#dedicated-servers
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In that case, edit the bat file and put -DisablePacketRouting
so like this?
yes
kk
make sure to shut down the running server completely before relaunching it
i just did
you don't want multiple instances running
it is still not letting him join... is there anything he needs to do on his end for this to work? he is in a different time zone than me(im usa, he is EU)
Who is your internet provider?
spectrum
Okay, check that they allow you to host servers
If they use CG-NAT you may need to buy a static IP address
alr... ill look into that ty
The other thing you might try is replacing -DisablePacketRouting with -multihome=0.0.0.0 for IPv4 or -multihome=:: for IPv6
I insisted on that because sometimes it may hang on stop
and either way it is not instantaneous
i have a CGNAT type im looking at it right now
time to set up a static ip
or not ill just go talk to them in the stor later but thank you all so much, i know how to fix my problem now!
You could use tunnelling software
If you are playing across continents though the game will likely be very laggy for your friend.
depends
im ipv4
I've done test between Australia and Europe iirc it was fine
wdym ?
anmd what would this be? never hear of it
Something like Hamatchi or equivalent
thats mentiond in #multiplayer-troubleshooting
will look into but for now ill just not use the server untill i get this fixed
Hamatchi used to be good, it allows you to create a virtual network between physically separate PC's, it was restricted by LogMeIn who bought it to make more money
ZeroTier is an alternative
alr good to know
oh, so no ipv6
I asked details, because you usually get both ipv4 and ipv6
they are not exclusive
huh, yea ill be going into the store and asking about the whole thing
Might be easier/cheaper to rent a server than paying the monthly upgrade for static IP
people already discussed about zerotier apparently it works fine
ill get price points for stuff
That way you stop paying when you stop playing ๐
people have talked about indifferent brocoli
yea ik nitrado very well im just a collage student though so im looking for free alternatives but wow
thats indifferent
if he is in eu there is great chances they can have server side, so zerotier is possible
o? ill look into that
If I start a dedicated server from home now, will it work when 1.0 comes out?
They said your save will still work but you'll have to start a new game for the story. Also the map will change so resources will be in different spots.
Also big changes for the dedicated server so who knows what will change or break.
as the save will be compatible it does not have much risk
so we can safely say that yes it will work
because it can't work worse than now
especially network wise
ive got a shockbyte server and im trying to join it for the first time but it times out after 20 seconds, does anyone know how to fix this
i didnt realize satisfactory had dedicated servers
I'm quite exited for the 1.0 release.
i hope the servers will finally not throw you out any more when driving vehicles.
and i hope that i will get the server to work on arm as well (but prob. not, since i didnt get the current one to work on arm).
does anyone have a server i can join or a world
i just wanna be able to play with someone cuz playing by myself is kinda boring
how do i disable packet routing
it's a commandline argument
how would i type it out in the console?
Hey, i installed the dedicated server using steamcmd on my linux server and in the console is the wrong time set but the linux server has the right time and now i cant connect to it, is there a fix?
what do you mean by "in the console" ?
This window
where is that window ?
This is the cmd i use to connect via ssh to the server
timedatectl
yea there is the wrong one
Im using webmin, even in the dashboard the time is the right one
there is nothing wrong here
Universal time and rtc time show the wrong one?
ah ok
but why is this also utc and not cest
unless you are not in Germany your clock is correctly setup
im in germany
because it is system time
I don't know how your logs are configured but utc is especially less confusing if you are managing system in other countries
oh ok, but then i still have the problem that i cant connect, just thought it was this problem
what problem is it showing specifically ?
recheck the server
Only this line
[2024.08.03-12.01.17:635][766]LogServer: Opening a new route from '[::ffff:MYIP]:62584' to '[::1]:15000'
And after 300 Secs it get closed
Anything else?
i am also having a similar problem
add -multihome="0.0.0.0" behind your start command
where is that
do you start your server using bash FactoryGame.sh / FactoryGame.exe in a console
im using shockbyte
I dont know this hoster sorry, then you have to look though the settings
you too, my system crashed could not response quickly sorry
yea, i did it thats why i helped him, thanks for your help
you may need -multihome=0.0.0.0 as everyone else
^ automatically sent as discord reconnected
yep but you you need the "
wdym ? as I said the message literally sent itself automatically
Hello everyone I have a problem with my server although I have all port shares open my friends can not join when they try to connect to the ip with the port 7777 always comes only the server seems offline has anyone ever had the problem and could help me with it
Have you added the -multihome=0.0.0.0 argument to end end of your command line when starting the server?
yes
You opened/forwarded all 3 ports as UDP?
yes
Can you connect ok?
So the server is online?
yes i can connect but only with the internal ip when i try to connect with the external one the server says yes is accepted but ingame it says it is offline
Not all routers support 'nat-loopback' which allows someone to use an external ip to access internal resources.
So this is somewhat expected.
basically it works in any case with other games i have 5 servers in other games that work
But as I have just discovered, I only get the 15777 internally and not the 7777
If your are 100% positive the port forwarding is correct on the router.
Do you know if your Isp.......
Perfect, I was going to ask check if you have managed to host other services before.
Some Isp use CG-NAT to provide external ipv4 addresses.
But of you have 5 other services running ok (using ipv4?) then your likely not behind a CG-NAT
yes the other servers all run on IPv4 so should actually work i just don't know if lsp might be blocking port 7777
The wiki describes a way to set other ports to be used as alternatives.
Could give that a try.
I have just tried the with other ports that does not work unfortunately I think that it is not my router but the server configs because I also come internally via the direct ip of the server only on the port 15777 and not on the port 7777
Asked your friends to use 15777 instead of 7777?
yes we have verscuth unfortunately does not work
I shutdown my server in Feb this year so my memory is a bit grey on which ports we used/set in-game to connect to the server.
i'm trying to set up a server directly via steam now i've been trying it all the time via linux that doesn't seem to work anyway thanks for the help
Other than double checking firewall/routing I can't think of much more that might help you any more than you already know. ๐ฆ
okay thanks for the quick answer and the help
By all means hang about, others may have something to add, but I've got as far as I can at this stage... Without going through a process of fundamental questions that might make it sound like I'm teaching you to suck lemons. ๐
is ok if you think of anything else please write to me i am a computer scientist myself and have probably already asked myself the same questions but maybe you can think of another one that i haven't thought of
did you check what the server is listening on ?
seems like -multihome=0.0.0.0 was not successful configured
Hey, is there a way to change the userrange for every player in the server settings? Its currently very low for all players.
Also yes, BOTH forwarding and firewall need to be good
if any error on one or other it will fail
also check your (new) forward rules correctly target your server machine
what do you mean by "userrange" ?
I mean the distance to open that editor menu
oh
no such setting
if it is hard is mainly because server has bugs
sometimes you need to target edge of machines to trigger it
Damn, but when I run the game with the map locally, the distance is higher.
it can be ever farther on dedicated server
depending on situation
Ok, thanks for your help ๐
Pretty sure if you have the hover pack on it extends the interaction range
Hey gang, I tried so hard to find a solution to this without asking but here we are. I've forgotten the admin password to my linux dedicated server, but can't for the life of me find where it would be saved. I know it's supposed to be in the FactoryGame/Saved/SaveGames folder, but that folder doesn't even exist, this is a fresh download. Regardless the server is prompting for a password before I can create a world or progress. I'm completely stuck
not so fresh if you forgot password ?
you are likely looking in the wrong directory
right that's why I'm tripping balls over this lol. I did set it up last night, made a password, then broke something today. So I deleted the entire directory and redownloaded it again (using steamcmd). But from the root of the game, where FactoryServer.sh is, I'm looking in ./FactoryGame/Saved and the only two things in there are Config and Logs, not the SaveGames folder I'm expecting. Am I in the wrong spot?
you are
password have nothing to do with the server software internals as you set it up
reinstalling the whole server then will do nothing if you do not simply remove user/save data
it's in server user .config directory
~/.config/Epic/FactoryGame
I see where I went wrong then. I knew it must've been somewhere else but just couldn't wrap my head around ~ apparently. Thank you ๐
My server shut down within seconds of starting up and showed [2024.08.04-01.28.48:241][ 0]LogAkAudio: Error: FAkAudioModule::UpdateWwiseResourceLoaderSettings : No Resource Loader! in the log
The server doesnt use any audio components. That is all client side. Mine often doesnt finish on launch, and I often have to re-launch it several times for success
completely unrelated error
for anyone who's seeking help here
please stop randomly picking the first "error" you are reading in logs
and start from the very end of logs if searching something
there are usually hundreds of "errors" in the log
does not mean that any one of them is causing you issues
rule of thumb : share multiple lines before and after if you want to share part of your logs
so people can see the context of the error in the log
But this is really the last error in the log
that log show absolutely no problem
and server shutdown as you closed the console
your server was waiting for client connections when you closed it
Thank you very much! I had been thinking that the server was not starting correctly, and now I can connect to the server. Thanks again for your help!
How do i get blueprints working for a dedicated server? I can't seem to save blueprints
I am running the server from my computer as well
you have to manually copy the BP's from the client into the correct folder on the server save
then restart the server session
Is there any recommended 3rd party dedicated server host to use for satisfactory?
Hello everyone,
I'm having issues with my dedicated server and could use some help.
Here are my specs:
- 16 GB RAM 1600 MHz
- i3-6100T CPU @ 3.20 GHz
- Fiber optic internet
I'm using the following Docker container: [wolveix/satisfactory-server]
The container runs fine and everything seems operational, but in reality, I can only connect 1 out of 10 times. Both my friend and I often get connection Time Out errors. However, when we do manage to connect, everything works perfectly.
