#dedicated-servers
1 messages · Page 74 of 1
Because it looks like you used the multihome and disablepacket routing commands but it didn't work. So you might need to add the parameters to your start script. And restart the server.
This did it thank you :)
Hi all, quick question I feel stupid for asking but for some reason I can't get it right. I started a dedicated server yesterday for my friend and I... where does my friend go in the menu to type in the IP? is it join game (seems to be multiplayer rather thatdedicated server) or is it manage servers and add it there?
ok thx, I thought so, we'll give it a go and see what happens
I am running Ubuntu 24.04 and have this service setup in location
/etc/systemd/system/satisfactory.service
with this config
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir /home/sfserver/satisfactory +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/sfserver/satisfactory/FactoryServer.sh -ServerQueryPort=15783 -BeaconPort=15083 -Port=7783 -log -unattended
User=sfserver
Group=sfserver
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/sfserver
[Install]
WantedBy=multi-user.target
Problem is when the server starts up it keeps going to the default port 15777 to be able to connect to. anyone know how to fix this problem. I am running 4 other satisfactory servers and not having an issue with others just this one for some reason. All the other servers are running the same service file but with other port numbers. server 1 is 15779,15079,7779 server 2 is 15780,15080,7780 server 3 15781,15081,7781 server 4 is 15782,15082,7782 The screen shot is from server 5 that I am having issues with. Ive tried deleting the file, renaming it, reinstalled the VM, game, steamcmd, etc
Most users here struggle to run a single server smoothly, let alone 5 instances from a single box, so you might be ahead of the curve of most users.
If all is setup right as you have other working examples (servers1-4), then in my position id start to question, is the desired port free/available for use, IE not already assigned by some other services/app.
With the assumption that in theory the server instance happily supports multiple instances and in theory there be no limits to how many instances that could run.
Just noticed something that I left out by mistake. Each server is running on its own VM not combined all together. Im using VMware ESXi 7.0.1
Why bother changing the ports in that case?
I have a question and I cant seem to figure out what is happening or a solution and I'm hoping someone can point me in the right direction.
I have a modded dedicated server setup and players can join without issue at the save's start- regardless of mods or if I modify the settings to allow no build cost and no power cost.
HOWEVER
If I build anything- I mean literally anything for about 10mins, with or without modded parts/items/structures, players who were not present at the saves start before anything was built, cannot join the server and get presented with a reliable buffer overflow message.
Its probably the mods. Have you tested with no mods?
Post the server log and the crash log from the client. There might be a clue in there
And does everyone connecting have their network quality set to ultra?
They do
Server as well?
Yep
@rapid spindle
Now we tried the same thing again, and now I'm unable to join my own server:
It seems we can get 2 people to join, then it starts randomly selecting who can join and giving people reliable buffer overflow
oof getting segfaults
and how do I fix that
oh i was talking about me, m8
🫠
i don't know anything about unreal engine but "ReliableBufferOverflow" is pretty funny
at least its reliable!
Not sure. This post has some good info: https://www.reddit.com/r/satisfactory/comments/u6e1e1/need_help_with_outgoing_reliable_buffer_overflow/
You might need to edit your save and delete any personal crates, and inventories. Or start a fresh world.
We just started a fresh world
we're getting a seg fault, seemingly from trying to open inventory on assemblers etc but can't say for sure
Tried this and no luck
what are your server specs and cpu type?
NixOS 23.11 (Tapir) (x86_64)
UM773 SE (Version 1.0)
Linux 6.6.5
AMD Ryzen 7 7735HS (16) @ 4.8 GHz
F7BFD (Version 1.0)
AMD Radeon 680M (amdgpu)
Ram usage 4.02 GB / 14.39 GB
Swap usage 572.83 MB / 2.15 GB
Disk usage 80.82 GB / 2.05 TB - xfs
been running smoothly since december
segfaulted 4x in the last hour tho
That should be fine, I was wondering if it was maybe an ARM cpu not being compatible. Might just be a bug. Try deleting your assemblers maybe? lol
lol yeah i thought so, starting to think it might be something else tho
wasnt even near those assemblers the last few times
started a new world. Same mods that have always worked. Everyone could join. We used advanced game settings and then had everyone disconnect and reconnect. Only some can reconnect.
Did you try a new world with no mods? Everyone disabled their mods, and removed the mods from the server? Reduce the number of factors when you are having issues.
You can try basic troubleshooting too, like have everyone verify game files. Idk what else you've tried beyond what we said.
I reinstalled the server completely and these mods havent given us issues for months on another server. We're going step by step to see where it breaks
I think its breaking when I enable these settings
@rapid spindleYeah, after enabling these settings and having all 4 of us relog, its not letting us in
Can confirm, that is causing the problem
prob worth posting a bug report for it then
May also have increased the game state data req, and you just need to extend the timeout duration.
Timeout is set to 60s
This says 30
client and server have their own individual timeout settings
I followed all the recommended settings for my issue and its still happening. Happens with or without mods.
Ive tried everything you have recommended, went through the Wiki to further optimize things, multiple reddit posts, tried vanilla, with mods, it all seems to break when I unlock all tiers and phases. I even reinstalled the server with a clean slate.
NixOS seems to do some things differently with glibc. I think it aligns closer to Alpine than any other distros. was the host updated recently? was it rebooted for updates? do you have multiple copies of glibc installed?
similar error at forums.unrealengine.com/t/unhandled-exception-sigsegv-invalid-attempt-to-write-memory-at-address-0x0000000000000003/750292/6 , they were missing a library.
Might need to dig through your install to make sure all the right stuff is being linked since glibc on nixos is dynamically linked. Maybe something got moved.
I thought you cannnot run mutiple games on the same port or am I mistaken?
has the server package been tested on standard linux distros like debian, fedoroa or arch?
Is the experimental dedicated server different than the one without that install option in Steam CMD?
quite different its meant to run without steam being needed on the server. you need SteamCMD i just read it
Well hopefully that fixes the problems I’ve been having all afternoon
@wicked edge are you on nixos as well
I’m just using a windows 10 PC and running it with a batch file
realized i might have been a little confusing to the chat when i said "we" earlier; im on nixos and my problem is different, segfault on 0x03
not the same as DoctorSoup's
thanks i will try this, i saw something elsewhere about a missing library too. its weird because it does run, but then it crashes; another thread on here said something about a corrupted merger so i might try deleting and debugging thru a save editor
fwiw the only library i saw it complaining about was i think steamclient.so
has the server been ran on normal linux distros and still get those issues?
this just started happening today so idk. the game runs fine until what looks like certain inventory menus seems to crash it so i dont think its something as fundamental as libc
well NixOS is using a non-LSB setup so it might be a possibility
once a port is assigned/used by an application, no other application can use said port.
But simply, if each server instance is inside its own VM, then theres no need to faff about with changing the ports, each VM has its own IP and collection of ports.
so set all to use the same default port, then simply setup the NAT (assuming using ipv4) routing to forward traffic from internet.
so map 15781 >to> 15777 IP1, 15782 >to> 15777 IP2, 15783 >to> 15777 IP3
you dont have to do 1:1 port mapping with NAT, you can use any external port to any internal port.
thus all servers use default ports, then use NAT mapping to route from selected public ports to the internal default ports.
