2024.07.01-14.36.32:191][305]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:49380, Name: IpConnection_2147480213, Driver: IpNetDriver_2147480239 IpNetDriver_2147480239, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
whenever someone tries to join through the public ip, but I can join normally locally
Hello! So, i did this method here, to wait for the game to load up, and left the server up for almost 20 minutes before first connection and...
- I could connect to it
- I've entered the game (though slow in the first connect)
- After 10ish seconds the SERVER crashed with the same
0x7e22058000000000 !UnknownFunction()seg fault thing (the same error I've came here with).
I don't know if i could give any additional info to help you with this, if so lmk!
Yes, it isn't officially supported, though I've almost made it work with the box64 emulator, as I said, the server does load, and I'm able to connect to it (even my friends are), however after some moments it crashes.
This is the crash log pastebin com/yX3kphFx (just add the . to .com since i can't post links here)
So it works, but doesn't 😉
I just feel like, since its so close to working, there must be a workaround to prevent this crash, right ?
Sorta :)
I think someone did say they got it to work (use the search box), but it's not supported and it's flaky (so WILL crash at random points) even more so than U8 does anyway
Yeah, I've tried running the docker container by @mental bolt , and it yeilds the same error in a different format:
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=524338
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=786514
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=1048690
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=1310866
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=1573042
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=1835218
Signal 11 caught.
MallocCrash run out of memory allocating 262146 bytes, free 261920 bytes
Please increase LARGE_MEMORYPOOL_SIZE, exiting...
Any ideas ?
Bottom line seems to suggest it's run out of memory. How much RAM does the server have?
Should have ~24GiB
Shoud have or does?
Nvm, reread what you linked
I have no ideas TBH. You're trying to run it on an unsupported platform and it's not working. Some people have problems getting it to work on supported platforms, so 🤷♂️
Yeah, ik its not supported, but its so damn close! Server opens and all! Do you have any ideas for me to debug this ? Or where i should look?
There is no debug available for unsupported platforms, you are on your own. Try a supported platform
Or reach out to sashiro and see if they can help you get it to work
Will do! If you think of anything that may help me, be sure to tag me! Thanks for the help anyway!
Search is your friend
no use-able solution at this time,
That time out error gets posted at least every other day
Country Roads, multi home....
In a place called DisablePacketRouting?
tried -multihome and -DisablePacketRouting each separated, both logs warned NetDriverListenFailure
seems change up InitialConnectTimeout helped and need -DisablePacketRouting also
multihome automatically applies disablepacketrouting, so if both were needed - that shoud not have been the problem. NetDriverListenFailure sounds like a port mapping problem.. either way glad its working
Fix what exactly?
i think beucase of this error server doesnt start
it stops here later
and i cant connect to server
Well the above error has nothing to do with that.. so sounds like a connectivity problem - need more info on your setup/environment
Server-->Router--->PC
Minecraft connetion works fine, and putty ofc
nevermind
fixed it, server somehow didint register ufw rules
the dedicated servers will be down for 24 hours?
Whatch mean 'the'?
Basically, i am getting this notification when playing that server will restart in 10 mins. I thought local dedicated server reboots are under our control
It reloads every 24hrs
Thank you, does it happen automatically and do we need to do anything manually after it reboots?
It happens every 24h from when you started the server and it just restarts so you should be able to reconnect
The server was started 3/4 days back but I guess i noticed it for the first time today and hence got bit confused. Thank you for the information
Yep, its every 24h from when it loaded a map. It will just unload the map then reload it - doesnt actually close the DS process
That may also be related to the EOS servers, which helps with character inventory assignment, etc.
Ok, though i didn't feel any difference as of now post reboot
EOS also helps with peer to peer connections, session ID, etc. It's what the game clients log into, as shown in the lower left of the main menu. For solo play, or even MP with others already in the world, it wont change anything. The hosts "session ID" will change on that server restart, so no new connections would be made on the old session ID
I'm pretty sure you cant use session ids with dedicated, that is only for direct/peer-to-peer connections. Dedicated doesnt really do anything with EOS except for character enumeration (you get your proper actor/hotbar setups/inventory).
The restart is specific to dedicated servers and from the time when the map is loaded (or maybe server process started) a 24h counter is started and the server will unload/reload the map for garbage collection/cleanup, I feel like this is a holdover from the very early beta versions of DS and probably isnt needed anymore.. though probably still good to reload however to keep things in sync.
Where are you even seeing that...? Wasnt aware dedicated gave you an actual player list.
Either way, if you get disconnected, before you rejoin wait until the player counter goes back to 0
Multiplayer? Are you playing on a dedicated server?
Has that player recently crashed/DC'd? 30-ish ping isnt bad, but a recent rejoin could explain the redundant listing
MP overall isnt perfect. Pick your battles, and dont try to fix things not broken
Interesting.. once you join the DS and goto Multiplayer Settings > Manage Players it will list who is connected. Anywho the point still stands - if you get disconnected wait until the 'Current Players' via Server Manager goes to 0 (or -1 of whomever else is connected) then rejoin. Otherwise you will get a new body and duplicate your pawn. Though I would think the original version of you will just timeout eventually and upon rejoining (after the timeout) you would get your original back.
but cant check the list
i got 2 charaters now
atuck on server
stuck
any commands to kill other players
/slay
Brute force. It should be where ever you were at the time of DC
Probably better to leave the server, go get a snack, and log back in in 5 min or so
i got me other charater stuck in cyber truck
game created new charater player in game
Has anyone had any luck hosting a dedicated server via ATT fiber? I have all the ports 'forwarded' in the gateway but it doesnt work
Old character was still in mem from the unexpected drop. Log out, give time for the server to see you are no longer there, and log in again. How long does that take? Varies
you are actively conneted to the game in your screenshot that's why you can see it
depends on timeout setting, usually between 2 to 5 minutes
anyone know a potential reason as to why my server is losing tickrate? its making my trains go slower (120 to 100kmh)
Trains slow or rubber banding is likely a server performance issue
its directly connected to tickrate
my server is losing tickrate
i know this cause i made tickrate 15 before, and train speed went down to 80-90
Since U8 the server loads in the map on the fly as you move around it. If it's struggling to load data fast enough, then you it will impact the performance, especially on fast moving vehicles.
i changed the ini settings so that its loading all the map at once.