I'm wondering if the issue could be due to:
- My network card being too limited?
- My server's hardware configuration being insufficient?
- Some settings in the Docker, like auto saves, causing problems?
Thanks in advance for your help!
Have you looked at logs around the time of disconnects to see whats happening?
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Logs_and_crash_dumps
I have reviewed the logs around the times of the disconnects. Here are some anonymized examples of the errors related to user connections:
Have you set both Client and Server to Ultra Network?
No, we haven't tried setting the Network to Ultra yet. I will give it a try. However, I am concerned that the issue might be related to the network card or the processor.
Processor might be a bit lightweight, but unless the NIC is faulty, it should be okay. Satisfactory uses UDP so there is no acknowledgement or retrying of dropped packets
It says: This server appears to be offline. Does give me this though.
Is this the same issue as LarvePoire?
Don't think so.
Are you running the DisablePacketRouting or multihome options?
Try setting Network Quality in the clients to Ultra and then make sure that the top two lines of UserGameSettings.ini on the server are
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=(("FG.NetworkQuality", 3))
I don't know. I am using pterodactyl to try and run it.
If the image hasn't been updated since U8 release then it's probably not. You'll need to manually edit it to add one of those command line options
This is the installation script, I don't know if its in there
All the files are also in the file manager
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -multihome=0.0.0.0 $(if {{DISABLE_SEASONAL}}; then echo "-DisableSeasonalEvents"; fi)
It does have multihome as it says there in the startup.
Try replacing -multihome=0.0.0.0 with -DisablePacketRouting
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -DisablePacketRouting $(if {{DISABLE_SEASONAL}}; then echo "-DisableSeasonalEvents"; fi) So like this?
Still not working : (
I could add you to the console if you'd like?
I'm at work, so can't
Is all the local networking setup correctly, local firrewalls and such?
My server
Whatever works for your needs, I'm not gonna judge. But one thing I'm gonna critique is the fact that it's all exposed circuitry, is there a case big enough to keep it contained and have good airflow?
No
2018 calls for their bad pc pic back.
thinkcomputers <dot> org/20-of-the-worst-pc-setups-september-2018/
2018? with IDE ribbons? Maybe 2008
bruh, what is that cancer? Are you Thomas and have a aunt you did the electrical work for?
idk what yall are roasting him for, its a decent setup, plus its a server what do looks matter xd
Necrotic is just jealous
Is it normal that my server is showing as offline when I attempt to add it to the server manager via the external IP? I can connect to it fine via the LAN IP and there doesn't seem to be anything in my firewall logs (blocked or passed) when I try to add it with the external IP.
Yes, you can't connect to the server via the external IP from internal network
Most routers don't allow loopback
Okay, that's a good sign then. Don't suppose there's an external tool for checking if it's online?
Not when it uses UDP, nope
Oh well, hopefully it's working then. The guy I want to play with is working night shift so I'll be out cold by the time he can try it.
Thanks for the help though. <3
HI All, I am trying to get a server up and going I have forwarded all the default ports because as far I can find I cant change those through the Steam launcher on Update 8. Even with all of those forwarded we still cannot connect from outside the LAN it says that the server is offline? I know that when connected to the LAN it is online and running fine so what could be missing or what are known issues I could be running into in connecting to the server externally
anyone want to join my game?
So the way I have been checking mine is connecting to my phones mobile and disconnecting from my in home internet to make sure it shows up (which it isnt ๐ฆ
That is a good idea. All my machines are wired though; keep my laptop at work.
MInes wired as well just happens to have a WI-FI card in that I can disconnect the wire and try it
Anyone has an idea why I have a lot of desync sometimes bugs with hyper tubes or that I can delete stuff or place stuff?
I first thought I didn't give the server enough CPU/RAM, but that's not the issue.
ore is it bc i run the server in a docker container/Pterodactyl
Hypertubes, vehicles and general 'disconnects' when placing belts/pipes (they dont actually connect properly) are just the fun part of how U8 DS works
Container would have nothing to do with it, as long as your tickrate average is 30 (with default configs) - the server is essentially running at maximum performance
Highly recommend using steamcmd and not downloading it through Steam itself, also if you are hosting the dedicated and playing (server+client) on the same machine.. unless you are pretty much top-of-the-line, going to run into performance issues
Hello more experienced dedicated server people!
I've set up a Satisfactory dedicated server for myself and my friends, but we are being plagued by ongoing "Connection Timeout" problems. Where our attempt to connect gets cancelled after 30 seconds. This feels like it is getting worse as the world gets bigger.
I've found a few different instructions around the internet suggesting I change the engine.ini file to override the standard 30s timeout. (Picture below)
But when I change the ini file, the connection timeout continues to stay as the 30s default. Does anyone had any experience with this problem?
can you take a satisfactory server save and change it to a single player save
Yes, both ways. The Wiki (linked in the channel description) tells you how to go from client to server, just reverse the process
If I want to test my servers from external source, I just disconnect my laptop from LAN and use my mobile to connect it to internet, then just launch game/app/client on the laptop and try connect.
So there aren't any options that I can change to run it better because it's very annoying that I lose my inventory or that there are countless desync issues. Like changing the tick rate higher or doing something in the network settings?
ore dose changing the tick rate also change the speed of the game like it is in mc
Only option is to wait for the 1.0 release and hope they've fixed it, or switch to Multiplayer
then i would need a gpu in my proxmox server and that would be expensive, i guess i just wait for 1.0 and pray in the main time
Multiplayer is client to client, no server involved
yeah but we are 3 + people that are not on 24/7 so we would need to send the files each time somebody gets off and that is annoying
what does gpu have to do with htis ?
I could make a GPU passthrough and run a normal multiplayer session.
oh
you will likely run into similar issues though
1.0 will patch the network problems mostly
so if that is only about that, I dont see the link between that kind of setup and 1.0
1.0 will also release to dedicated servers
I'm so excited for 1.0 for the dedicated servers alone. I have 3 different saves for different focuses/friend groups and nobody has wanted to load in because 1.0 might fix the vehicle/hypertube issues.
I wish they'd release the server update ahead of time. But that's just hype gripping me hard. It's weird to feel this excited for a game release. I haven't felt this excited for a game update in... Years? And it's primarily because of servers
sounds like 1.0 won't be fixing most server issues, just shifting dev focus to getting the servers working
This is one of the things i'm going to try to ask on next week devstream - what they expect the state of DS and multiplayer in general to be in terms of bugs/playability
Hey I wanna set up a dedicated server but I'm not sure it will work with my internet, so I could use input from someone that's computer savvy.
So I live in a basement apartment, and my network is daisy chained off the main home network (Landlord Network -> Landlord Router -> My Router -> My PC). Would this affect things when it comes to port forwarding and whatnot since I'm not in total control of the internet here or is it enough that I have control of my own router/network?
All the routers between you and the internet backbone would need to be configured. If the landlord is OK with it, and can/will configure theirs, should be OK
what is a good playable ping for a sevrer
just got a server and the ping is around 100-130
i recon thatll be fine ?
That is a 1/10 to 1/8 second delay in command to execution. Depends on your tolerance level
oh boy.. what did I break now.. I'm moving from windows to linux.. and I'm trying to host two servers.. enabling ufw instantly kills them, alright cool.. deal with that later.. I can't join the second server remotely, ports fowarded in firewall.. I can see the server on the server manager but the connection fails.
locally it works.
hm... they're fighting eachother for ports.. it's like it ignored the launch options completely
... I misspelled beacon on the lauch args
it works now.. lets not talk about how much time I lost because of it. >.>
It's cool. I was reading it and saw UFW issues and immediately assumed, "Proxmox is being a bastard I bet."
I would've been in that rabbit hole for another day before noticing a typo
I mean, ufw enabled kills the connection. I've got a file in application.d and did ufw allow satisfactory for it lol
That's next to figure out now that I've got my typo fixed lol
you could be on to something though... since it's an lxc it shares the host system's resources.. so it's possible the ufw on the host is what's preventing me from using the system with it enabled in the container.. if nobody comes on with any input on how to make it work, I'll figure it out another day xd
Having more and more issues with our dedicated server. Itll randomly disconnect us or time out. When someone leaves, it most likely will kick the rest of us as well.
I know MP has its issues but this is borderline unplayable and we'd really love to be able to finish our phase 4 builds before 1.0 launch.
Sounds like your save time is taking longer than 30s
What are the best server hosts for Satisfactory?
Preferably ones with servers available in Virginia
one located geographically close to ... you
yes, most offer something pretty close, I'm east coast NA between VA and NY which are the 2 main hosting hubs on the east coast. Just wondering which ones don't suck
the server itself is ... not so great, so ... The whole topic is kinda subjective
I'm not jumping in until 1.0, which is supposed to have a lot of server improvements
Only a few allow access levels that would allow mods. A UI isnt really important, because the game client has one built in
and there is always the option of self hosting
Too much of a pain to set up something that's always on and doesn't suck, I'd rather just pay a few bucks a month for a hosting service
And not really interested in mods
Just want something stable and with decent admin controls
all the admin control you need is what's in the client..
aside from that, having access to the server files currently is the only way to download a copy of your save.
I would definitely want to be able to grab my save
1.0 is going to have that option in the UI on the client I think.
And to increase timeouts if you save gets large
or break it by editing configs, which I've done numerous times.
no input on my ufw issue gunther? xd I've also noticed that the server doesn't like to cleanly exit on linux and I have to go and kill the unreal engine process..