Hi, I am thinking about setting up a dedicated server for myself and some of my friends for 1.0 but idk which ones are best. Any advice would help, thanks.
I'm not sure this would work as the game itself knows which ports it runs in, so if you talk on 15781 which is 15777 and it says use 15000 which is redirected to a different game server
I vaguely recall someone trying to do redirects in the past and it never worked out until they updated the game ports to match the redirect 15781 to 15781
Hmmmm yer i see and come to think of it..., i guess what you say is currently true for U8, but that could change with 1.0, where i think my statement would be more true. (maybe) due to the ports being simplified.
Fingers crossed 🤞 however it's still two seperate protocols TCP & UDP, so I'd still be tempted to fire up each instance on it's own port (7777, 7778, 7779 etc) within the VM's and then do seperate redirects
My satisfactory server is run in an AMP backend (AMP by CubeCoders)
Works dang near flawlessly, and was SUPER simple to setup
I have had nothing but problems with amp on satisfactory using Ubuntu. friends was not able to connect to the server.
It could also be a version issue. Your stack traces were saying something about unknown calls to libc.
libc.so.6!UnknownFunction(0x8b083)
To me, this looks like the library got updated or changed. And the libc that the unreal server was built against is referencing something that does not exist on this version that you have.
afaik typically thats a lack of debug symbols, since its external to code unreal/Satisfactory knows about. in context of the stacktrace those look like threading functions. the actual error happens in an inventory-related function (assertion failed on itemClass in FGInventoryComponent.cpp) so it just looks like a type error that the game knows to bail on but doesnt know how to recover from. it still could be something related to nixos dynamic linking so i will see if i can try the dedicated server build on another distro but since the assertion error happens when BuildableAttachmentMerger is calling OnItems-Added, the simplest explanation is a game logic bug and based on other threads i'd guess thats caused by null/corrupt data
(just inferring, knowing nothing about the game code itself beyond what i can glean from these errors haha)
theres previous threads having similar issues but this server wont let me post discord links to other threads even in the same server lmao. anyways, just need to figure out how to use scim etc to surgicially remove small groups of mergers at a time
well, I upgraded to an expiremental server and its still F'ed when I unlock all research
On a base gsame, just turning on all the unlocks with AGS takes my save from ~750KB to almost 10MB. That translates to a huge amount of game state data that needs to move from server to client at log in. That save is the second largest save I have, out of 24 maps, some dating back to v0.2 and 2019
idk what AGS is
but I just disabled all mods and tried it vanlla, then i'm going to do mods 1 at a time
advanced game settings
any new worlds out there?
If I get the standard edition, how many people can I have on at once?
If you are after people to play with, you need #1201555265942724758
You can always try creating the game on your client and then save, before uploading to the server
i have a sf server runnin with lgsm on dedicated server. Is there a way to change autosave interval and how many save to keep ?
I have a problem with "New/Old Root size mismatch!" How do I resolve this and getting my server back online?
hello how to create a server
Follow the wiki link in the channel description (section 5 - configuration)
link in topic
Follow the wiki link in the channel description (section 1 onwards)
Thanks a lot
Is it possible to host multiple servers on the same pc?
Theoretically yes, but the current U8 server software is a CPU hog (at least for one core) which is why we don't recomment that you run client and server on the same machine
I think that might be a corrupt save. Try downloading it from the server, running it locally on your PC, and if it opens, save and re-upload to the server again
I have a separate machine I use for hosting (and only for hosting) and then I play on a different one. Does that mitigate the issue or are you saying it wouldn't much matter since the client needs a lot of resources
The server needs a lot of CPU
Hm, Okey! I will testa that, thanks!
Got it. It's like a 4+ year old CPU so we'll go with no. Thx
By that I mean it mainly runs on a single core, but I don't know if it picks different "single cores" when running multiple instances, or it's coded to always use Core 1
ok makes sense
Also, if they turn off Streaming in v1.0 (which they should do) it will mean 16GB of RAM per instance
Thats fine
Found the problem. It was the ports that was gone. So now I have to open them up again and see if that fixes it ^^
Can anyone help me enabling the ports? I dont understand the guides I saw
so i've been checking out hosting services and i'm curious if there's a good spot to see if others have used them and can give feedback on them, would this channel be best?
Enabling ports on your router/firewall is unique to your ISP
Depends where in the world you are. Indifferent Broccoli has previously had a good reputation with a 24h free trial, but who knows post v1.0 in a few weeks
australia, and i've found some australian services
and yeah i'm not gonna get it today, waiting for 1.0
Just be aware that some hosts do a game update on reboot, so it may update and break post v1.0
Also v1.0 client is unlikely to be compatible with u8 server due to a complete change in the network model
yeah i figured as much, which is why i'll wait until 1.0 drops
So, what are the odds the Dedicated Servers could be successfully(ish) run on a Raspberry Pi 4?
hay does anybody nows how to enable no clip in experimental server
trying most fing with no avail
Unlikely, the dedicated server doesn't support ARM chips. It would be funny though
Surely emulating x86 on a raspberry pi to host a factory game wouldn't be too taxing
@plucky salmon my 7th gen intel nuc was absolutely crushed by the game with just one player. that was on x86 3.5ghz/4 core with integrated intel gfx (which isn't great but it's better than no dedicated graphics chip). RPi 4 is 4 core arm @ 1.8 Ghz and no dedicated gfx i'm pretty sure
i do agree tho, it would be pretty funny
@rapid spindle fwiw i'm playing on an m1 mac
def have had to pull up custom fan control apps several times and it chews through my battery in like 15 minutes. but its ARM and it works, mostly smoothly too! we've come such a long way
oh, so to follow up on my sigsegv crash! (so this is searchable in the future segmentation fault on memory access at 0x0000000000000003 BuildableAttachmentMerger>OnItems-Added> itemClass assertion error ) so i ended up doing what a couple other threads suggested, loaded up in SCIM and deleted a bunch of sad mergers in a megafactory.
i looked through the logs for the first segfault and luckily a had a save from the day before it started. so i pulled both saves up in SCIM, took a screenshot of the area where i thought the problem was and diffed the images in an image editor, which helped me narrow down which ones might need the problem. i ended up deleting about 30 through SCIM, loaded it up and replaced the mergers. luckily for me it was one of those so i didnt have to hunt too much, and the save's been fine all day
Nice
Should I try it an see, and report back?
for very loose definitions of 'successful', yes. it would need to be one of the high memory capacity pi's, it would need to be a blank world, streaming would need to be enabled, and you probably will want to enable the overclock function and actively cool the sucker. it would need to be run in an x86 emulator/translator, which adds overhead. it will probably be a slog to play and you might be able to get to tier 2 or 3 before the thing craps out due to lack of memory.
Fair enough. That’s really what I’m expecting, but I have one, and enough time, so why not try it, right?