Still could be lowering tick rate if it can't keep up
i have over 100gb ram, and its not using all cpu
Is that a multi core machine as it mainly uses a single core, so it could show low CPU usage, but maxing out one core
Also, 400% WTF
i believe the engine only uses 2 cores max, so 400% is the 2 cores
Still makes no sense, but it's using half of what it has, on a two core system likely means one core is at max
makes sense, looks like i may have to turn off the setting that loads the entire map at once lol
Anyone know why it looks like there is multiple of the same player's connections at the same time?
yooo im trying to start a dedicated server, and although i follow all the steps, it just doesn't work. no errors or anything to tell me what's wrong
it's cpu time percent probably
so 250% is like 2.5 physical thread saturated (equivalent)
you don't want to
it will only be worse especially if you have ram room
explain what is "does not work"
it is as precise as saying "I had a car crash"
well that’s the thing i’m just given much info
well how can i keep the tick rate at 30 then? only solution i see if turning off the ini setting
ask yourself why would it be "a solution" first
and re read my message
turning off the setting cuts in half cpu usage
i already turned it off and it fixed the tickrate so 🤷🏿♂️
you said you turned it on after even troubleshooting
if you have "no problem to tell me what's wrong" then you have no reason to even come here
well shi im just curious if anyone got the same error-less problem that i do damn
yet you didn't describe your problem at all
i'd love to if i myself knew the problem
again so you come here without having any concret problem
you must've not read what i just said about someone relating to my "error-less" problem
if anyone relates to what you explained yet their problem is also to fail describing observations
okay okay i'll try my best to locate some kind of mishap or error then return later
really it should not increase cpu load in a way it affects tick rate
if you are running it on a shared hosting service then it probably means the provider is under provision its service
(and so the parallel load is competing with the main loop)
You need more than that.. there are background workers that will use whatever is available - I would add more if the hardware supports it
looking at the 400% they maybe meant 4 thread ? (assuming it's 2 thread per core then)
otherwise showing 400% is misleading in the monitoring tool
That's what confused me, you can't have more than 100%. Whether you are monitoring 1 core or 4, it's still 100%. "I gave 110%" just means you gave 100% and you usually only give ~90%. Sorry this kind of exaggerated maths is one of my pet peeves
that's not how it actually works
we are talking about cpu time, 400% is actually more accurate
that's why almost all linux tools are using that way
physical thread are really parallel execution paths
when a physical thread is at 100% it can't just go faster because others have room
a 4 thread cpu actually run at 400% cpu time maximum
and a full spining thread will use 100% (that is it will be up 100% of the time in the cpu, without parallel execution)
so on one thread your statement is very true
but that's the tricky thing : it is Not one thread
So you are monitoring 4x 100% thread usage, and representing it at 400%?
yep
But still, as a utilisation of 4 threads it's still 100% 😉
not on the cpu
I know there is a lot of thing that can be misleading when talking about multi-threading, and it's also why it historically is a big source of security issues
Kinda getting off topic here anyway
4x 100% it is true
400% is the total amount of the cpu time quantity that can be allocated to some software to run
saying it's 100% of the cpu time is wrong
saying it's 100% of the total amount of cpu time allocation used is misleading
the best representation is 4x100%
people are used to thing about a single thread in their everyday life
like when you plan for your activities
you are doing one thing at once by yourself
that would be only one physical thread
when you are using parallel threads you are not squeezing more time inside the full time use
you are only using (also) an other time simultaneously
and yes most software are broken because most people including devs actually have a hard time fully understanding what that implies
(hello data racing condition and buzy deadlocks)
side note : having a software that runs on multiple machines, shows similar behaviors (and so problems in software implementations)
and it is also very common today to have multiple machine interact, and so interact poorly
TLDR: when a single thread of a 32thread cpu is used at 100% : the cpu as a whole is actually used 100% of the time already
the problem is when a software will burst at 4x 25% and it'll show 100%, it is still using only 25% of the cpu time, but 4 times at the same time
the real representation would be to add an overlap factor
one thread 100% would be 100%・1
4 thread 25% (burst) would be 100%・4
400% on a 4 thread cpu would be 400%・4 obviously
one thread 100% and an other 25% would be 125%・1.4 (7/5)
100% at 33% on one, 16% on each 2 threads, then 8% on each 4 threads, would be 100%・2.33.. (7/3)
for putting things more simple, the full view is :
4 threads active time : x% *4 *4 / total cpu allocated time
3 threads active time : x% *3 *3 / total cpu allocated time
2 threads active time : x% *2 *2 / total cpu allocated time
1 thread active time : x% *1 *1 / total cpu allocated time
total: actual cpu use time% | total cpu allocated time (/400) | overlap factor
the 3 total values are interesting
[actual cpu use time %] IS NOT [total cpu allocated time %]/4
anyway I've been off topic for too long (I was going on as there was no on-going conversation)
Hey y'all. I'm sorry if this is a question that's been answered a bunch of times but I set up a server for myself and a friend and it worked but I was hosting the wrong save because the save was on my friends computer and now I'm trying to set up a new server from his side and it keeps saying server offline. Not sure why or how to fix. Any help would be appreciated
"from his side" is it at his home ?
did you follow the router configuration (NAT port forwarding to server machine) ?
did you check his server machine's firewall port opening setting ?
did you try using -multihome=0.0.0.0 or -DisablePacketRouting server startup commandline settings ?