Sorry what is ufw?
Linux.. egh, don't have any recent experience with that. Only ever a Windows dedicated these days
Cleanly exits on Windows, at least with nssm
I am running a steamcmd server, all works but does anyone know how i get external blueprints working?
I want to integrate the satisfactory in our communities own scheduler built in python. Therefore it is important that I'm able to retrieve the number of current players which are onto the server at the moment and first of all check of the server is up and running. If possible, I also want to retrieve the player names which are currently online.
For other game servers I use A2S (Source Server Query Protocol), RCON or telnet to get these information from the dedicated server during runtime. Right now Valheim is the only server I've integrated which does not have any of these. Here I need to parse the logfile to retrieve the current players. It seems like Satisfactory also logs if a players joines and leaves which makes this approach possible (but I would like to avoid this workaround if possible).
So the important question here is, does Satisfactory implements A2S, RCON or telnet protocol to retrieve state information during runtime?
hey folks ๐
short question: is there a published documentation about the new HTTP API in the 1.0 version ? ๐
not yet, but 1.0 there will be a REST API
#announcements message
Check video at 7:52
Not yet.
Oh it's still not working?
has anyone experienced really really long load times on dedicated servers? maybe it's just because my server's been running for a long time and all but I don't think my builds are massive.
silly me. all this time I've been thinking I had a server issue. I went as far as validating my client, but never reinstalled until today. now it loads up smooth.
sounds like it will fix most issues, because most issues currently have to do with funky networking handling
and they will update this very much (they communicated on that)
now the in game problem parts I dont know
but most problems are like :
- ipv4 ipv6 mixing
- requiring weird arguments for network
- multiple mixed port number access and opening
- weird handling of """internal routing"""
- no reliable status
- time outs
- no reliable session tracking of players
and all that will be probably fixed by: - announced revamp of connection/port handling
- announced online subsystem and settings improvements (sessions tracking, per player settings, and the like)
I mean he literally says on the video that they wont be perfect on 1.0 and they will be focusing on fixing the bugs moving forward...most of the stuff they have announced is just QOL for server admins
why does it sounds like only admins are connecting to the servers for you ?
Going to put together a new dedicated server for 1.0 do you need a decent graphics card or will anything do?
No GPU should be needed for DS
Ahh Ok I got an old GTX1050 somewhere so illl put that in
If the system has onboard GPU then use that if you wish to connect a monitor to the system or using an OS with some UI.
The game dedicated server does not use GPU at all.
Otherwise your paying the power bill for the 1050 to sit idle.
Nice I'll just run with a cpu then thanks!
Waiting for 1.0 to start again should be awesome!
just have to wait for <t:1725966000:R>
If it's a windows server I think it needs a gpu
Or at least a minimum resolution of something
The server does zero GFX processing, so should not need any GPU
Explain that to the windows server. It won't launch unless your virtual desktop has a high enough resolution
That's not a GPU issue, that's a windows app issue. Linux is command line only
They made some kind of mention of the gpu being used for some kind of math on 1.0?
Most dedicated server providers will NOT have GPU's in them
I'm aware, but it makes me wonder what other kind of funkyness the windows server needs with regards to graphics.
Yeah, my dedi has a gpu, but it's not for satisfactory, nor do I want to use it for it.
As most hosting providers don't use Windows server anyway
I suspect that GPU will be optional if anything
No, I've moved away from it for my home server, linux is much easier to manage for multiple servers running in the same system
But it's pointless to speculate until they actually release v1.0
Currently just speculation. They mentioned that the game will utilize the GPU for processing conveyors and pipes in bulk but they haven't mentioned if that will be added to dedicated servers or not yet
Hi Folks, I have my Satisfactory Server running on TrueChats on my NAS. Pretty flowless for the past couple months.
Question though for anybody that may know. How can I access the SAVES and the Blueprint location on the NAS? I've SSHed, used WinSCP as root and scrubbed everything to no avail...
is there never any onboarding for a dedicated server?
I wonder how that will affect the story.
Hey there, I just got a new Ampere A1 VM on Oracle Cloud, and I want to run a dedicated server on it. Unlike Oracle's ARM processors, there isn't an "always free" option for a free x86 cloud server, as far as I'm aware, so I need to emulate it. I saw online that it might be possible to do this with a Docker container or software like FEXEmu. What would you recommend as the most stable option right now, before 1.0?
and also keep in mine, being able to use gpu does not mean using gpu is mandatory
there are things like opencl
iirc box64 if the most featureful+performant
docker afaik is not very reliable
Okay, thanks! I'll try that
A few months ago I bought a server for Satisfactory so that me and my colleagues could play on it. I had paid money for it every month but then we hadn't played for a while and the server is now gone with all the saves on it because I had forgotten about it server to extend how can I transfer my game status from the server to the normal game? It would be nice if someone could answer that for me.
You can transfer saves between a dedicated server and local client, but if the server save is gone, then there's no way to get it back
The client doesn't "save" any progress against a server game
yes the server is gone
No way to get your progress back then
Would have to start a new game from scratch, or upload one you've already started from your PC to a new server
I've put several hundred hours into it now as if there's no way to get it back
Can I write to support somewhere or something?
Maybe they can somehow restore the score or something
You can try and contact the hosting provider and see if they have a backup, but they typically don't if the account/server has been closed
Nothing Coffee Stain can do about it, the save was on the hosting provider server
Typically when a hosting provider closes an account, it usually releases any resources tied to it, Inc any backups they might of had.
Some MIGHT have say a 30day window after account closed before resources are released.
At least you now know the save files are valuable to you, and you are willing to put 100s of hours into them, and now will likely spend about 1% of that time putting in place a process to manage backups of the saves.
While the game offers I think the ability to download saves, some hosting providers may allow FTP access to saves maybe. So there can be some ways to stay on top of it for your next journey.
I just setup a server. and starting a new game. The server crashes. Here are the errors I get
anyone have an idea how to fix this. I never got these errors before.
You say you never got the errors before, does that mean you've run the server on this hardware before with no errors?
Yes
What version?
I had a server running about 6 months ago.
It's saying it's getting invalid data from the client
Have you verified that server and client are running the same version?
how do I do that. How can I make sure that both of them are the same version
My client is version EA 273254
The log file should show the server version
Are you using SteamCMD for the server?
steamcmd
use the "app_update 1690800 validate" option via steamcmd on the server
Are you running the server on a different computer to the client?
Are the server and client running on the same hardware, or different?
same
Not recommended
Something is obviously clashing and the server is getting traffic it's not expecting
crap. I wanted to join someone's server. I never did get a reply. so I wanted to start my own.
how did you install the client then ?
?
Good evening, I am having an issue connecting to a dedicated server hosted in the azure cloud (hosted by a friend of mine, so can't get to the logs or settings).
My friend has no problems connecting to the server.
On my side I see the server status ("Game ongoing" or "Offline), I can see the ping to the server (40ms-48ms) but attempts to connect time out after 30 seconds.
I have had instances where I could randomly connect to the server after I loaded my local save (different save, not the same as the server)
My friend checked the logs and only sees the "Opening a new route from..." message.
His startup command is /FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0
Is there a tool to test the client side connection or anything that I can check from my side?
If I were write a tool to perform a connection test while simulating a client, so a client troubleshooting tool, what should I all check? Any known UDP commands that I can use on the three different ports?
The only way to test connection is with the actual client.
you could try changing -multihome for -DisablePacketRouting, but if your friend can play and you can't, then it sounds more like a firewall rule issue
Are you able to / have you tried connecting to other dedicated servers?
I haven't tried connecting to other dedicated servers no. I have now tried using another local connection (mobile hotspot instead cable) and even though the NAT-Mode is Strict, I am able to connect (the NAT with my Cable connection is Moderate).
This means that the connection isuue then lies at either my router (settings and/or firewall) or my cable ISP...
i died and it closed my connection then when i rejoin it showed me as a diffent player
Yes it's a known issue. Your body should be somewhere, or you can edit the map and get your stuff back
yeah i know where my body is i don't know how to get my equipment back
If you can see your body, just kill it with a zapper
why does it even happen and how can i stop it in the future
could be a number of things, but your client desyncs from the server and times out. Moving too fast, hypertubes, random glitch, you get the idea
Dedicated servers are broken beyond belief at the moment
Yeah I know
Once I had it took down the whole networking on the server when I tried to restart it
Only a month to go to 1.0
Yeah and they will finely work
Anyone on windows that uses NSSM able to help me troubleshoot this?
Can you get more logs please.
Please ping me with the reply, il help when i have time if no one else does.
For the duplicate body problem, don't reconnect to the server until your old pawn gets kicked. If you login while already logged in, it doesn't override the existing, DS just creates a new profile completely
I'm not sure if there's much else to show, I'm following the wiki where you copy the path of FactoryServer.exe and install the service, and then I'm just using the run command it shows. Tried it with the server running and off, same issue.
Check if the server runs without NSSM. If it does, troubleshoot NSSM. If it doesn't, post error logs from the satisfactory server.
Oh yeah the server runs fine. I was just trying to set it up as a service with NSSM so I don't have to worry about making sure the server is up all the time
What command line are you running for NSSM?
From start > Run enter services.msc and hit enter
look for SatisfactoryServerService, right click and select Properties
Screenshot that and post here
I am running a steamcmd server, only one thing i dont get to work. I downloaded some blueprints and placed them in the folder. Only i dont see them in the game, any one got it working and could tell me how?