#sendit
it would have no business pinning to core 1
I hope it does not do this, would be stupid micro optimization, and is managed by unreal engine itself anyway
didnt notice that kind of thing myself at least
from my experience and recollection, the server jumped around cores each time it loaded, did not seemed to be pinned to a single defined core.
so highly likely managed by unreal/windows to which core is used.
that said, unreal/windows can be stupid at times and could in theory decide to assign 2 instances to the same core.. so some cpu affinity management might or might not be needed -shrug-
it will not do so for a long length of time
there is one steady thread
steady load is very easily detected by scheduler
the stupid schedulers decisions kicks in on transient repetitive loads
I have a server with dual 2697v4, does anyone think hosting one instance would be an issue? Single core performance is not that great.
I've been thinking of buying a R9 5950X all because of hosting a server for this game.
from my experience when hosting using a Dell R730 with dual 2643v4's , friends and i started strong, but then between mid to end tier/game we expereinced a lot of rubber bnding, belts going backwards and a few connection timeouts.
so moved it to a spare system with i9-13900 which got us to the finishing line.
should note this was with U8... and its hoped that 1.0 brings optimizations, that would mean HOPEFULLY, that such Xeon CPU's might be able to get to the finish line... hopefully. (will let you know in some weeks heh
Thanks for the input. Our first server had the same issues with 4 players around mid game on update 7.
<t:1725980400:R>
definitely pinning my hopes that 1.0 server received the TLC it needs, i prefer to host my games from a rack mounted server designed for 24/7 use/heavy loads, rather than sacrificing a spare pc or laptop for the duration that friends and i wish to play!
Got it working... forgot to port forward
if you are on same network you can better connect locally also
so i got my server up n running... do i just give players my ip to join or...
your internet IP yes
ok ty
heya, i have a weird problem with running dedicated servers on my windows machine.
Server starts but if someone joins it crashes with
[2024.08.29-16.36.53:182][727]LogThreadingWindows: Error: Runnable thread Background Worker #8 crashed.
[2024.08.29-16.36.53:183][727]LogWindows: Error: === Critical error: ===
[2024.08.29-16.36.53:183][727]LogWindows: Error:
[2024.08.29-16.36.53:183][727]LogWindows: Error: Fatal error!
[2024.08.29-16.36.53:183][727]LogWindows: Error:
[2024.08.29-16.36.53:183][727]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000020100000003
what could be the cause ? missing dependencies or something ?
machine is a i5-13500 with 64gb ram on win server 2022
Physical or virtual?
Probably need more of the crash log, specifically the crashcontext file
physical
ah i guess it was my stupidty... -multihome wasn't configured... now it works everytime
Just taking a look now and a bit confused.. it was crashing on the physics engine module because multihome?
If so, thats a new one for me..
Ah, the crash was not at startup but rather after you joined the server, missed that part.. still an odd one for multihome to fix though I do see it using IPv6 in the provided log
never had such issues under linux
Windows and IPv6 with U8 just dont mix too well, typically multihome fixes joining issues but they are due to network problems. Never seen a crash before because of that
need someone to test if he can enter my server'
If its vanilla, sure PM me the IP
how do i check what the IP is? do i need to give you my WAN?
Yes, need to port forward 7777, 15000, 15777 UDP to the server on your LAN and provide the WAN IP of your internet connection (whatismyip.com)
Anyone ran multiple servers on a machine before? Hows the cores looking at mid game?
There was someone here the other day running 5 instances across 5 VMs on a single ESXi host, though no idea on performance
@grim mica internal port right?
Really going to be up to your specific hardware on how well it handles, with multiple instances running core utilization is no longer the only metric to pay attention to, you may be saturating memory bus at that point as well
Damn, that is some amount. Any idea what kind of core?
Depends on what the router is asking for, but generally internal port would refer to the translated destination
both internal and external, unless you want to provide other ports external @stone lion
So typically just setup 7777 external and 7777 internal as well
No idea, probably fine to ignore tho
I want to set up a dedicated as quickly as possible with 1.0 release. Should I wait and set up one on release or setup before with EA and upgrade at release?
ignore that, errors are fine on a dedi haha
If they have all these massive changes as they say they will for dedis, I think its best to wait
We have no idea what the new server will entail, I would suggest waiting for 1.0 release and downloading a fully fresh copy rather than trying to stage
@grim mica sent you the details
The UI was completely re-written and we should be getting an actual UE console now
I hope not hehe ...ough ough linux servers
Well, im sure you can turn it off but it would certainly be nice to have some sort of UI
Delete this or hide the IP address?
why
Apparently people are attacking servers where the IP addresses are being shown
Cloudflare ddos protection
idrc
Fixxed forgot a port
☠️
hey does anybody know how to use consol comands i want to change the interval of the autosaves
Console commands dont work anymore, check the wiki for how to adjust the autosave interval and saves to keep
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Configuration
if you want autosaves to keep, lmk as that is in the Engine.ini file and I didnt update the wiki with that
the §§§ ? Maybe it cant understand that on a server basis
Anyone have recommendations for server hosting services that support Satisfactory? Preferably ones with server locations in Virginia, USA since I can usually get ~5 ping to those
Just buy a VServer install pelican and done
if it were that simple
Am I allowed to ask about 1.0? Is 1.0 going to allow for admin commands on dedicated servers? (natively)
Feel free to ask, but we only know what has been in the dev videos, and devs/moderators are very sorely lacking in this channel
@golden roost My man. Remember that time you were invited to my wedding, said if there was ever a favor that you could provide in my time of need. I intimately remember that moment. Great times.
lmaooo
That's one way to get a warning/banned 😄
Ah, well good luck with that 
Just, it says, he might ignore it. Just like my wedding invitations.
As I think he's been on DND for months, you can probably consider it ignored 😄
I'm a hopeful man.
It is
Not rly
budget?
also not sure how much hosting vendor discussion is allowed in here
Idk what is wrong with my setup 😮 Does someone want to help me out fix it?
I have a server on lan at 192.168.1.2, and client computer at 192.168.1.something. Idk why it doesn't connect to the server, but shows that error
It doesn't even fetch information on it.
can my router be the problem? I have configured the following port forwards from wan interface:
but it should switch to lan directly, no?
@abstract garnet - have you applied the '-multihome=0.0.0.0' argument to your command line when starting the server?
No
lol MULTIPLE wedding invitations? xD
listen man, I had many meatballs there, and you missed out.
is it a local network (home?) server ?
describe your situation
- how you installed
- what you tried
- how it's going
- what did you input in : commandline launch argument, server manager, firewall/forwarding settings; for this to happen
^ here is an example of a typical launch command
anyone here want to help out with setting a server?
Question: My CPU is running at 100%, getting a dedicated server will help my pc out?
yes and no, it can only help a little if you run the dedicated server on a dedicated machine that is powerful enough
and you will run into issues as everyone else because its still in experimental state as the channel title suggest
i have a question can anyone help me out with setting up the server?