"was hosting the wrong save" you can always change/update / set an other save on the same server (it will simply reload the game with the new save)
your friend could simply give you the right save so you put it on the working server
you can always move saves from server to local game, to an other server etc..
So we're in the same house and on the same router. I used his IP address on the router firewall port opening and opened the ports on both computers.
then you over done it
only his local ip address is needed (the one on the computer, not the router) as you are on the same local network (your two computers talk almost directly to each others)
only the server machine firewall needs port opening, so if I understand right it's on his computer
your setup makes me wonder if you are really using dedicated-server, are you really running the standalone software ? (wich is different from the game itself)
So I installed the dedicated server on steam on both computers then followed a yt guide which used steamcmd on both. Initially it worked on my computer and I was able to create a server but I removed it because I thought it needed to be on his. Now it won't let me create a server on either computer
I'm also very uneducated when it comes to command prompts and things like that so I apologize if I'm not giving enough information or not making sense
steamcmd works side by side with steam (and not inside steam)
which means you could even use it without steam at all
this means that all the install settings are in the steamcmd install/update command
the steamcmd command is not used to launch the server
when using steamcmd you usually explicitly specify the install directory (with the force_dir argument), check where you installed the server
if you also installed with steam client (with graphic interface) it is possible you have installed it twice (at different locations)
every time you try to launch the server, double check it is not already running, otherwise it will either :
- change its connection settings to work along the already running one
- crash on start
in both cases you will not successfully connect to it
How do I check if it's running?
task manager usually
I dont remember the windows name though, I'm running it on linux
the linux name is UnrealServer-Linux-Shipping maybe it haves similar names
UnrealServer-Windows ?
also if you have a running console windows with server logs in it, it means it runs ( the console window will close when the server close)
my advice is to give the server explicit connection settings at launch command
so it either start correctly or crash early
Okay I managed to get the server working on my computer but the save file is on his computer so how would I set the save file on the server I'm hosting
Oh my gosh I figured it out! Thank you so so much
by sending you the save file itself, and you placing it in the server save file directory so the server sees it
or
you/he go to the server manager save tab, and click upload from there
Thank you!
I've encountered a mysterious issue trying to run the server. I mistakenly made a thread rather than posting here however please if anyone knows what I might be doing wrong here! Got all the details in the thread and all the steps I've taken to try resolve it with some others help thus far 🫶🏽
https://discord.com/channels/370472939054956546/1256549991972081665
I think that the server knows what ports are being used internally so when you connect on 7777 it expects 15000 anbd 15777. You are telling the outside world that you are using those three, but the server is listening on different ports.
Try aligning the port forwarding rules for internal and external
The Query Port (15777) is what the client connects on, and the game and beacon port are sent after that initial connection is made from the server to the client
I knew I had it the wrong way around, but I'm not somewhere to check 😄
Any reason in particular why I wouold get a message saying server will restart in 30 minutes?
Server restarts every 24hr
Weird, I wonder why
Its built in, cannot control/change it
Really amazes me that this is just now coming up alot lately.. it has done this since the first dedicated server builds
people are hitting the 24h non-stop satisfactory playing threshold
Hi everyone. Im new to the whole dedicated server thing. I decided to finally do one for a friend and myself. I followed this video. https://www.youtube.com/watch?v=aaD-ZiW9Fac. I did all my port setup. It runs. I claimed it and named it. I put 8 hours of play time to make sure it was working and stable. I give my friend the info and they cant find it. Turns out it wont come out of private. I tried the save on single player and put it on friends only saved put it back on the server and nothing still. Brank new windows install everythings up to date. I have tried reinstalling steamcmd and the server a few times. Im completely lost on what to do now. Does anyone happen to know a solution for this? I would be pretty greatfull for help.
When you join your server, you join as a client, so, no, it is not "private"
Ports forwarded in your router?
Oh then Im even more confused about that. Yes. Both on the PC and the router.
see if any of this helps?
#dedicated-servers message
My trains seem to be rubber banding a decent amount and losing speed, going from 120kmh to 80-100kmh, anything I can do, or am I at the limitation of dedicated server stability?
Wait for 1.0
Could also get better CPU, seems vehicle speeds are affected by the tickrate, so if you are dropping below 30.. probably will have issues
on a 7950x
Is it actually dedicated to only the server or also running the client?
only da server
my world is pretty massive lol, i mean i can see the dedi server code just not being up to date
Well if the world is big.. nothing you can really do about it. I'm sure there are some optimizations with the new DS but I doubt it will be game changing in terms of build/performance limits.
How big is your save file and how long does it take to save? Mainly just curious to compare.
11MB, takes like 10-15s to save? im just basing that off of the time it lags every hour
saves every hour
Oh hmm.. yeah thats about half the size of mine (21.3MB) that takes 72s currently to save on a 9900k, I was thinking of upgrading but was waiting for the Ryzen 9xxx series and then probably going to move my 7950x3d into the server machine. Might not though if your saves are so low - thats a significant improvement over my proc. Gotta get ready for 1.0!
Oh hell nah
the development path video done some time back said no patches until 1.0, does that include server issues?