Did you restart the server? They won't be refreshed automatically, rather scanned at startup
Yed i did
Would y'all be able to help me with a train problem I'm having? I posted in the #satisfactory channel and didn't get any responses.
Don't ask to ask, just ask
For reference.. #satisfactory message
Seems like something basic is wrong.. I have nearly 100 trains of various sizes (1-2 to 1-6) in a RHD 2-lane rail network and dont have any docking issues like you are describing
what folder exactly ?
Sorry I missed this. I don't know if I understand enough to answer your question. I'm doing my best to work off this guide https://satisfactory.wiki.gg/wiki/Dedicated_servers/Running_as_a_Service
I believe that I sucessfully installed SatisfactoryServerService, it at least didn't give me an error. When I navigate to the folder with nssm.exe and run the start command in command prompt it does this #dedicated-servers message whether the server is already running or not
Run '.\nssm.exe edit SatisfactoryServerService' and show the first tab that opens, should include the command line arguments
hi I have a quick question has anyone experienced game crashing while playing on dedicated servers?
Occasionally but isnt very frequent with U8 - its pretty stable from a crash standpoint IMO
Every time the game auto-saves and any time I am moving fast in daylight in the desert. Crashes are just a way of life at this point
strange mine where so frequent that I had to switch to single player to continue
maybe i configured it wrong
I had very frequent crashing issues when trying to use the docker containers. After switching to running straight on the machine instead of through docker, my crashing stopped and it has been solid since
Oh I'll have to try that
If you follow the rest of my instructions in that thread of messages and show us the service details #dedicated-servers message
Hi i am searching for a good and trustworthy docker container for a synology nas do play on with 1 other friend does someone have a good container that i can use?
A synology NAS is unlikely to have the requirements for a dedicated server https://satisfactory.wiki.gg/wiki/Dedicated_servers#Requirements
Wrong channel?
uhm
yeah xD
Suggest you remove it and put it in the right one then ๐
yeah ๐
Iโm trying to set up a dedicated server, both using the steam tool and via steam cmd. But every time I create the server I canโt claim it. What am I doing wrong?
Are you running it on the same hardware for the client and server?
Yeah
Not recommended
Iโve tried troubleshooting it but canโt get it to work
Dedicated server is designed to go on dedicated hardware
Huh? Sorry what does that mean?
It's designed to run on a seperate PC. Most computers struggle to run two copies of the game, which is what you are trying to do
So thereโs a chance Iโm doing it right, it just doesnโt work?
Does the other computer need to be on all the time if other players what to join? Or could I turn it of?
Sry, many questions ๐
You'd need to check the logs, but if you are doing it correct you should be able to connect to it
Well, I canโt
Yes, a dedicated server is designed to be on all the time, otherwise use the multiplayer option
Okay. So really, if I donโt have a extra computer itโs not a good idea?
Plus I canโt get it to work.
Good Morning Team. I have been racking my brain to get my dedicated server to work properly. Every time I try to create a world, it times out on me, giving me a network error. Now I have older saves that I can access and play on. Every now and then I would get booted from my server, quick restart and everything is fine. But I started fresh, so all saves are gone it acting like a new server should. But like I mentioned before, when I try to create a new world, I get this error: for the start file I have .\FactoryServer.exe -โ multihome=0.0.0.0 -log -unattended
Oh once it times me out, even though i can see the server is running it shows it is offline in-game
Try replacing -multihome with -DisablePacketRouting
Same thing still happen. It times out before it could complete a new save
Looking at the logs, i am seeing Navmesh bounds are too large! in several different locations. Would this affect anything?
Sounds like the server can't write to the save location, try verifying the install
How much RAM does the server have?
Quick google brings back https://questions.satisfactorygame.com/post/6565bbf3d0053b102f18fab4
the pc has 32gb. so i would say it easy has 25gb that it can us
Also, this PC is solo dedicated to running server.
running VM's or directly on the HW?
Direct
Try verifying the server install files
How do i verify it? I use the SteamCMD to create the files
Use the validate option, something like
steamcmd.exe +force_install_dir "C:\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
That's on a windows server, so change command and path as appropriate
Ahh, ok. Yeah i have use this method before, but i will give it a go here shortly
Hey all! I'm using a docker container on my TrueNAS Scale, using this video as a go-by (I was able to successfully set up a wolveix docker instance rather than the Jellyfin docker Stux used in the video). I know the container server works, as I can connect, access the saves through my normal NAS channels. My ISP uses carrier grade NAT (my router has a WAN IP address of 10.xx.xx.xx, my public IP address is 66.xx.xx.xx....). When friends outside my LAN try to connect, they can't find it. I found references to both UPnP (including that this is "bad for security," as malicious programs can auto-set up port forwarding). I also found references to PCP. Beyond having control and setting up port forwarding on my own router, I'm not familiar with PCP, UPnP, or, most importantly, how to modify the docker container to use these protocols (or some other method I haven't learned yet) to configure properly with the ISP. I do have a support ticket in with the ISP too, but they're just getting into work now.
Thanks!
You don't have to modify the docker container. It opens up the required ports to the container by default. You'll have to open the same ports on your router to allow remote connections.
If your ISP is using GCNAT, your only option is a virtual tiering platform such as hamatchi, zerotier or equivalent
Or buying a static IP address
or connect through ipv6 but :
- it requires you have ipv6
- a dns service is then almost mandatory
and again a good dns service is also paid /shrug
I have the ports forwarded from my router, it's the ISP that has another layer of NAT on top
If that's the case, then you'll have to wait for your ISP to follow up on that ticket or try one of Gilgamoth's suggestions.
My router supports IPv6. If I can have my ISP set up a static v6 IP address, is it not possible to just have my friends point to the appropriate xx:xx:... address in the server manager? I'd still port forward into my LAN ipv4 space from the router, no? I get that the point of IPV6 is that it does away with NAT altogether, so it is a little kludge, but what do I need a DNS service for?
though way more flexible than a static ip
also requires more knowledge
I'm ok with a lmgtfy link, I just need to know what terms to search, haha
there is no really such thing as static ipv6 address
hence my talk about dns
if you want static ip then you're after ipv4 address
link about what then ?
Ah, the lack of a static ipv6
ipv6 is not ipv4+2
it does not work the same way
especially on address management
that's the whole point
ipv4 is handed over to your router by your isp then using translation
ipv6 is produced on your own machine then published to your isp router
this means ipv6 also do not need forwarding
but as this address is dynamically produced and published by your machine
it needs to be updated regularly
ip addresses are not meant to be references
but are literal addresses
which means a referencing system have to be employed to indirect them
which is what dns does
btw this also is why ipv6 address written format is made easy to compare and check
but very annoying to write down
Ok, so since IPV6 is bottom-up (from the client side) it has to be dynamic to allow for de conflicting
Hmm, looks like I need to reread some things on how ipv6 works, because I was under the impression it was ipv4+2, at least as far as addressing/assigning a static address
Thanks @deep turret , that gives me a lot to learn about and Google away on to understandโing. I thought there was a static, and dynamic, ipv6 for privacy concerns.
At the end of the day I need the data to get to my machine, my budget for this is "what I already have," and an understanding of how the Internet works that was decently thorough... 20 years ago
there is a dynamic, and a temporary for privacy concerns (which is even more dynamic and also randomized)
Still no beans on that one
to be honest, a lot of people have stayed stuck on ipv4 schemes, which is a big part of why ipv4 to ipv6 transition still is chaos to these days (ipv6 is more than 20 years old already)
even RF#### and ISO##### documents are sometimes mixing up things
this is a big mess
and actual network experts are very rare (industry have lot of good "guidelines" practitioners I'd say.. and also a lot of bad ones)
people often loose themselve on the fact a network is inherently interactive and collaborative thing
which means machines agreeing on stupid protocols are likely to look like working well
while interesting safeguards and optimization could lead to some incompatibilities (if wrongly interpreted by other machines)
this is the main part of why networking is an extremely high potential low level hacking vector
because sometimes, overlooking things even are part of the standard
Yeah, every field has their skeletons that people learn about and don't realize they're skeletons because that's what they learned. I'm not asking you to re write RFC's, but I am asking for where to look. I'm guessing I should start with RFC 8200 and come back?
what I'm saying is there are reasons lot of IT people do not pick networking
googling it out is an adventure of misleading things, and misinterpreted other things, mixed with sloppy takes
you have to be good at cross checking a lot of things and have great visual and practical understanding capabilities
to get around it
because there are a lot of misimplemented network outthere too
and you have to adapt to these too
network in the end is not ideal
and as it is nothing you can directly watch happening, there are a lot of unsaid
especially now that there are professionnal sloppy takes generators engines out there that people start to use ("AI")
(and a lot of taken-for-granted)
anyway, if your isp is providing you good enough ipv6, you should not have to understand it all to connect with it
Yes, that's why I came to somewhere I thought might have some pointers to good resources. Apologies for "what do I Google?" being too short for "what do I need for a good primer to calibrate my BS-ometer?" I recognize you're not going to single handedly teach me the intricacies of networking on a discord server dedicated to a server for a game, but I had a very specific problem that I tried to be pretty thorough on outlining what I did, what I tried, and what I think I need to do, but I wasn't sure.
Should we set up a thread so we don't flood the poor guy trying to get steamcmd going?
my difficulty in responding to that lies in : I dont remember a single ressource I didnt flag as somewhat bullshit on this specific topic
Can you define "good enough?"