Ok, i will test it out when 1.0 comes out. I found a place where i can get refund within a couple of days so
at which step in the wiki guide are you getting stuck?
crashing could happen for any number of reasons, check the log files for clues as to why.
given the information you have provided, it could be the server not setup correctly (carefully follow the wiki guide), could be mods if your attempting to use them, could be a broken save file.
what information about the setup etc can you share?
your better to share what you will here, it allows others to chime in to help you, it allows others to search this channel for similar issues so that others in future can find answers.
firewall ports are irrelevant to server crashing, but at least they look correct.
im sat in a cafe grabbing a coffee and lunch atm, so not in a position to be reading over log files.
what does it say at the end of your log files... usually clues to crashes are often the last few entries to a log file.
what else can you tell us about your envrioment, you paying a hosting provider to run the server? you hosting your self?
if self hosting, is it on a separate pc from the one you are playing on or the same one?
What OS are you using etc
how does it crash... ie does it load then die, or does it die when you try connect?
hosting it on the same pc as your playing the game or a dedicated PC for it?
so it runs fine till you connect, do you get an error in the game when you try connect?
note the server is a resource hungry server, as such is generally best to run it from its own dedicated hardware, no on the machine you intend to play on.
also if your only hosting it on your gaming PC, then why not simply just run the game in multiplayer mode rather than setting up a dedicated server.
its simpler to setup and less buggy to play.
the major point of a dedicated server is that it runs on dedicated hardware, typically running 24/7.
if you plan to run it from your pc then you might just as well simply use the multiplayer method instead.
do we have any info on the api they're releasing with 1.0? 
its been requested a few times, but nothing yet.
in theory with just a week or so to go, one would expect the API to have been defined by now, but no information has been shared at this time.
alright, ye would be nice to get the docs or w/e beforehand, so that we have something to do b4 the release 
even though i have dedicated hardware to run a dedicated server on, imho it have always been better/more stable/less lag to start up a "dedicated" client that is always online
i wonder if this changes with 1.0, hope so kekw
This the full log @stone lion ?
the api is probably not yet stable
likely only partially implemented in the game for it to work
Possibly, tho one would hope/expect that at this stage of development the API to have at least be defined.
I also expect bugs as with any software release.
As a enterprise software dev myself specialising in various API technologies, when I/we create software, we define the API first, create the documentation draft with something like swagger, then flesh out the code accordingly.
This enables partners to develop tools or product integration in parallel.
API work when done right is not fartted out in a week or two.
However enterprise software is not held to the same level as say video games.
as they are also working on other things and there are legacy code
it could be in the "well for now the information is fetched from that same command at the same time, specific command will be implemented later"
and in your entreprise setup it's still kind of internal documentation
it's not supported until it goes fully in the implemented stage
if they publish it before launch they will have to support it at launch
even if warning
you can't fully control the hype
Indeed. We don't share documentation publicly until released. 👍
that energy better be invested when it will indeed be implemented
My expectation is that we may not see any documentation for a month or two after it's been released.
But I do expect that most the API has been defined by now
Personally when it releases I'll likely then be to busy playing the game to care much about the API, but once finished the world then it may be a rabbit hole I find myself pursuing for purly my own entertainment
At this stage, it's just expectations, ones that will no dought be missed, and I fully expect that too 😆
I expect :
now:
- definition experimental phase (done)
- implementation (basis in-going, extra delayed)
- use (basis adjusted)
- publication non
at release: - definition beta (closed)
- implementation (basis experimental, extra planned)
- use (basis tested)
- publication "teased"/bare infrastructure
1 month: - definition validated
- implementation (basis support fix, extra started)
- use (basis full baseline with fix)
- publication base layer documentation/info
In short, We will get what we get when the time comes 👍
Video game dev is entirely different from enterprise dev, and I'm not to dumb to realise it.
I'm just happy to see 1.0 this year 🥳
anyone can help me with my server ???
ingame i see name server pending
i use this on my pterodactyl panel
Assuming the 'hors ligne' means Offline? If so, its not connecting - server name pending doesnt really mean anything if its showing Offline on the left side
Are you using the multihome launch param?
hii, hors ligne = offline
I'm looking for a small server that can handle 4ish people at least. Preferably around $15/month
i use multihome yes
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
And you can connect internally and others cannot connect externally or internal also not working?
That startup command just seems off to me as well
There is no need to specify the ports as you have, those are all the defaults and what will get chosen when it starts up
Are you sure the server is actually starting and listening?
ss -plnu | grep UE
I can't test internally
no one can connect i haven't even been able to claim the server
I have to specify the port
because I use pterodactyl
./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)
here's the real command\
server listening satisfactory port
Server in a datacenter or hosted I assume? In that case and based on the other things here.. might be firewall related at either the machine or network level since its online and listening
it's in a datacenter the virtual machine on which it runs has dedicated ip and no firewall
If you tail the FactoryGame.log - when you try to connect with ServerManager in the game, is there any log entries at all indicating a connection?
If there isnt, traffic isnt making it there
Should look similiar to this, replacing 192.168.80.249 with the source IP
Do you know where this log file is?
ah wait I'm stupid I see it directly in the console
On windows its in the exe directory structure, factorygame/saved/logs iirc, or yeah if you can see the console - that would be the same thing
Not sure where in Linux, wiki probably lists it - but since you are using Pterodactyl, might be different
Then traffic isnt making it there
I'll try setting up a minecraft server and logging in to see.
I don't think it's the network, the minecraft server is working.
I dont know much about Pterodactyl but iirc it uses ufw or something and ive seen others with problems with Satisfactory
The fact that another server is working isnt necessarily saying that pterodactyl is opening the proper ports for Satisfactory since obviously you cannot connect still, just that it works for Minecraft service
Like this one.. #dedicated-servers message
yes, it opens the ports I ask it to open for a server, so on that side no problem.
Maybe helps? #dedicated-servers message
Hi, would like to know if dedicated server have been improved for the release ?
Thats the theory, how much and how far they took it.. we'll find out on 9/10.
we are so much who want to play o_O
Indeed.. the day will come - only one more work week to go!
Snutt did confirm that at least hypertubes will be working with multiplayer in 1.0 now
@grim mica Do you think that trying to install the server directly in cli could solve the problem?
What other changes aside from what has been announced in the dedicated server update video.. just speculation
I intend to start fresh with 1.0 and play from start to finish (same as I did for U7 and U8) on DS, so we'll see how that goes
Pretty standard troubleshooting practice.. start simple and work into more complicated configurations to determine root cause.
I personally never use 'server/game panels' because having control over the instances manually allows me to learn better on how the specific application operates. So yeah, if you are familiar enough with doing that - I would give it a shot
I understand, but I need this panel for games like fivem, so I thought why not put satisfactory on it (I've already done it, but it was with a house network).
I'll try something else first I'll add an ip of my block on the machine and give it only for satisfactory\
Meh.. need may not be necessary.. seems you can setup FiveM server without
To each their own 😄
You cannot detect port status of UDP, it will always show closed
UDP requires two-way application comms to determine status, no 'checker' will be able to send the right data and get a response aside from the Satisfactory client
ah he uses udp satisfatory?