No patches means no patches
so i got 102s save time....
How does it take you guys so long to save wow
I've built a few buildings ~600k entities (SCIM)
how do i set "ultra" network quality in server
Why do you want to?
In GameUserSettings.ini add mIntValues=(("FG.NetworkQuality", 3)) in section [/Script/FactoryGame.FGGameUserSettings]
thanks
Holy shit trucks in a dedicated server just doesn’t work
works for me. What's your problem?
My buddies just can’t record a truck path without disconnecting
But I guess the work around is to go slowly
anyone had issues with server not starting back up after the daily restart?
how can i make it save like every 1 minute, just to change the timing?
The auto restart is 24hrs after you started the server and cannot be changed. You can set up the auto save interval in the ini files, but this doesn't affect the restart
Waiit, what..?
I just want the auto save interval to be changed,
That is in the ini file, but 1m will cause the server to pause slightly every minute
15mins is the default
Wheres the ini file?
Have you read the wiki that is linked in this channel description?
Depends in your install
I have no idea where that is
Actually it is in the engine.ini
Hm?
Like I said, if you READ the WIKI it's in there
Hm.
"Enter in the command FG.AutosaveInterval xxx, replacing xxx with the number of seconds between saves."
That does not work.
I've tried it.
Whats a "Server tick rate"?
[/Script/FactoryGame.FGGameUserSettings]
mFloatValues=(("FG.AutosaveInterval", {VALUE}))```
Possibly, Update 8 moved a lot of stuff between different ini files
[/Script/FactoryGame.FGGameUserSettings]
mFloatValues=(("FG.AutosaveInterval", {60}))
That would save every 1 minute, right?
If VALUE is seconds, sure
Yeah it is.
There you go, you answered your own question 🙂
Well, I still have to see if it works.
Just be aware that it will make your game unplayable at later levels. it can take upwards of 30 seconds to save in large games, so you'll have 30 seconds of lag every 60 seconds
OKay.
Wait,
Isnt there a command like, "save and exit" I can type in the in-game consol?
That would make things easier.
Nope, like most things in Update 8, it's broken
Dang it.
All console commands are broken in U8. If you type QUIT it won't quit, but when you restart the server, it will run the queued quit command and shut the server down immediatley
Welp. I don't even know where the save files are stored.
Again, it's in the WIKI
Right..
Yeah, it does not work.
It won't save within 1 minute.
I got disconnected.
Well, I have to go now. Good night y'all.
is there some up to date recommendations list of thid party hosts? i'm looking for one that supports mods but my usual go-tos don't
Mods seem to be very hit and miss on servers.
eeeeee
So, we (3 players) played a bit, had fun and after a few days we ran into a few issues like more deaths in tubes, belts not feeding properly and such. That lead us to load the game on a dedicated server.
Sadly, the experience is way worse! Just boarding a train and trying to reach the next factory takes forever. The train itself gets overtaken by its wagons. Walking is 3x faster.
Since we did all the settings as explained in the wiki, we're at a loss. Is it supposed to still be that broken?
sounds like an average late game dedicated server experience
at this point just hoping 1.0 fixes everything on dedi server lol
though at the end of the day I think the game will always be more stable single player than on any multiplayer
cool thanks, I was afraid that would be the answer! 🙈
on what are you running it
of you run it alongside the game it will only be way worse
on a linux server over at nitrado.net
mainly because their hardware could deal with all my feed the beast modpacks so far xD
did you contact their support?
yes
ok got a question if anyone is willing to help here.
Got a dedicated server up and running in pterodactyl on unraid. I can connect to the server in the server manager and play around with the settings and even setup a world. however I can't join that world. Heres what i get in the client and what i get on the server side. This server is physical and its located in my house if that helps.
Let me know what else you may need
It might be a firewall issue, you can talk on some of the ports but not others. There are three you need to open, 7777, 15000 & 15777 all on UDP
The other thing is are you running with the -DisablePacketRouting command line option?
so the default world port. the 7777 should be redirected to 25550. the other 2 are stock.
and not that im aware of
how do i make it so the server doesnt close after 300 seconds when im not inside?
what are you hosting it on?
go to server manager -> server settings and unclick the pause the game when no players are connected.
that will keep it running. then when you can't run it just close out the server or you can set it up on a schedule in windows
"hasn't been used in more than 300.000000 seconds. Closing it."
I already have that.
Please help.
Long shot, but is your PC going into sleep mode?
No.
Im using it.
All the time.
I have the dedicated server Consol open all the time.
The CMD thingy.
According to Google, this isn't actually an issue, but make sure you are using the Multihome or DisablePacketRouting options at the command line
"Multihome"? "DisablePacketRouting"?
Look in the WIKI for command line options
Why do you feel the server is closing? Seems like it's just closing connections which is not at all the same thing as it not being running
@grim mica
Right you linked part of the console output, does it say what its closing?
Its closing the server.
Because when I try to rejoin, its starting the server again.
What is the missing part of the rest of the console in your screenshot?
That is what mine says all the time, that is completely normal
Exactly.
Exactly what..?
Thats the same what my consol is saying.
Again -that is the Server Manager connection being closed from the client, has nothing to do with the world or it running/not running. What TheIlluminate said above is all you need to do to make sure the world runs with nobody present
Well, if you are right. I can check the Server age, and when it says closing... then the age should still get up, right?
Where are you seeing it saying 'starting' - when you open Server Manager?
Want me to screenshare?
Am playing 7d2d with a bud atm, screenshots will have to do for now - others can help as well that way
Well,
So wait,
You're saying that you get the same "closing..." in your CMD, and your server is still running?