I made myself out of direct and theoretical experiments and science, as well as HUGE amount of crosschecking (especially when it comes to understand how things are Currently implemented, regardless of validity)
this is a human made jungle basically
@gray plaza Good News i was able to find work around. I created a new world that was private, and then use the file upload for the server. Once this was done and i let the server sit, it fully loaded the save and i was able to connect with no problems
I suspect you were not letting enough time for the server to set itself up then
For the original, i did let sit for about and hour and try again, still had the issue. Not sure why creating a file was having a hard time
are you using an external service ? or a virtual machine ?
maybe it didnt have enough ram to initialize the save
or your game client misled you into thinking you could not connect, when you could have restarted the client and it would have reconnected
(that's one of issues probably fixed in 1.0)
It not VM it running directly on machine i built for servers and it has over 32gb ram and i have 1tb SSD in it
@ornate grotto This is what shows when running the edit command
This is the end of the path
heyo, just asking for some assistance for a Dedicated server I'm trying to set up. yes it's in a VM, using Windows 10 as the OS for the VM so it shouldn't have too much issue. One of the biggest issues I'm having right now is I'm able to see my dedicated server in game, able to log in, set up the admin password and all that, friends are able to see it from outside my network on the internet, but when we try to log in, it gives us this timeout error
This sounds similar to the issue JunkCoppick mentioned above #dedicated-servers message
Go to the Log On tab and shows that please?
ye one sec
Thanks for your help ๐
I don't think Local system has access to networking, it think it needs to be local administrator
for a clean install fresh server, how much RAM is recommended get the world generated?
As per the wiki in the channel description, 16GB
sorry and thank you
Ignore above LocalSystem does have access. That should work fine
What happens if you manually run c:\program files(x86)\steam\steamapps\common\satisfactorydedicatedserver\factoryserver.exe -log -unattended
Server starts
When you try and start the service does anything show up in the server logs, i.e. does it launch and shut down, or not try and launch at all?
It has the whole time. Maybe I'm just stupid but I read this on the wiki and understood that NSSM basically makes it so that you don't have to worry about the server deciding to close unless manually
I'll start it and then run the nssm command and see what crops up in the server logs
oh๐คฆโโ๏ธ
If you use RDP and disconnect and don't log off, then you don't need nssm
That's how I've run it for years
Yes
Gotcha. I'm running on a spare pc in the same room. If I don't need nssm how do I make my computer keep the console open and not log out or do anything that would close the console?
If you are on the local keyboard and mouse, you just need to adjust the power settings so that it doesn't go to sleep or hibernate. Other than that it usually won't log you out from the local console
Hmm ok. I did that but I swear it closed on it's own one time. I'm probably just crazy. Thanks for the troubleshooting help.
It may have crashed, it won't restart if it does
If I close the console and use Nssm does that restart it if it crashes or would it close just the same
You can set the service to restart, IF you could get NSSM to run, you can't run it through the console and run it through NSSM at the same time
right. Yeah Idk why NSSM is not doing anything, since I tried it at the same time and with the console closed. I'm gonna see if I still get the same error after a full system restart
You might want to check the Application Log in Event Viewer to see if it shows why it doesn't start
this?
Windows Logs > Application Log
Actually it's under Windows Logs > System and filter on Source as Service Control Manager
Ok so that makes sense but also it doesn't. Does nssm.exe need to live in the same folder as FactoryServer.exe?
Check the path in Start Up Directory
No NSSM just creates the service, it's not needed after it's set up
Check that there's a " on the end of the startup directory, there's one on the start
dangit man it's always the typo
yeah it works now
OK so is the unattended argument the "restart if crash" command
No, that just tells the server to startup with no interaction
NSSM is a 3rd party app that will restart if it crashes
oh got it, kinda built in
It installs the application as a service and then the Windows service manager handles the start/stop/automatic
You can stop it with nssm or use services.msc to do the same thing
Ok cool. and then probably last question, what is the multihome argument you are using
Disables the IPv6 routing module (-multihome (implies -disablepacketrouting)) and binds it to all available adapters (the 0.0.0.0 part) on the machine
I exclusively use IPv4 on my lan/wan so no need for IPv6 on my end
gotcha. OK thanks a bunch lads sorry it took me two days to realize a typo๐ฅฒ
If you arent using IPv6, would recommend adding it as well
I'm just using a vpn so I have no clue
IPv4 = x.x.x.x format
IPv6 = x : x : x :: format
yeah im still having trouble with my server
i tried multicast and disablepacketrouting
It's multihome. Did you try uploading a created save like I suggested?
Hi, my other half and I are new to the game, and REALLY been enjoying it. We have paid for a hosted dedicated server, but are now hitting pretty regular issues and crashes. Is there a consensus for best settings to improve stability?
It's just us on there, playing with no mods. Server status suggests we're just fine for CPU & memory resource.
Is the server crashing or your game clients? It would also be helpful to have the logs from the client or server, whichever is crashing.
Client. It varies between unreal engine crashes, and just getting booted when in a tube. I've set up a task to boot the server every 3 hours, that seems to help a little.
Hypertubes are known to be bugged on dedicated servers so that might be part of the issue.
Idk if they crash the game though, so it could be something else. Post a log file from when it crashed. AppData\Local\FactoryGame\Saved\Logs\FactoryGame
Thanks. I'll grab the next crash and post it here.
Are you actually crashing or just disconnecting? Those are very different things. Indeed avoid hypertubes with dedicated, they will do all sorts of weird stuff
Dose the dedicated server require a GPU to run? I have a lab that has more then sufficient resources for the other requirements as VM but no GPU.
Wtf?
I think that is a waterfall.
Servers dont render any video. That is all client side.
That what i was expecting however it does list as a requirement on the info for it
just wanted to confirm if it was really required before I installed
Check the required specs in the Wiki in the channel description
Thanks again for the help Gilgamoth and @deep turret! Getting a static IP is what I ended up doing, my ISP offered it for $5/month. I had set everything else up right enough that as soon as they reassigned the IP(v4), my bro could hop right on. I just was on the server for a couple hours with one other person and it ran just fine. It was still a starter factory, so not a huge load, but with the server running an i3-4160 and 16GB of ram on the bare metal TrueNAS Scale, then running the server in a dockge container, it didn't seem to have any issues.
Good luck mate, it might struggle as you get further up the tech tree, but glad you got it working in the end
nice!
your host machine is not really a beast, but it should be good enough until in a while, especially since 1.0 will come with some critical optimizations
no server needs any GPU. The server runs headless
Yep, doesn't even have a GPU ๐
Long time since I last had a dedicated server running. Is the session name shown anywhere for the players?
Dedicated servers don't use session names, they use the IP address through Server Manager
hello! does anyone know anything about editing the ServerSettings.<port-num> file? (in same dir as blueprints and server dirs). it would be nice to "claim" a server before starting it, by prepopulating the file.
i see the sav file format has been reverse engineered and documented, so though i'd ask about this one.
Dont think that has been tackled
When I move a sav from one server instance to another, the Session name travels with it. It's displayed on the Status page in the Server Manager.
The session name comes from the file you mentioned, can just delete it and restart the server to make a new one and load whatever save you want
Is there by chance a way to pre-generate the ServerSettings.<port> file with specific auth information?
The session name is taken from the save file. I've never really has an issue changing the save file on servers thru the client server manager panels.
One note if you are using proxmox, you will need to set the VM CPU Type to host or it wont start.
Thanks, I have gotten one up and running, and loaded my save file. Will see how it plays when i get a chance.
๐ sounds good, just wanted to make sure I said something. I spent way too much time troubleshooting that issue.
it is probably going to change in 1.0
dedicated server is not stable yet
So after half day trying to get blueprints working what i download from the web. Still don't get it working
I use a steamcmd deticated server, in savedgames/saved/blueprints/Rocky Dessert i place the blueprint and they don't get visible. When i am in the game and make a blueprint, everyone sees it on the server. But don't see it in my maps. Also the downloaded once are not visible. Any idear guys
Hi Is there a way to use 2 color swatch at same time when 2 players are playing on server ?
Is there a tool to run a deticated server besides steamcmd commands only?
It's also in Steam and Epic, but those require you to have a separate account for the server to run under. SteamCMD is the best way to run a server
I have a extra account for the server, i use a good workhorse as server for many games
why do you put it in "rocky desert" sub directory ??
not really, you simply have to run it manually (.bat or cmd or .exe)
or I'm wrong ?
I'm not sure you can run two games on the same Steam account on separate PC's
the thing is it's not running in steam if you launch it manually iirc
steam/epic only installed it
(like with steamcmd)
Hmm okay, happy to be corrected, but that would mean installing the steam/epic client on your server
Because that is what they say on internet
that's an other topic though
Guys do Deticated servers auto save ?
Yes
ty
ok sorry I just checked it again, maybe a space issue ?
did you test with Rocky_Desert instead ?
wait is it "Rocky Desert" or is it "Rocky Dessert"
Found it on the server it is in the local folder not in the steamcmd folders
Hi guys, hoping this is the correct place to ask.
I play on GeForce Now, which means I don't have local folder access, so using blueprints is a heck of a hassle. To fix this,. I have been looking at getting in on the dedicated server way of life.
So I'd essentially rent a dedicated server from [insert some provider here] and use it to play a solo playthrough on (No plans to ever go multiplayer).
The first question is: Do you think that is a good solution to getting blueprints working?
Secondly, I am curious about how dedicated servers handle blueprints created while playing on the dedicated server.