Only with TCP services can you get connection state since UDP is connectionless
Correct, all 3 ports are UDP
We are getting a TCP port with 1.0 along with UDP, though im not sure they confirmed which port(s) will be needed with it
ok I'll get in touch with the network provider
you would have a proper guide
for a classic installation
If you don't have an extra computer, is there an option out there to rent a server to play multiplayer?
Same issue w/ simple install
Is the OS-based install using multihome? I would try it with/without, usually depends on the rest of the system config if it wont work or not
Also, if you Linux box is direct on the internet - it has no firewall at all?
it no longer has a firewall lol
Wellp.. the server is pretty basic, you have it started just cannot connect, seems like a firewall issue to me as the bindings look correct.
I just noticed in the netstat above there are listeners on the same ports via TCP, that is not normal to see - on my Windows box with Satisfactory server running its only UDP for those 3 ports. Is anything else running on the machine that is using those ports? Could check netstat with PIDs to validate what is using those ports. With the server up/online on PID 3172 its just UDP listeners with outbound connections to something else
Ok problem solved problem comes from ip block ACLs
Figured it was firewall 🙂
Well, maybe my issue is firewall related too..
I get a nice long endless scroll when I try to connect in the client.
nope.. ufw is disabled and still not working..
actually nevermind.. I think I know what it is xD
apparently I lost my script to launch the server. lets try now
yup.. fixed
Hi I thought about and me and my friends want to get a dedicated Server
Does anyone how much Ram would be necessary for 3 Persons and can you import Save Files to the Servers?
wiki says something like this. I think you can't say, really. It depends how big you build. But I know nothing of everything, so don't believe me.
(on fandom something)
just don't get nitrado-scam 😄 I've tried once, and it's terrible. Waste of money. Iirc even pouring in money didn't help.
it's not the official wiki anymore
now it's https://satisfactory.wiki.gg/
@hasty token I don't know what everyone else's opinion is, but IMHO it's a good option to look for a good used rig. Unless you already have one. Install debian and your game server, setup port forwards and a dyndns name. In my experience renting proper resources is more expensive. Or does someone use renting with small money to successfully run a server that doesn't lag?
it's less money because it's more work/experience needed to setup
and you don't have as good network usually
fair enough. Though here are plenty of people who can help with the setup. Linux-command line isn't hard to learn either, takes about a day to get aquainted with necessary commands to move about the file system, edit files and run stuff. And Windows works too, if that is too much of a hassle.
Is there any information about support for a dedicated server for 1.0?
Can we expect to get a stable one, or will it still be experimental?
I mean, I'm one of people providing systemd unit templates for multi-instance server setup here
but it's still a tradeoff that's what I meant
they announced releasing one more polished at 1.0 launch (or at least in the following weeks)
but as it will be beginning of support period it will not be fully polished yet I believe
but as I responded to someone else :
tldr : less experimental than currently
i got you. Just wanted to point out, that the effort it takes to learn necessary things from 0 to server running isn't that massive. With basic skills for moving about the filesystem and editing files, listing files, etc. one can quite effortlessly learn how to make a new user, write a systemd unit file and copy-paste steamcmd cmd
systemd unit file is basically copypaste an example from interwebs, and change working dir and executable name in a text file.
Idk if there is already, but creating a docker image would make installing it very trivial
reading and cross checking sparse documentation is not what I call "effortlessly", that's why I pointed that
but I agree it is doable
especially at 1.0 release expected shape of dedicated server
using docker isn't trivial 😄
if docker already setup
that's one command, and is pretty intuitive
lot of people are doing that even if it will likely break at 1.0 release
see the official wiki for ressources
it still doesn't expose port. Docker takes a switch for it. Same for volume for savegame
there is a much used docker setup by wolvix
Again, one command to do it
docker run -e port -v volume satisfaction
not saying it's complicated. But it's not trivial. Not any easier than setting the server yourself. That's copypaste steamcmd cmd. How is that different? 😄
Docker is containerised, managing it is very easy - changing the mounts, exposed ports is done in one command and you can easily start/stop whenever you need...the command is arguably easier to read as well than using steamcmd
Looks like there's already a satisfactory image anyway
i think it doesn't make difference. I just... don't trust images made by random user john_doe
forgot to reply, thanks for this - do you have a link to where they announced this?
appreciate ya
Can I run both the dedicated server on steam and a steam game instance that connects to the server on another machine or do I need 2 licenses and 2 steam accounts?
You can, but you need to run the EXE file directly and not through the SteamApp shortcut
Strange. I can run both. Seems that the server app is not counting as a game
It will allow both on the same PC. Using Steam on another PC is what kills it. If you run both on one PC, I hope it has enough resources.
When you follow the dedi server install guide it states anonymous login and it works, so.. 🤷♂️
That's for SteamCMD, I'm assumed that he was using the Steam UI
TIL, if you dont specify +force_install_dir when you try to do app_update and originally installed in a non-standard directory, steamcmd appears to install it from scratch int its own directory rather than keeping track of it being installed elsewhere. a bit annoying... 🙈
i made shell alias for update_satisfactory
mind sharing it?
put alias update_satisfactory="your update command line wizardry here" in your .bashrc
then . ~/.bashrc and you have update_satisfactory command
.bashrc being a file in your home directory. If you don't have have create it. If you use zsh, then it's .zshrc but still in your home dir
I'm trying to work through this video on setting the server up (https://www.youtube.com/watch?v=KmkI4dD-qO0). I got SteamCMD working and installed the SatisfactoryDedicatedServer. I have a batch file that runs FactoryServer.exe -log -unattended. When I run it and open it, it opens a second cmd window that prints a ton of stuff to the window and then closes so I can't read if anything broke down. How do I keep that cmd window open or is there a better tutorial out there?
If it closes immediately then the server crashes. Look at the wiki in the channel description for the server log directory and look in the crash log
I see, thanks. Looks like I'm getting this error:
[2024.08.31-19.43.21:578][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
I'll try a different port but I dont have any other instances running
Again, in the wiki, there are commands to see what is running
try killing all the processes properly and restart them
Looks like it was an issue with not having .NET installed
Got it running. Thanks for the help @ornate grotto and @hearty goblet !
Just wanted to ask could you put a previous save on a dedi server?
I have done it several times without problems.
Just copy it to the server and load it manually via server menu on the client. You can also stop,copy autosave file,start as the server should load the newest autosave file with the same naming.
I highly prefer using a systemd unit for it
so it can keep track of running instances and also be triggered by programmed timers
i have systemd running it, but i didn't think of putting the update in the startup ;D
too lazy to change. I have one instance
you can even bring it back then after that
as long as your game is build# >= of the server
I may get back to my system unit multiple instance with update "templates" here when 1.0 dedi comes out
may benefit people that I refresh it and explain it
would be nice if it makes it's way in a dedicated/advanced setup guide or something
my setup works great regardless of the number of instance you are running
it even auto trigger updated at launch for single or first instance
if you launch instances while update is going it will automatically wait update finish thn launch
Should we make a guide? Should I make a guide? Should you make a guide? 😄 Btw, why not put the update in a cronjob, and update & restart early in the morning or something?