Yes, I said that earlier
Closing the connection, yes all the time
42! Answer to life, the universe and everything
Is there any site I can use to max. my quallity of my buildings, like if I craft to many of one thingy so my power gets used to much.. you know?
Satisfactory Calculator can help you optimise your builds, but I mainly use paper, pancil and math!
Well, thtas one option.
Actually one more question,
How do I completly close the server.
Ctrl+C on the console, but make sure it saved because it doesnt save when you do that
Okay, thanks.
Appreciate your help.
Okay, well.
Im sorry to be here again,
But in the wiki: "FG.AutosaveInterval", it says paste it into the consol, but the command is not recognized.
Check the new wiki.gg, the old one is incorrect
Must do autosaveinterval via ini files now
Uhh, new wiki is located where?
Got it.
Set Auto Save Interval to 1 Hour
mFloatValues=(("FG.AutosaveInterval", 3600.000000))```
Yep thats it, I updated that wiki 😉
Hold up, I might be right back.
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=True
mUsePacketRouting=True
Thats in my ServerSettings.ini fiel right now..
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=True
mUsePacketRouting=True
mFloatValues=(("FG.AutosaveInterval", 3600.000000))
That would save every 30 mins, rihgt?
Thats not in serversettings.ini
It is..
Right, and that is not the place to put that
Help?
Correct, the mFloat and Int are already there, that is where you want to put that stuff
mFloat for autosave, the other options use mInt if you want to set those
There is already a float,, 3rd line from the top
Oh, it has to be there?
Replace the line complete or replace it in the ()'s
Not sure what it will do with two entries, might work.. might not
Put mFloatValues=(("FG.AutosaveInterval", 3600.000000)) between the ()?
mFloatValues=(
mFloatValues=(("FG.AutosaveInterval", 3600.000000)))
Im stupid.
You can ignore the mInt if you dont want to set the netquality (I wouldnt unless you know what you are doing) and disable seasonal just turns off ficsmas
Its FG and add more surrounding ()'s
FG*
I would highly not recommend doing 60s, your game will stutter like crazy
I'll do 120.
I use 1h but I am likely going to increase it to 2h.. recommend 10 minutes as the absolute minimum
That should work, though quite low
Okay, I'll restart my game.
Fails to bind port when the ports are open
can someone help me out
- running DS on windows
- in Satisfactory i am seeing the DS as 'Game Ongoing'
- click on join server
seconds later, unable to connect, turned IPV6 off on the DS side, server is running on my local network
Have you checked the Windows Firewall? There's a command on the Wiki for opening allowed ports
check nothing is using these ports already (apply to the server itself if it is already running)
Yep got I working
but now i'm having trouble getting the server working on external IP even tho all ports a forwarded
I don't know what ip to but the multihome at
usually no ip, -multihome=0.0.0.0 (case matter, put it at start of commandline arguments)
unless you want to connect to ipv6
Still does not seem to work on external
how are you testing ?
Trying my external ip with the port
from internal network ?
and trying with my loopback IP
ye
depending on the router you are using it may not be equivalent to outside access
On other servers it has worked like it
And another person trying to join externaly could not do so
double check your forwarding rules though, specifically :
they are UDP and they are targeting your server machine
They are UDP and TCP
you can remove tcp
Well I have it open cus I use it for other things when I do not run satisfactory server
Here is my .sh
do not edit the builtin script directly
it will get updated as you update the dedicated server
you add the argument when you call the script simply
Well it should not be part of my current problem
Hello peeps !
I'm a french dude, so my english is not very good 😅
I bought this game last day because I liked the concept of it. But I didn't managed to connect to my private server.
I tried to mount it on debian 12 (in command line) with a few methods (steamcmd and linuxgsm), windows server 2019 with GUI but the same thing happens : the server crash when I try to generate the map.
Could you help me please ? 🤕 (if possible, a french dude for better understanding lol but english is also ok 😉)
Can you provide log of the crash?
Yeah looks good - doesnt appear to be crashing
Is it that you cannot connect? Get a message with "timeout"?
No message just change the state to offline and close automatically the Satisfactory server instance
Well the log you provided does not indicate a crash, just that it is ready essentially
If it is crashing, this log doesnt indicate that - so not sure
But if you are saying the window disappears, maybe it is
There should be another folder, one level up from the 'Logs' folder 'Crashes' that will contain a 'CrashContext-xml' file
Obviously you can check the date/time as well for each crash in that folder will create new one
Ahh, this is a VM? Using which hypervisor?
<Misc.CPUVendor>GenuineIntel</Misc.CPUVendor>
<Misc.CPUBrand>Common KVM processor</Misc.CPUBrand>
Yes, Proxmox ve
Ok I'm trying this !
i'll get back to you when i'm done ✌️
I verified the processor name change, but doesn't work either 🤕
Pretty much same things
I verified the minimal conf and it's good !
8 x Intel(R) Xeon(R) CPU E3-1230 v5 @ 3.40GHz (1 Socket)
24Go of RAM in DDR4 2133 ECC
And SSD disks
Are you trying to create a new map or load an existing save?
It is at least not throwing that callstack for the physics engine that we always see with proxmox VMs not set to host, but I dont think ive seen the current crash before
Specs above should be good, I do see that the VM has only 8GB of that 24, but should be enough to start a new world at least
I tried both but not work. I'm trying to look if the problem is in Proxmox
Somewhat similiar.. though no resolution
https://questions.satisfactorygame.com/post/65c12d691545556f6c1c651a
I would try to close the server process, move this (C:\Users\ <user> \AppData\Local\FactoryGame\Saved\SaveGames) folder somewhere else (dont delete as it contains save files), and re-launch the server, it will regenerate the settings, have you set a new password and session/instance name. That will at least rule out the above issue
did you add init for disabling server streaming ?