Are they automatically saved on the dedicated server as well - or would I still run into the local folder issue and having to create them locally on my own PC, upload to the dedicated server and then being able to use them on my Cloud PC via GFN? (I hope that description makes sense)
I believe blueprints created on the server are saved on the server, example I create a blueprint and then my friend (without disconnecting from server) can use it.
There is still the manual option of uploading blueprint not created on the server.
If your planning on running single player only, then just run it locally rather than paying a host, your only filling someone else pockets for no great reason or gain.
Note 1.0 will release in 3weeks so there is little gain is starting a server at this time (unless you think your be totally finished in 3 weeks or wish to continue using a version plagued with bugs).
My experience is that "Rocky Dessert" has to match the session name for your save. - The blueprints are saved in blueprints/<session-name>. If you load a sav with session name "my-session", the blueprints in the "Rocky Dessert" dir won't show up. - You also need to restart the server after moving the files to the right directory. @languid palm
This is all in prep for 1.0 ๐
But will be playing a few hours before then as well, so may as well get it all set up now.
Honestly, the small price tag makes me prefer paying for a no-hassle setup, compared to running and troubleshooting my own setup.
Dad to a 9 month old and another one on the way in 8ish months, so gaming time is limited. So spending a tiny bit for less hassle seems worth it.
Sounds like you got ya head screwed on at least and are aware of the pros and cons.
Tho just to be sure you are aware, you can run the game single player without the need for a dedicated server.
It's just a simple single player game that you start in your game.
Thus having a dedicated server won't gain you much.
More ice cream for little Timmy? ๐ซก
Yes, but my blueprints reset every time I get a new rig on GeForce Now (so pretty much every playsession) - hence why dedicated server blueprint saves is a big reason for me to do so.
Running a local game on my own PC and accessing it from GFN, I'm not sure if that is feasible though (without running into a ton of port forwarding and similar issues to resolve)
Dedicated server is intended to support multi player.
Plenty of folks play single player without a dedicated server
If you wish to make life more simple and enjoy the free time you have, then if single player is your goal, you may happily proceed without needing to worry about any dedicated servers.
Blueprints work in single player too if that helps ๐ซก
Blueprints work in single player, I know. But when playing through GeForce Now, I get connected to a randomly generated PC in the cloud.
This means session 1, I'll create BPs and use them fine.
Next day, during session 2, I'll be on a new random rig and thus the C: drive is different and no blueprints are available and have to be recreated every time I relaunch the game.
I've not used gforce now, is that the feature to play remotely using cloud hardware?
If so then I think it's running the game in the cloud.. in single player mode, and let's you remotely connect.
Hosting the dedicated server will only host the server side, it's not playable remotely, dedicated server is a version of the game that gives you a DOS console only.
Idea being that if you have a game client then you can instruct the game to connect to a dedicated server where saves and blueprints would be saved.
This may be your goal, continue playing remotely but have a dedicated server you can connect to that stores your world?
100% yes.
GFN basically runs as a normal PC in the cloud, opens steam and launches the game as if playing on your own local PC.
So I'd be able to connect to the dedicated server and use it as a place to store the world and BPs, no matter which GFN rig I connect to.
gotcha, then yer that all makes sense ๐
Should be the same as solo games. Create and save a BP in game on the server, and let it make the directory structure. Then add the BP files you want to THAT folder.
There is a modding BP designer, that uses a different format, and the superprints form SCIM. I'm not sure either of those work with the base in game tools.
Guys when we use jump pads or make and save blueprints the server crashes. Any idear?
The server looks to be still running, you just get disconnected. Anything that makes you move too fast will desync you from the server. Typically this is hypertubes and vehicles, but I suppose jump pads could also do it.
Make sure that you set the client Network Quality setting to Ultra and that mIntValues=(("FG.NetworkQuality", 3)) is in the top of the GameUserSettings.ini on the server
Mostly is happends with building things on the blueprint designer. We tested diffrent things. Will change this today. Also a 3rd player is now on our server and looks like it happend then more often
Hey Team, Thank you for the help the other day and i was able to get the server working but, now it won't let me login into the server. It either shows offline or if it does act like it going to connect i get the same error as before. I double check my port forwarding and it connect and working. I have restart the PC multiple times. For context on the computer the server is running on. 32GB of Ram, 1TB SSD and it running directly on the machine no VM. It also Stand alone machine.
Sounds like the server is struggling for resource, what's the spec of the machine?
32gb m2 512gb ryzen 5 3700
Are you running with the -DisablePacketRouting or -Multihome options on the command line?
What's the CPU usage look like?
Memory when playing is not higher then 35%
12%
No idear, what would you advise?
That was a reply to JunkCoppick
Aah lol
If you have the memory, should turn off the streaming thing
I'm running -DisablePacketRouting but i want to say i tested both and got the same result
Hmm, what do the logs say when you try and connect? It's strange that it worked and now doesn't if nothing has changed, but then again, welcome to Dedicated Servers ๐ฉ happens
Btw my server issue, sometimes the dedicated server is completely crashed and shutdown. Command screen is then gone.
Would be nice if there come a real server manager, same what js avalible for ark ascendent
It would be nice if it wasn't so broken, but then v1.0 comes out soon, so ๐ค
When pulling the older log i can see this when i try to connect to it, when it decide to work lol
Really hoping 1.0 fixes a lot of issues
You and everyone else in this channel
LMAO
i can't seem to connect to my server, is anyone able to help?
ive made it to this screen so far
im on the same network as the server, and pinging the usual 192.XXX.X.X ip gives me a return; i presume the IP i put in is the same one i'd use as if i was doing it for minecraft
but it says its offline in the server manager
ive port forwarded 15777 and i believe i did the firewall correctly
Port forwarding in the router shouldnt be an issue for local network traffic. Firewall can be, and the server needs 3 port ranges open in it. Default 15777, 15000, and 7777 all in UDP on both the client machine and the server
i should have 7777 open (terraria) but 15000 is not; should i allow 15000 through the firewall AND port forward it or just allow 15000 through the firewall
The router controls traffic between your local network and the rest of the world. It wont affect local only traffic
(i would also like to have friends join, but at the moment none of us can)
for outsiders, yes, you need port forwarding on all 3
ive allowed 15777, 15000, and 7777 UDP through the firewall, but i am still unable to connect locally
server on linux?
windows
i would put the ip as i would if i was hosting a minecraft or terraria server (on the same network) right
ok i did some stuff but now im getting:
just start FactoryServer.exe -log -unattended
add -multihome=0.0.0.0 to the end and restart it
wait it worked
like without that it just magically decided to turn on
???? im not going to question it
Loading a new or existing save? Certainly shouldnt* take an hour.. but okay
o nvm it seems like it freaked out
ill do this and see if that works
hm no dice
Would need factorygame.log to see then.
Did you give it a few minutes to actually load up? (mine takes ~2-3m before its joinable on a new map)
Have you ever connected to it or first time?
Are there other server instances (other games, you mentioned Terraria) running that might take up port 7777, 15000 or 15777?
Is it on a VM?
no
What hardware? CPU specifically
ryzen 5 3600
Should be new enough for no physics stuff, would have to see a crashcontext to point you in any direction in that case
In the logs folder will be a crashes and in there something with crashcontext-xml (or something to that effect)
will show the server log and the crashdump info
i don't see a logs folder or anything
the only thing its running rn is the satisfactory server
FactoryGame/Saved/Crashes (or) FactoryGame/Saved/Logs
Can check to make sure its listening with powershell:
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process
ok i see the logs, which one do you need
No Crashes folder? If no folder, the server isnt crashing
there is indeed a crashes folder
Just drill into that and the crash ID then a CrashContext.runtime-xml
crash context, crash report, etc.
In that is Callstack, will indicate where the crash occured usually
the first thing it says is <CrashVersion>3</CrashVersion> underneath FGenericCrashContext and RuntimeProperties
Interesting, seems to be a socket error.. hm
Run that powershell above without the server started to see if anything else is using the aforementioned ports
Interesting, still binding to IPv6 with multihome
what did that multihome 0.0.0.0 thing do?
Are you using IPv6 at all?
i don't believe so
It disables a packet router in the UE DS process and forces it to bind to IPv4 addresses rather than IPv6
nice to know, ive had problems with ipv6 in the past
What mine looks like with that, the :: indicates its binding to IPv6
0.0.0.0 = any IPv4 interface
Probably not a firewall issue
Back in the CrashContext there should be a 'commandline' field - does that have the '-log -unattended -multhome=0.0.0.0' in it?
Thats what I would expect, okay
Give it another minute or so and try to connect with ServerManager now
it hasn't crashed yet but im not able to connect to it at the moment
The client is.. stupid and doesnt really like to reconnect immediately either
If you think its up, you can remove and add it again
The only way to get it to retry immediately vs restarting the client
ok it seesms to be working
when i hit choose starting area though it sort of doesn't
Crash again or?
or it says "creating game" but then brings me back to the area menu
no crash yet
do i need to make a new save first?
It should create a world in that menu, 1 sec
From Create Game and when you select it, enter a session name and tick the box it goes to preparing then client joins automatically
Okay, dunno what the difference was but.. sure ๐
welp!
thank you for the assistance!
hm
my friend is unable to join; i just give him my public ipv4 right
ive port forwarded 15777, do i also need to port forward 15000?
ok he's able to connect but he's in an infinite loop of "join game"
when he hits "join game" it tries to connect but then says "you are not connected"
i have done that now ye
i dont see this in my gameusersettings.ini
i added it and will see how it goes
Btw does anyone know i was adding a server as a service but it makes a complete new server, so i was thinking no issue i will save the map from the running server and add it. But i can't find saved worlds from the other one. i named them 1234.save and search on my machine for that file. Nothing
drop the e. 1234.sav
I did say you'd need to add it
What do you mean?