For me it would seem more appropriate than systemd unit file, but I may be wrong.
you can
you should not run update while the server is running
I'm talking about update being its own unit
oh
how I trigger update when I want manually (and it automatically checks no instance is running)
i just got a server and i cant seem to allow me to connect to it... any help?
sometimes i get kicked and my player resets need help
Player rejoined to quickly after disconnecting.
Server still thinks player is connected, so when connecting again, a new pawn was spawned.
If disconnected, then wait at least 30seconds before rejoining.
This gives the server the chance to timeout the player so you can rejoin and pick up where you left off.
The old pawn should still be in the world, you can find them and repeatedly beat them to death to recover any inventory items.
Just be sure to delay rejoining to quickly to avoid the issue happening again in future.
thx
@mild folio Is it rented server, or in your local net? Firewall? You cannot connect to it, or other people can't connect to it?
Any error?
Anyone want to read and comment? Can that be useful enough for anyone to keep it online? https://felixi.zapto.org/sfactory-tutorial/ ? Github here https://github.com/mkuja/satisfactory-server-tutorial . I forgot to add it 😉
where is the dedicated server restart timer located?
One of the INI files. The default is 300 seconds.
the server definitely doesnt restart every 5mins
Oh, restart timer. That I'm not sure. I think it is just hardcored to 24 hours of active running.
The server restarts 24hrs after it starts up and every 24hrs after that. No way to change or disable it
Thank you
It can go multiple days without a restart, as long as it's set to pause when no one is connected, and people are only playing a few hours a day.
I usually leave mine running, at least one I have coal power. Biomass, not so much 😄
Is 16gb ddr4 / 8core 3,6ghz / 500gb nvme too much for a dedicated server for 6 people? We want to play biiig.
Probably not enough memory, and true endgame with 6 will be rough
hey there. I am looking for help to increase the max player count for my dedicated server made with SteamCMD on a windows machine.
Do we know if the Satisfactory servers can run on low power systems well like the Zima blades?
Much doubt, old tiny CPUs. Might be able to technically run it but not well.
I have the ram, and disk, I'm just worried about cpu.
It should be in one of the INI files
will i need to restart a new game when 1.0 comes?
I'm just curious if 1.0 server updates will be avaliable as soon as it's released on the 10th
Yes, Snutt has stated dedicated will launch at the same time as the client version
I'm running on 2.9ghz xeon seems to run okay but considering building another system for it with ryzen
Do you guys think I can run a completely exaggerated world with 12 players simultaneously with an i3-12000f and 40GB RAM? Like fluently
with U8, id say no.
with U8, 6 players to end game on a i9-13900, it starts fine, but near late mid to early end game it lags a lot.
you can get to end game, so long as everyone pace them selfs and not try to build to quickly otherwise your start seeing belts you place either going backwards or not working at all or players disconnecting.
required specs for 1.0 that drops in 8 days has not been released so of cause no one knows the answer regarding how well 1.0 will work, and will take folks time to get to end game to provide an answer.
Its that ressource intense? u sure?
What processor do you need to play with many players then?
im quite sure.
something faster than a i9-13900...
at least thats the case with U8.
1.0 drops in 8 days and we all here hope there has been some TLC and optimizations to make it run better, but as its not yet dropped, no one knows.
There are CPUs which are faster but the margin/difference isn't big. I don't think that it would change much to upgrade to the best CPU rather than a i9-139000
unless you intend to speed run the game in the next 8 days, id suggest to wait for 1.0 to drop, then try it and see.
Thats why I ask. I wanted to know if my Server is powerfull enough to handle 12 players simultaneously when we want to start a new run in 1.0 otherwise I have to contact a friend like a few days before so he could upgrade the server. But like you said. 1.0 could be more optimized...
hence why i am not spending money to upgrade, at least not yet, or until the 13900 dies of silicon failure (yay intel).
thankfully my gaming rig is a 12900, but had a spare system with a 13900 in that i used to host the game... after 6 of us started on a intel xeon server based rack mounted system after it started lagging at mid game, so switched it to the 13900 system to get us across the finish line.
we HOPE!
Lagging at mid game? thats crazy. I thought end game would be laggy or late end but mid is kinda insane
12 players is alot to ask, official support is for up to 4. My expectation is single digit percent optimization gains over U8..
agreed, it was a bit disapointing at the time to expereince.
and with 6 players the server crept up to 20gb of RAM usage. (so 40gb might/should be OK)
Were you having all 12 connected in end game territory and didn't have latency issues?
Memory isn't exactly the problem at that scale imo, still going to be CPU bound
I am not worrying about the RAM. I have 256 avalible. I worry about the CPU
well you did ask about CPU and RAM, so RAM might not be an issue, but at least im sharing what you could expect to see RAM usage wise.
but yes, its a very CPU intensive game.
<t:1725980400:R>
Yeah but like Gunter said. not much % of optimization
@dusty vortex do you think that it will work in like early - mid game with 12 and afterwards continue with like 4-6 players?!
ive not tried such situation, so i cant honestly say.
plus your seeking to try with 1.0, which non of us have expereince with.
id say maybe... please give it a try and share your finding with us.
my friends and i still enjoyed the game, despite the lagging, and we continued through it and just enjoyed our self ignoring the issues.
I will. To be fair I currently have an i3-12000f...I hope at least 10% optimization...
How baaad actually was the lag?!
it was noticeable for sure, but if we slow our selfs down when building things, then belts would more reliably work rather than not work or going backwards.
try not to move to fast to avoid major rubber banding etc.
server used a 10gbit connection which seemed to make little difference (as the game was cpu bound).
but this was all U8 experience.
play with what you got, set your expectations low, and enjoy what you can, then share your experience with us. 👍
1 Gbit connection...I could cry. I think it should be worse than with your setup but we'll see
Because I’m not smart and sleep deprived, are there update instructions somewhere for the dedicated servers? I have mine up on nitrado and it’s got to be easy. Right?
Depends how it's installed on the back end
Likely you'd need to speak to Nitrado to either update or not at the back end
If it's with SteamCMD, then something like
steamcmd +force_install_dir "/path/to/server/install" +login anonymous +app_update 1690800 validate +quit
sorry guys - been a while since I setup a linux dedicated service all gone well got the server up and running but it's wont let me connect just get this error (have I done something dumb?)
ufw is disabled so I don't think it's blocking on ubuntu
Mare sure that -DisablePacketRouting or -multihome=0.0.0.0 is on the commandline
hmm no dice; but thanks anyway I'll try and set up the port forwarding and see if going via the external IP works
Check the Wiki to find the commands to make sure that the server is running on the correct ports
hold on I might be an idiot 😄
No comment 😉
yes yes I am lol added to the precommand by accident
the game uses only 0.003 that anyway
What hardware did you have?
i need help, please. I have started a dedi server with mods - all is working, but the second player and on only start with a wand, no hub parts, etc. how can i fix it so every one starts with all equipment?
you can only have one hub
so why would they call it Multiplayer when it is only Co-Op?
Because Satisfactory IS only co-op
NOPE! that's Co-OP........ Moving on to play something else, thanks guys.