Have they mentioned if theres going to be any major changes to the dedicated server systems for 1.0?
I'm going to start setting it up soon using Early Access to benchmark, but I just wanted to check first
After lots of tests and with your help, It's work finally !!!
I've fix it with #dedicated-servers message and #dedicated-servers message. It's work with Windows server 2019 and with debian 12
Thank you very much @grim mica !
here's what they have told us so far
https://www.youtube.com/watch?v=v8piXNQwcUw
I've been trying to get a dedicated server back up and running using the steam dedicated server tool; nothing I do seems to be working. I'm able to launch the server and join in game but the ping is 0 and no one else can join. My ports are all set, firewall is good, any ideas?
^same version as well
Any more knowledgable people here know what caused the constant lag spikes on dedicated servers from U7 to U8 when it was fine in U7
Is there a way, I can make all my converorys mk.5 or any mk, with a external website?
Well I am already on that site, but is there a way I can like mark all my conveyors and upgrade then, not like clicking each one of them?=
I think U8 included the updated engine, but instead of fixing bugs after U8 dropped, they decided to announce they were focusing on 1.0. DS have been broken, but at least we have a date for 1.0
Check local server and internet firewalls, 7777, 15000 and 15777 UDP. Also look at the -DisablePacketRouting OR -multihome command line options in the wiki
Cuz right now, I can only click each one of my convs. andn ot like mark all of them, yk?
that sounds promising, could you please tell me what you did to get it working?
@ornate grotto I'm not really able to describe it rn but, I'll respond later. If I don't answer in 12 hours, tag me again.
alright, thanks
Did you tag the wrong person ??
Yes, I'm sorry
holy, how do i load my save on the dedicated server that i just installed?
Read the Wiki, there's a topic just for that!
can someone help me - ive setup a dedicated server and my friend cant join it for some reason - I can - ports are open etc
Check ya ports, check firewalls (server and router), check you shared your internet IP with friends and not you internal local ip,
Check your ISP does not connect you behind a CGNAT, then try one of these command line arguments
This a very common problem asked multiple times a day it seems, scroll up and you should find a wealth of infos and tips. 👍
I found this answer on reddit and it WORKED. Thanks for getting back to me @dusty vortex . Already sorted but thank you so much for posting it!!!!!!
Will there be a work around in 1.0?
they are simplifying the ports required so fingers crossed
All port routing will happen internally on the new DS, will exclusively use TCP+UDP 7777 with 1.0
Hello, I am making a dedicated server and I just want to check,
I must allow all the 3 ports (7777, 15000, 15777) on the inbound rules as UDP of the firewall on the hosting machine, and then port forward all 3 on my router aswell?


any other configs i need to change for getting the server to boot back up automatically after the daily restart? Running on linux, i have restart=on-failure, which seems to be working. if i kill the process for example, it will automatically restart. But after the standard daily restart the server does not come back up automatically
The 24h auto-restart doesnt kill the server process, logs indicate anything not happening properly? What is the state* of the server after the 24h period?
thanks, I got it.. was one of my errors with a cronjob. didnt account for utc
Right-o
heya my dedicated server (locally hosted) is suddenly crashing on autosave
spent about an hour and 12ish attempts including loading earlier saves, but it crashes as soon as it tries to autosave
Log or CrashContext xml? Can't help much without specific errors or data
digging though them but theres nothing i can determine from it
can I DM you the txt or xml?
tried loading save offline and autosave also crashing. EXCEPTION_ACCESS_VIOLATION but the address changes every time
Sure, DM them to me
have sorted it out... its a pipe on my blueprint that wont delete when i clear it
as soon as i disassemble that pipe, game crashes on next save
its a pipe support specifically that i cannot delte, and if i connect any pipes to it it corrupts
autosave offline ? you mean on the local game directly ? did you try manual save ?
I loaded the save on my local client, and it was still causing the crashes. I ended up loading the save into SCIM and deleting the offending pipe support and things are working again
Can anyone recommend a server hosting provider that does a good job with this game?
You need someone local to you to reduce lag, however the game isn't exactly stable at the moment so most will have issues (not their fault)
are there any hardware recommendations for final yet?
Nothing has been announced outside what is in #announcements
Is there any way to enable flight on a dedicated server thats hosted 3rd party?
!wikisearch ags @jolly token
Advanced Game Settings (AGS)[1] are essentially cheats that allow customizing the Satisfactory experience.
There was no Flight mode in advanced game settings when I setup the server
that one is by each client
Once enabled, individual settings can be togged on and off from the Esc menu in-game. In multiplayer, all players have access to the settings, not only the host. Select settings affect only the player who enables them (such as Flight), while others affect all players (such as No Unlock Cost).
^ Correct answer
Yeah but what I'm saying is when I set the server up, there was NO option for "Advanced Options" I see that option when I start a SINGLE PLAYER server, but when I start a new world on the dedicated server, theres no advanced options
Ah, must be enabled and then the save uploaded
No way to turn on AGS natively on DS afaik
If you already made a new world, just save it with AGS on your client, then go back to main menu andgo into the Manage Saves > Upload Save and then you can load the save onto the server and play from there with AGS on
You can also do the same with an existing world, enable AGS on it, save it and then upload it
ya'll just saved me from pulling my hair out
Be aware that because the server loads each area of the map as you explore it, some people have mentioned performance issues with flight mode on as you end up loading large chunks of the map on the fly. More so if multiple people are in different area's of the map
When connecting to a dedicated server, I often get a grey screen and after a while it fails with this error:
It has become quite annoying since it can take up to an hour or more for me to be able to play.