That was a typo here, it is indeed a .sav
So what i did know load the map local as single player. Then save. Then start a new server. And load the game, that works. But now all blueprints are gone and no idear where all files are located. Use nssm.exe for this so use same folders as steamcmd server.
Create and save a BP on the server, to create the directory for them. Check #faq for file locations
Where are save files located?
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames
Itโs a good practice to back them up regularly (especially if you are using cloud saves) by copying them to another location.
Where are screenshots located?
%USERPROFILE%\Documents\My Games\FactoryGame\Screenshots
Where are the Blueprint files located?
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames\Blueprints
Funny thing is the Windows Service server works but the files are not here located the saves are unpossible to find, so weird
Don't forget that the %localappdata% location is dependant on the user context. The logged on user will have a different path to the LocalSystem account that your service is running under
Running as local admin would be C:\Users\**Administrator**\AppData\Local\FactoryGame\Saved\SaveGames running as a local user would be C:\Users\**User**\AppData\Local\FactoryGame\Saved\SaveGames make sure you are checking in the right location
Done, there is one user active, thats my personal name. Administrator dont have factorygame maps
Try looking in C:\Windows\System32\config\systemprofile\AppData\Local
Man i that was it, thanks a lot. Now it runs as a service, and all blueprints are working
Someone knows why i get this error on my game pc, deticated server is a diffrent pc
Most of the relevant part of the crash is cutoff.. so no idea
What mods? Does it crash without mods? Not all mods are exactly compatible with DS
I am searching for a host that would support mods, but Google isn't helping. The wiki has a short list of hosts that don't support the mod manager, but there doesn't seem to be a list of hosts that do. From what I understand, I need ftp access, which I have with Shockbyte, but it's also on the list of unsupported hosts.
Hello, I'm attempted to get a server started for me and a couple of friends, I have a dedicated pc running steamcmd. I've portforwarded all ports both on my router and firewall. I don't have an ISP-NAT but nothing seems to be working. Can anyone suggest anything I might be missing or able to pop in a call with me and help out. Thanks in advance!
I've also completely turned off the firewall and still no result
Are you able to connect from the server PC?
I can connect locally on my gaming pc
Are you using a hostname or the IP address?
Something like your own website name, or dyndns, or something, when I say hostname
I've attempted to use cloudflare but not a 100% sure if I've done it right, surely my public ip would allow to people to join without a hostname?
It can take time for a dns to update, I would suggest using the IP itself, which is why I asked
And if you are using the IP, have you tried pinging the port from outside the dedicated PC's internet?
like "ping 75.55.100.1:27001"
You've done everything correctly it seems. Try verifying your config from the ground up. Server settings (ports), firewall, router port forwarding, and possible router firewall.
When I've check to see if the port is open it's says its not.
Maybe restart your router if you haven't. Depending on the model the config doesn't apply until it reboots
But i've done it on both my router and firewall (even if it's currently off)
Good point. let me try
Crazy how restarts fix so much, lol
Nope still says port is closed
Have you hosted before, or with other games? Asking because I wonder if your ISP has locked out hosting on certain ports
Yes have had a Minecraft server working
UDP does not respond to port queries, it will always say closed
Forward 7777, 15000, 15777 UDP from outside to inside IP address of the server, that should be all you need to do
In your port forwarding settings make sure it's pointed towards your server
Pointing to the IP of the Hosted PC
What is the column names? 0.0.0.0 I assume is source?
Source yeah
And the translated destination (sometimes called 'NAT IP') is the internal IP?
When someone tries from outside do you get anything at all in the server console?
Example
No nothing in console
Well I've not been able to try as my friend has now gone off but not much has change since he last tried
Should pretty much do it - what launch params do you have set? Using '-mulithome=0.0.0.0'?
just to note: ping is the wrong command for this. I think you wanted to suggest `telnetยด.
Isn't telnet disabled by default in Windows now?
If telnet, also the wrong format as it is 'telnet <host> <port>' with no : - either way satisfactory wont respond as telnet is TCP
Indeed it is
Yes, I've also tried a suggestion from a thread, to use -Port=10000 in the start.bat and open port 10000 but not been able to get someone to try since
You would only need to change the port if the port is already in use by something else or your ISP is blocking ingress on xyz port
The fact that it works internally says its not a port issue, but multihome startup param does non-port things
Guessing 15000 is the used port?
It uses all 3, 7777 is the game and one of the 15xxx is beacon and the other is the query port (cant recall which atm) but all 3 are necessary regardless
Okay
Well just have to wait till he can try tomorrow
Also appreciate the help, used to be good at this type of stuff but old age in creeping slowly
yes, but you can install the client.
But ping will not be able to check a port, as it used ICMP.
But as Gunter mentioned, teltnet will also not work for UDP.
In that case portqry can be used
Anyone know the proper steacmd script to update these days?
isnt it still 'app_update 1690800'
Or app_update 1690800 validate will update, then verify the files
Do trains run better than tractors/trucks on dedicated sever
for update 8 this statement is true yes. (they run better yes, not perfect, but better than trucks)
tho in ~2 weeks 1.0 drops and that could all change and everything hopefully work as expected.
They do seem to work, just don't expect to ride in them seamlessly
I'm setting up a dedicated server on 1.0, have enough ram, etc
What the recommended bandwidth/CPU cores for a server?
Also, is there a version in a docker container I could run in casaos/Debian anyone knows of?
the requirements for 1.0 have not yet been released.
Cool
the current rule of thumb is to use a server with fewer cores but the fastest cores available.
Hmm okay
the last time i run a server it was hosted on a i9-13900k, which mostly worked well till near end game and huge factory then started to expereince lag a bit more.
I have a i5-9600
with 1.0 it is hoped that a number of optimizations have been made so that such high spec cpu's are not needed. but until the specs are released or the game released, this is just hopes and dreams.
Great
I did see that esp belts and pipes were moved to GPU. For server hosting, do we know what that will mean?
thus of cause as 1.0 is not yet released, there wont be any docket containers for it... but there are some floating around for update 8... so it can be done.
i think that refers to the client side using the GPU to bulk process some data.
The dedicated server wont make use of GPU.. currently it does not, and long term, its designed to be hosted in a data center server, where such servers do not have GPU's. so it will need to work without a GPU... tho if the dedicated server is upgraded so that it could make use of a GPU, then while that might help... its yet to be confirmed... and still it will need to work without one for the data center servers.
so it wont be a requirement, at best optional for servers.
3 weeks
thank you yes, exactly 3 weeks today ๐
im rubbish at mentally keeping track of dates... unlike the misses whom you give her a date and she tell what day of week it is and if in the past what the weather was like on that day lol
<t:1725980400:R> < auto updating
im excited but if i watch the clock it will take longer heh
Random question. I know there aren't dockers yet for 1.0 obviously. But if a docker pulls from steam cmd wouldn't the server just update to 1.0 after a restart just like any other update? Or do you think there is something that might break that in 1.0?
I'm currently running it in pterodactyl on unraid.
if it is automatically updating it will likely break
what are good specs for a server for 2 players that'll go up to phase 4
Current server specs are on the wiki in the channel description, but they may change in 3 weeks when v1.0 is released, so best to hang fire
If it auto updates from update 8 to 1.0 it will most certainly 'break'
... Why, mainly the ports used will change, so firewalls and port forwarding/opening in the docker needs to update also.
There may also no longer be a need for some command line arguments like multihome etc.
Node resource location have moved so factory from update 8 or before will need reworking due to node and recipes changing too.
and also not all game files updates
dockers are especially set up
so some permissions are modified to guard against update 7-8 problems
but will probably not apply well to 1.0
1.0 will significantly change dedicated server on a system/software level
(announced networking reworked, announced cleaned and improved dedicated software packaging, announced update/changes to the default settings as well as the in-game settings applying to server system)
such that enforcing some update 7 inherited and 8 settings to 1.0 could prevent clean update, and also harm it
hi guys, two questions im running a server on latest update with mods installed aswell, i wanted to know if thereโs a way to block auto updates for when 1.0 releases so that it doesnโt break.
secondly, does anyone have a script to make automatic restarts of the server? im running it on a windows vps
If it's installed via steam cmd, then it won't auto update. If you are using a managed solution, then they usually auto update when restart, so you'll have to delve into the config
understood, another question. the server tick rate is really low, but the vps i'm using to host it its a above raccomended spec one
16gb of ram and 8 cores, but the server itself it's not using a lot of resources, and tick rate is low
it's using like less than 1.6gb of ram
8 cores of what? Core count is certainly important but a 10y old CPU or low-power mobile chip vs a modern desktop CPU is going to be a world of difference. Also, new or existing world that was loaded in? Multiple players or just one?
The default Update 8 dedicated has an option enabled in the engine that limits what gets loaded into memory, you can disable the feature (and it is recommended to do so) but 16GB may be the low-end for enabling that feature (it will startup with around 12GB of usage and move up from there as needed) as if it starts using swap for memory - going to be much more of a performance detriment
it's an intel xeon, host is hetzner
what's the option called?
should be twice as fast as in i7 12th gen, according to them
Thats.. very likely untrue from an IPC or single-threaded perspective.. but okey doke
At the bottom of Engine.ini add the following:
[ConsoleVariables]
wp.Runtime.EnableServerStreaming=0
Then stop and start the server, should see more memory usage along with the performance/consistency (vehicles, trains, fauna) gains from that being disabled
i'm just saying what they advertise ahahah, i'm not really handy on this stuff
i'll try and see if it uses too much memory, if so i'll just switch it off, the server is for 2 people only anyway, and we ain't building stuff that's insanely big (yet)
Hey quick question (probably just a skill issue)
My friend died on our server, and he went to "revive" his player or something and all his stuff just disappeared, including some valuable stuff like a hard drive.