Y'know, I think it would've saved them a lot of time, effort and money by doing some quick reading
You mean it cant be multiplayer if it isnt penis vs penis?
They've already left the server
He had an i9-13900 and I have an i3-12100f. Ram was enough for both our servers
is there a way to configure the time that the server restarts?
Unfortunately not. I think someone said it's after 24h of gameplay
I guess I'll try setting up some task scheduler tasks to stop and then start it, hopefully that will prevent it from hitting the 24-hr mark while I'm playing
It's 24hrs play time, not uptime
You can also set it up as a service so it'll auto start when it shuts down .. instructions are in the wiki for that too
but they do have it hard coded to reset every 24h
remove my link? from the satisfactory wiki.. smh..
satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service#Linux for later.. I haven't done this yet, but I will.. as far as restarting it automatically every 24 hours.. since the server doesn't like to clean exit, I'm not sure that's a good idea
Fandom isnt the official wiki anymore, and is no longer maintained
!wikisearch Dedicated_server
This page shows basics and details on how to set up and operate a Satisfactory dedicated server.
You can totally PvP in satisfactory.
It just takes effort. And a dozen or so explosives.
go get that juicy crate without loosing too much electricity on your ammunition production lines
which is the online waiting for player to connect ok loop
i.e : server is up and ready
how do i gett password to manage the server ?
first time you connect to it you can set it
iam connecting firts time and it want password
The admin password? Yes you set it
when i connect to server using ip for the firts time it sais "you need password to do this operation"
firts time
iam maybe dump
iam dump. i created dedicated server before and it saved config
one maybe last problem when i try to load my save it crashes
thank you all for nice and fast support it works i needed to make new save for session an upload it idk why
Psst friends changing multiplayer game ini to 5 does not work 😦
everyone, and the server, must change
Oh? So i just create a game, change my file, then have my friends also change their files?
The game/server has to restart after the edits. The INI files are read on initialization
And, most likely, when 1.0 drops next week, you have to do it all again. THe updates will overwrite the files
no, just a server side change.
the change should look like...
if the file does not exist, create it, then start the server
okay, so huge noob question - but looking at my options the only real VPS I can afford right now has a whopping 2gb of RAM. I spun one up to test out and a friend and I loaded into the world just fine. However I realize we've built literally nothing and it probably going to get bad fast right?
Do I just scrap it now and save a few $ or just see how far I can go?
Right now your be running the server as update 8.
update 8 has a feature called memory streaming thats enabled by default, this appears to keep RAM usage lower than 'normal', players reports it seems to hover around the 4gb mark with this option enabled.
with the option disabled, players report better in game stability/performance, but an increase of RAM usage... where 12gb - 16gb of RAM appears to be the norm.
Ive had my own world climb to 19gb near the end.
it is understood that when 1.0 drops next week, the memory streaming option would be disabled by default, thus improving performance but at the cost of consuming more RAM... tho hopefully not much more than it does already, ie 12-16gb.
ah, that makes a lot of sense! Thank you!
I built my first home server this weekend and it runs great minus 2 issues which I'm not sure if they are known. The map doesn't uncover as we explore, only when we reload into the game. The other issue is hyper tubes seem to glitch a good bit. Are these known issues or unique to my server?
uncover ? as in what exactly
hypertube are broken as well as vehicules currently
anyway
<t:1725980400:R>
yay
Yeah like the black mask doesn't unveil explored areas until we leave and log back in
hello i have been playing the game for a good bit with friends on a nitrado server but have noticed alot of issues such as trains lagging hypertubes killing us through a glitch that straight up deletes your character im trying to find out what the best server provider is for large save files?
Hi guys, I am trying to access a friend's dedicated server, and it is asking me to authenticate using a password? "You must enter a password for this operation"
These are well known bugs of update 8.
So all and any host will suffer with this.
that means that friend setup a password, or that you are wrongly trying to access the server admin panel, instead of clicking on connect in bottom right corner of the current loaded game summary page (the first one)
It's a known issue with Hypertubes. Wait for the 1.0 release, but lots of negative reviews on Nitrado in here
Does anyone know what server provider doesn't turn off the server when no one is playing ? I know Nitrado does. Anyone got experience with indifferentbroccoli server hosting ? Planning on renting a server for 1.0 with some friends.
isn`t it an option to pause the server, if no one is playing on it?
No Nitrado pauses your server when no one is on it. Satisfactory, minecraft, etc. They even admit to it.
hmm i thougt that is a option you can set... i`m using probably g-portal for 1.0 🤔
from experience with hosting providers for other games, and being part of a larger discord community of game server owners, the general consensus is that Nitrado is bottom of the barrel when it comes to hosting, almost everyone complains of poor performance.
G-Portal then follow 2nd to bottom it feels, they screw things up quite frequently, like resetting every persons server back to factory settings, wiping out VIP and ban lists, and even screwing up map rotations.
GTX server when you get placed on a good one, seem to work reliably, until they dont, and then any support tickets to GTX fall on death ears and they say nothing is wrong.
GTX also have poor DDoS protection which has been causing havoc for a lot of customers.
Ive only heard about indifferent broccoli in here and generally most folks appear to be happy, or at least dont air their concerns or issues with the host here.
A newer upcoming host is 'Qonzer' which appears to be getting a lot of great reviews and recommendations thus far, with competitive prices, great customer service and strong DDoS protection and admin portal UI.
The gaming community im part of was using GTX but we cancelled with them (fed up with the high prices, the DDoS attacks on their networks, and GTX just claiming there is never anything wrong when there clearly is) so now we are seeking to move to Qonzer.
So there a few hosts out there, tho Nitrado, G-Portal and GTX i can no longer hand on heart recommend to anyone.
Thanks for this asnwer. I used Nitrado back in the day for an ARK server, switched to G-Portal, and gportal was a lag-fest. While Nitrado wasn't. Now i have a Minecraft server on Nitrado. And its also a lag fest. When i talked to the costumer service from Nitrado. They told me, they can't do anything about shutting down the server when no one is online. It is how they work. In an automation game like Satisfactory and modded minecraft. That's a no-go. Will def check out Qonzer now.
if people wonder if this message is based : it is
people often comes here with nitrado problems since at least 1 year back
and the only real complain I've heard about indifferent brocoli is that it's based in EU iirc
(so if you are in other part of the world it can get high ping
I do think i was able to select US servers as well. ( What i won't cause i'm EU) 🙂
Qonzer did look allright though.
I do think the lvl 2 is the minimum for Satisfactory
looks about right given what we currently know for server requirements.
Sorry for the offtopic, but i saw u are 1cdo admin in HLL. I almost applied for 1cdo back in the day. 🙂
You boys not running a Satisfactory server soon, and in need of another soul? 🙂
If so, maybe DM. Don't want to go offtopic in this channel.
Hah, aye thats correct 🙂
There are a few of us interested in Satisfactory 1.0 when it drops (after some of us get back from a long weekend break away next week).
As some games offer self hosting, (like satisfactory) for such games i tend to host the games from my own dedicated server that i own outright, so we dont need to fill the pockets of server providers (unlike HLL).