Is this just the server doing satis server things or what?
Thanks for any help in advance 🙂
As per the wiki, try adding either the DisablePacketRouting or Multihome options to the server start up options
Good morning, I am able to connect to my server, changes settings and all. But when I try to join the game I get:
invalid authentication token
welp... no one seems to have a fix. Guess im gonna play a much more relaxing game.. Rust
Ayo whenever one of my friends try to join the dedicated server it does not load but only shows server name pending and this server appears to be offline even though everyone else can connect with no problem, does anyone know the problem?
There are no support staff in here, we're people like you that run our own servers so usually have jobs and the like. Not getting an answer in 30 mins and then leaving isn't exactly fair.
Having said that, I would expect that kind of error if you entered your password wrong
If everyone else can connect, and that one friend is entering the correct information the same as everyone else, then it may be something to do with their internet connection.
yeah they restarted their router and it worked
It was a joke lol
And cant be a password issue because im able to connect to the server. Can changes settings and all. But doesn't allow me to join the game/server
Has your password got any non-standard characters in it?
When you say you can connect to the server, I'm assuming the server manager, but not connect to the game?
Are all the ports open correctly?
i have both game and query opened
all three ports?
the beacon needs to be opened?
it needs all three ports
hmm
if i save (and overwrite) an existing blueprint, it will not update. I guess this is a dedicated server issue?
Bruh one dude died in the server and is now unable to connect
Give it 30seoncds
Your brief pic of an error looked like a 30second timeout.
It worked
Hey
Maybe this has already been discussed but I couldn't find it
I have a DS over SteamCMD on a Windows 11 mini PC
and my Problem is this <Picture>
I have opened the required ports
How do I get my DS to be “public”. so that my friends can play on my server?
I'm sorry, my English is bad, use Google Translate
just wait
There is no such thing as PUBLIC in dedicated servers, Multiplayer (Client to Client) is different to Dedicated Servers. To allow them to connect they need your internet IP address and connect via Server Manager
You'll need to forward the THREE required ports from your internet router to the server hosting the game
i have
Then they need to enter your public IP address in server manager on their machines
i have this
my friends i see this
Then providing you have set up the networking and firewall (both on your router and server machine) they should be able to connect
my router
Where are 15000 and 15777 UDP?
ok i have add this
Did you also add multihome or disable packet routing options at the CMD line arguments when launching the server?
Do I do this in the server cmd or steamcmd?
When launching the server.
You place the arguments after the .exe in the command line.
Most commonly placed in a .bat file for launching the server.
Called at the same time as launching the server, not after it's launched.
FactoryServer.exe -log -unattended
-multihome
one way or another?
and 0.0.0.0 change to my ip?
Just screen shot my .bat for launching server to avoid confusion
0.0.0.0 in networking land means to assign to any available IP
You can specify a single IP... And the server will only listen one that 1 IP.
With 0.0.0.0, it will listen on any IP your machine has. (And if you multiple network ports connected, it will listen across them all with whatever IP they have assigned)
i have router and minipc/server restarted
Give the server a few mins to load then try again.
same problem
on server i see this
anyone a tipp for how i can fix it?
Did you put the multihome option on your command line?
Try replacing it with -DisablePacketRouting. Sometimes one works when the other doesn't
same problem
Is that you connecting to the server locally?
per IP
You are using the local IP of the server when on the same network?
the server is a mini PC with Dedicated-server over SteamCMD
for 3 friends and me
i connecting per IP not local
but the mini pc is on same network
You should be using the local IP
and my friends to?
and why i not?
TLDR: Because that's how internet routers work
what is TLDR?
Cheap ass routers provided by ISPs often lack a feature called 'NAT hairpin/loopback'
It allows for devices inside the network use the public IP (without actually going over the internet).
Thus you need to use your internal local ip when connecting in the same network.
If you have some fancy router you purchased your self then you can check to see if it supports this feature just so you could also use your internet IP.
Tbh just easier and quicker to use internal/local IP of server for you while friends use your public IP.
Long winded answer... any address that is like 192.168.x.x is a 'local' unroutable IP (two other network spaces are 10.x.x.x and 172.16-31.x.x) anything that ISNT the aforementioned ranges is considered routable on the internet. Trying to access another 'private' network without the proper routing in place (like a VPN tunnel or similiar) provides no path for the remote party to connect to you. So if you are local, you can connect on the LAN address and anyone outside your network must pass through the router (where you do port forwarding) to reach the server behind the router. Your router takes your external IP and makes many hosts behind it capable of using the internet through something called NAT which create connections on your internal computers behalf and acts as a middle-man for accessing the internet. Without this we would have run out of IP addresses already as there are only ~4 billion usable addresses.
Dedicated servers are different from normal multiplayer in that normal multiplayer is peer-to-peer with session tokens you can join and some 'magic' happens in the background to make that connection occur. Dedicated requires the 3 ports (7777, 15000, 15777 UDP by default) to be forwarded to make the connection work. There isnt any session/public/private/etc with dedicated, its either on or off and thats it and connections occur via the IP instead of sessions.
Like I said, TLDR 🤣
Yeeeep.. just trying to lightly educate lol
I think ive explained routing and subnets to my wife a few times over the years, each time about half way through when I get to ports and protocols I feel like I am speaking another language.. oh well
When her eyes glaze over... Yeah mine's done that too
i connect with my PC per lokal IP
and my friends try tomorro per Public IP
Yep, perfect!