If I roll the server back a couple saves, would that also affect player inventory? Or would it remain as it currently is? For example, would he potentially have some of that stuff back, or would he still have nothing because he currently has nothing?
All saves are persistent, so whatever was in the inventory will be reverted to that specific state on that pawn (the character you control)
Hell yes. Ok I'll give it a whack
If you lost important stuff, id suggest just using SCIM to add it back - probably a bit easier
Find the player in the world and beat it to death, recover inventory
But if you have no progression on your save.. obviously reverting would be easier
What's SCIM
https://www.satisfactory-calculator.com Its a save editor
This happens when a player disconnects then tries to instantly rejoin before the server times out the connection.
Thus when rejoining a new player (with empty inventory) is created.
Rule of thumb to avoid is to wait around 30 seconds before rejoining
Didnt mention disconnecting but rather died, guessing to fall damage or fauna
Disconnecting was definitely happening actually
When a pawn dies the inventory is just dropped in a grey/black crate you can pickup
If its disconnect, you do what Delph says above and just beat the shit out of the pawn and it will drop the crate
So thats spot on, he joined in with basically a new player, tried to recover old body but then it disappeared. I'll try and find it
You can find the player body, beat it lots and kill it, you can regain the inventory without needing for rolling back saves
You can load the save in SCIM and see players as well if you cannot locate it
where on this site is that
I've had boxes spawn in rocks or other unreachable locations (underwater is sometimes a PITA to get) before and just used the site to clear them
Click Interactive Map and at the top right of the panel on the right there is an upload save button
ok dope thanks
Not a skill issue, just common game bugs ๐ซก
Ok yeah I remember now, he died twice yesterday and both times he got disconnected. Is there any fix for that? Just wait a minute before joining back pretty much?
is this a problem btw?
Aye, just wait 30-60 seconds and you should avoid it in future.
My friends and I had surcome to this issue a few times, but avoided it when waiting a bit
Thanks guys!
You can see the active player count on the server info panel. Wait until it goes down by one.
Ok got it
The logs are often filled with all sorts of errors or warnings.
Sometimes it's meaningful sometimes not.
Do things appear to work?
If so, then you can likely ignore this.
Its logs describing network handshake with TLS/SSL, the last log is truncated so not sure what it says.
Typically TLS/SSL issues tend to stem from computer clocks out of sync with the rest of the world, or some cipher suits mismatch.
If your able to connect and play.... It prob ok to ignore it.
alright, i can run the server without it, only issue is i get also this error
nvm its a mod error, i'll ask in the mod server
I'm trying to run a dedicated server on a separate machine, but it says I can't run the game because my steam account is already in use on the other machine.
Would anyone happen to know what step I missed when setting things up? or a workaround?
make a shortcut to the executable, with the launch parameters -log -unattended, and launch the server from the desktop without steam
perfect, thanks!
<t:1725980400:R>
I originally have time off from work approved to build my dreams for the week of 1.0
Same here, took the week off!
Do many people run the server on the same computer as the client? I kind of like the idea of doing that even for a single player game so the world "persists" while I am not playing.
As long as resources can cover both. It's 2 CPU heavy loads at once.
generally not recommended
how do you find the latest save files from the server in file explorer
Check out the default save locations in the Wiki pinned in the Channel Description
If you are talking about this they are not there
Then your installation has moved them from the default locations. Is it Windows or Linux?
Is the 1.0 release of the dedicated server going to be compiled with LTO and PGO optimizations? It looks like those are turned off for the current build
It's supposed to have some Optimisations, but apart from the videos in #announcements, your guess is as good as anyone elses
granted those do take a ton of memory to run, but for a big release I'd argue it would be worth it
windows
my steam library is not on my C drive so that might be the culprit
Are you running it as a service?
you could prob just do a folder/file search for factorygame
Oh those folders definitely exist in those locations but the names of the recent save files I see in server manager are not in the SaveGames folder
do a search for the save file name
Remember that %localappdata% is dependant on the user context it's running in.
Running as local admin would be C:\Users\Administrator\AppData\Local\FactoryGame\Saved\SaveGames
Running as a local user would be C:\Users\User\AppData\Local\FactoryGame\Saved\SaveGames
Running a local service would be C:\Windows\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames
ok. And this would be on the host machine I assume, right? I'm kinda just confused because that user appdata path has the same saves between my main machine and my host machine (probably steam cloud sync). It's probably in one of those other paths you mentioned
Save games are located on the dedicated server, not on the client, so look on the server
ok i'll double check it
Good luck. It's 1am here so I'm heading to bed
Found them. Thanks!
this does not have to do with steam library, saves are saved according to the running user
(I mean you probably already figured that out, but anyone reading this will have the info)
hi there, ive just rented a dedicated server with nitrado, but it appears as offlime/not authenticated in the menu after adding it to the list. Im on experimental, does anyone know how to fix that
Experimental and Early Access are the same edition. Sounds like the server needs either the -DisablePacketRouting or -multihome startup options, but I'm not sure you'll be able to alter start up variables, you might need to speak to Nitrado
Has there been any word on the state of dedicated servers at launch? I know they havenโt had a lot of development time but was curious if itโs still just super experimental.
tldr: less experimental than currently
lol ty
We hope
will open a ticket with them, thanks
Hey folks. Trying to get a dedicated server running on LAN. Linux. Server runs. But all local LAN clients get this error when trying to connect.
I think this turned out to be a multihome issue.
Hey, i have a dedicated server to play with my friends. We are experiencing some little lags/rollbacks. Our game is around 400h and we just automated HMF and computer. Is that normal or is there a way to improve server performance ?
(We don't have any vehicle logistic system)
Define what little lags means? In terms of rollback.. certainly not normal as that indicates a server crash
I mean, it will be better supported in the literal way (getting support)
One thing I been wondering about, and cannot find an answer in a typical search: What is a Beacon Port used for? When i look it up I just get pages telling me what the default port number is, and that I can set it differently, etc... and that tells me nothing about what it is used for.
beacon : status connect
query : connect
game : for ue-engine actual game
but its mixed
especially in broken update 8
it will only be "1"(2) port(s) in 1.0
1 tcp for query/connect and beacon/status
1 udp (same number) for reinforced(udp-tls) engine game stream/connection
anybody got a recommended host for Satisfactory dedicated server for when it goes live?
One geographically close to you
I ended up finding recommendations on Reddit. Went with HostHavoc. I've used them before.
Are mods still isnt possible for servers?
some work with servers, but not all
hey guys im trying to get a dedicated server set up and everything appres to be working server side but i cant even connect my client to do intitial setup. I just get a timed out connection
im getting the same thing what did you do to solve this?
Hey all, I'm trying to get my server exposed publicly for some friends. I got it running in docker on my server and it works fine on the local network. But it isn't accessible from my public IP.
I'm using pfsense and have configured port forwarding. But i still can't connect to it using my public IP
:whelp: it's just my pfsense did not have nat reflection enabled
server side if anyone can help
heyo, is there a good site to purchase the use of a server just for this? or would i just be better off finding a VPS myself and doing it via that?
As he said in a message further down, you either need to use -multihome or -disablepacketrouting options on the command like. The Wiki (in the channel description) has details.
That depends how comfortable you are with running the server. VPS would be you installing it yourself on someone elses hardware, but you have to troubleshoot and fix any issues. A Gaming Server Provider will at least have to support any game server you bought from them, or offer a refund
my mate used to run our server but he's moving countries shortly so we're looking for a solution in the interim
what i'm mainly curious about is the difference in cost for a gaming server provider vs us just doing it ourselves, i can find a vps easily enough, but there's the whole cost benefit ratio of the quality of the server vs your own time creating and maintaining (we have the skills to do that easy enough), some vps places out there charge an arm and 3 legs to get enough ram etc
and be careful of underprovisionning
any "web" medium service vps will be crap for satisfactory server
Some other folks pointed it out, but in my case it was because my server had multiple interfaces and I needed to use the -multihome option to pick one. Supposedly the server binds all interfaces, but in practice this doesn't work. As soon as I picked one to bind to it worked.
Also, from the release notes, IPv6 is not yet supported (supposedly will be fixed in 1.0). So you might try binding to the IPv4 address with -multihome
Thank you Iโll try both. Am I setting the multihome to the servers internal ivp4 or am I setting it to my external
I did and that didnโt fix it
What did you set your multihome to?
Internal
didnt work ๐
the process is bound to the correct ports and theyre open in the systems firewall i have no clue why it isnt woring
wait shouldnt the time the server thinks it is and real time be the same?
but if the system is running on the correct time why isnt the process
Server runs in UTC. So does the system, really, but displayed time is adjusted by time zone. Like eastern US time zone is UTC -5
ah that makes sense
past that then ive tried all the troubleshooting in the wiki and im out of ideas :/
A lot will change in 1.0.
Looks like its trying to use ipv4 and ipv6? Try setting your server to only use ipv4 or only ipv6.
But disablePacketRouting should do the trick so idk. Those lines where its showing ::ffff:192.168.1.106 are not normal
<t:1725980400:R>