What we're actually doing is walking it through in our heads, and usually find the answer when it's broken, it just looks better talking out loud when there's someone there, than out loud to yourself 😜
the mini pc (server) has fixed IPV4
right?
That depends on your internal configuration, commonly you will have DHCP on your network that will get an IP from the router. The IP could change at some point, but usually it will just refresh the address lease and use the same one again. Unless you went in and set the address manually, default is 'automatic' (DHCP).
ok, i dont change it
now i cant join on my DS
but over VNC or Teamviewer i can see the server is running
Is multihome set as a startup parameter?
after server restart i can join, but my friend not
first i try
FactoryServer.exe -log -unattended -multihome=0.0.0.0
then this
FactoryServer.exe -log -unattended -DisablePacketRouting
The upper one is fine, multihome disables packet routing anyway - if you arent using IPv6 at all (probably not) use the upper one
If external cannot join, probably an issue with the port forward
Do you have to store the ports in asetting.ini?
Not if you are using the defaults
If you want to change from the defaults, use the command line parameters from the Wiki - https://satisfactory.wiki.gg/wiki/Dedicated_servers#Command_line_options
If you do change from the defaults, remember to update your firewall and port forwarding rules
firewall is ok.
ports in router ok
what else could you try?
When my friends join a “normal game” via Game ID, everything works.
but it should work on my dedicated server
Multiplayer works enritely differently and won't have an impact on the server
Was helping someone last week and they had only created NAT or ACL (one was missing, cant remember which) - did you fully do the port forward on the router side?
i need help with my dedicated server when my friend tries the join my server it appears to be offline. Am I giving him the wrong ip address
Go to google, and type in my ip That is the one the outside world needs
i did that and gave him my ip but it still appears offline
and the router is configured to let all three UDP port ranges thru?
So other than port forwarding, what else do I need to do after installing the dedicated server via steam? It seems all the guides I can find, including the wiki, goes through a billion steps that I think using the steam installer bypasses? I'm not exactly sure where the window that pops up when I hit play in steam for it, comes into play in the guide on the wiki.
All the guides I can find use SteamCMD instead of the steam launcher
That's because it's not recommended to run the server and client on the same hardware
The server struggles to run on it's own, but you are running two versions on the same machine
This is on a dedicated server PC, nothing else is running on it
Then steamcmd means you don't need to log into steam on that machine.
Once you've logged in and installed it, I assume you don't need to be logged in to run it. At the very least steam can be in offline mode
I don't know 100%, but likely you'll need to be signed in, or like you say in offline mode. You still need to set up port forwarding and firewall rules, and you may still need to adjust the command line options
It's just easier for a server machine not to have to log into Steam to run it at all
Port forwarding firewall rules are easy, no problem there.
Basically, I'm just having a hard time figuring out at what point in the wiki guide do I need to start referring to, at the point I am now.
The Wiki hasn't been updated in a while, so take what it says with a pinch of salt
Ah, gotcha. Yeah I know a lot of stuff changed about 3 months ago
According to that update video at least
The only other option you may need, if you run IPv4 and IPv6 on the machine, is -DisablePacketRouting or -multihome
So just run that on the command prompt window that comes up when I launch the server?
Sorry I can't do it right at the moment, so I'll check back in with you guys if I run into any problems in the near future.
Thanks for the help so far though ❤️
Oh but I had one more question. Is it possible to take a really hefty save that someone else might be able to share, and slap it on my server so I can give it a decent late game stress test?
As you are running through Steam GUI, you'll probably need to modify it there. Right click on the app in the Library and go to Properties. In the general tab, add -DisablePacketRouting in the Launch Options section.
The image is for a different game, but same concept
yes, i have 1500, 15777, 7777
my friends become "time out"
ok we have es now
after 3 server restarts, he can join
That's usually a sign that you aren't using one of the DisabledPacketRouting or Multihome command line options (or their internet is an issue)
SteamCMD
i use in a Start-Server.bat
"FactoryServer.exe -log -unattended -multihome=0.0.0.0"
I have enabled the following ports
UDP: 15777, 15000, 7777
After restarting the server a few times everything works
7777, 15000 and 15777. Not sure if the one above was a typo 🙂
you mean 7777 right ?
yes, sorry
If you are on the Beta 1.0 update, then this is NOT the place to talk about it
can you tell me which channel
As I assume it's under NDA, they would have given you a way to provide feedback.
ok thank you
Not a public facing channel
downloading the dedicated server on steam itself, where can i find the ip address for the server
also can i move an existing save file to a dedicated server
It's the same IP as the server you are installing it on
Yes, it's in the Wiki
so just my own ip?
It's not recommended to run the server on the same machine as the client due to performance issues, but if you are, then yes
hello. Any additonal info on running the Dedicated Server through LinuxGSM? It seems that I installed the server correctly since it looks like it started and no errors were thrown, but when I want to connect the server is not found and apperas offline for the IP address that is has. I have some other servers on same PC also running through LinuxGSM so I think that the IP I'm trying to connect to is correct.
Do I need to configure anything else? the Info on linuxGSM page is very vague
Make sure you are running the -DisabledPacketRouting or -multihome command line options as it's the usual culprit for not being able to connect
this command line option is when I start the local game or dedicated server?
Hi there.. I have dedicated servers (self hosted) for other games, but I want to set one up for Satisfactory (windows).. is there a definitive set of instructions for this?
as I'm looking at configuration "multihome" appeares to be set
Try switching it to DisablePacketRouting, that sometimes works. Multihome should include DPR, but sometimes changing works
The Wiki in the channel description is the official guide, but whilst it has some steps, it's a bit vague in other bits