Understandable, was admin on Mostly.VET and Validus. HLL servers aren't cheap. And a lot of work to police. I had my fair share in HLL and servers. Bin there not again 🥲
Tho that said my own server did struggle a bit with Satisfactory with U8, but we will likely try again with 1.0 and see how far it gets us before maybe shifting the save to another server if its needed.
but feel free to swing by in a week or two.
will leave it there so as no to derail/go to far off topic 🙂
o7
you guys got a recommendation for a provider? will be a big safe by the end so performance is probably gonna be needed
just scroll up basically
level 1 should probably do it up to mid game for 1.0
can qonzer even do experminetal? or is it main branch only
what indications have you seen that would suggest that there will be an experimental branch after 1.0 drops?
if i hazard a guess, after 1.0 there will only be 1 branch... i could be wrong, its just speculation at this point to predict the future.
The cpu can do more but 8gb of ram is just not enough for satisfactory
- I said "up to mid game"
- now there is server streaming enabled
- I said for 1.0 , not for 0.8 which is the current borken server
Hello is someone that has a mid to end game save file that can share it with me ?
I'm currently trying to create a dedicates server based on Intel n100 cpu and I'm trying to compare with payed servers performance.
If possible no modded save games 😄
The fact that every update I’ve played from 3 to 8 was on experimental for a couple of weeks. I see no reason why1.0 would not be on experimental for a week or 2
Can you host a server yourself in satisfactory? I’ve got the spare hardware
What I ended up selecting is low.ms it's the servers totalxlipse use and it allowed me to select what hardware I wanted 🤷♂️ idk we will see how it holds up
they've explicitly said no experimental period for 1.0 I'm pretty sure
and there is/was a closed beta
your clearly much more experienced than i am then, as i only joined earlier this year after U8 was already out, so go with your gut feeling, im happy to be proven wrong with predictions of the future.
If that’s the case I’m wrong. Must have slipped past me
i dont see why it would make much sense for one to exist... other than for periodic updates? 
Because massive update with tons of changes will have bugs. Can’t expect any less. And a small selection of players VS the whole player base is different. Experimental would make sense but if they explicitly said there won’t be I’m def wrong. But I didn’t hear it anywhere.
6 days and counting down and we will all find out 😄
For sure, very exiting after all those years.
80Gb NVMe seems overkill
but depends on the lenght of playthrough
it really is, even for thousand hour playthroughs, I think my satisfactory dedi is using like 7gb. most important is ram, as of U8, if you want to play with streaming off, you're going to need at minimum 16GB, my dedi peaks at around 18GB on a 400 hour save.
Yeah but i have bin reading here and as well on Reddit. And from what i have understand 16gb is recommended. I was planning to play with maybe 4/6 people. (Not sure if if all of them eventually will play) so I want to be prepared if they all show up. I will see.
I'm pretty sure the thousand hour saves tours you find in YT barely take up 15GB of Storage
but indeed, 16GB Ram is minimum in some cases
Stated by the CM multiple times.. but heres one on a devsteam from 7/1: https://www.youtube.com/watch?v=61ApxTYoqeE
Thanks! Don’t really keep up with to many streams (spoilers
) but good to know
Can you host on your own hardware? I’ve got 4 cores and 24gb of ram spare in a server
Yes
The cores aren’t really fast. 3.8ghz or something but should be fine untill midgame I assume?
We can't really say for v1.0
Fair, what was it like on older CPUs on update 8? I always played alone so I never messed with this
Single high speed core were reasonable okay, but the game was so buggy, it's hard to say
I do
I was hosting with a hyper-v on a windows host with a i7770, performance was decent with u7, tanked on u8. Switched to a proxmox host with a 5600gt, performance is about the same. both hosts have 32G of ram.
worth noting on proxmox I'm using a container, not a VM.
I5 8400. So a mediocre quad-core.
that'd still make a good host, you could either run proxmox on it, same as me, or setup your dedi to run on bare metal.
I think I read somewhere that containers on pve have something like a 1% overhead cost.
Might be easier to do hyperv. Already got windows on it
or less, because they're running on the host's kernel
Honestly have no experience with proxmox but currently is a media center that’s not really used. But still would rather not reinstall stuff on it but just repurpose its windows install
I do have a friend with an old socket 2011 server running proxmox. Plenty of cores and ram to spare. But they are some slow ass cores
windows is easier to a point. I'm pretty new to hosting and I started out with windows. linux is a different beast but it does seem easier to do things like boot the server as a service at start up. Windows can do that too, but linux has built-in tools to accomplish it.
Yeah, you do not want to run satis on server grade hardware unless you're packing the new threadripper pro
I yearn for the day Linux gets greenlit by competitive games anti cheats
Honestly Intel sapphire rapids could eat it whole to, basically nothing but 12900k P cores. But I like my power bill affordable
I just don't play those games :p
So tldr, satisfactory server requires a good chunk of ram and fast single core performance
very fast single core performance
the Intel saphire rapids xeon 4510T barely beats my 5600gt in single core lol
hello, how much ram should be alocated to dedicated servers ?
all of it.
if you're disabling level streaming, 20GB
otherwise, 12-16GB
The dedicated instance is essentially running the full simulation like the client does, minus the drawcalls.. so essentially if your older i5/i7/whatever can run the game at 30 fps, you should expect 30 tickrate on dedicated with one logged in client, adding clients increases time between ticks.. so expect lower tickrate
I think you'll be good, if you want to squeese a little more, ditch the hyper-v and run it on the host.
hyper-v is something like up to 10% overhead cost
Old ass CPUs not only will have problems with IPC performance but also may lack instruction sets to deal with the U8 (UE 5.2+) physics engine and crash with that, so that 2011 CPU might be on the cusp of that.. X99/Socket 2011 released 10 years ago
X99 (socket 2011-3) is 2016
but do use your 8th gen desktop cpu..
Unless you are running multiple copies and want to use default ports (and dont want to add vNICs) really no reason to use a VM/container.. just run it on baremetal for sure
Socket 2011 and 2011-3 are very different
can always migrate to a more capable host or rent something if we get that far.
Oh, maybe I missed the 2011-3 but X99 launched in Aug 2014.. either way both of them are quite old in terms of computing performance vs todays stuff. I had an X99 and its been long gone
My bad, last CPUs where 2016
I think you'll be fine with your 8th gen. Our u7 save ran pretty good with 3 people on a mid/late game save with 7th gen in hyper v
Shame I got rid of my 6950x x99 server. That thing was quite capable. Was like a 5800x in gaming
I wouldn't rent for satisfactory, if I was a hosting provider I wouldn't want people running satisfactory on my servers either. Too expensive vs terraria and vanilla mine craft servers lol
Doubt my 7800x3d would like it, also I don’t wanna run that 24/7
This world (625GW + 40/40/10/10 SE Parts) runs around ~25 tickrate on 9900k w/ 32G DDR4-3200 with just one player connected, certainly an engame world (about 24MB save).. but just as an example. All machines, miners, extractors, etc are overclocked to optimize object count as much as possible.
I haven't tried my old save on it. I know it lags the hell out of satisfactory calculator.. or maybe it's just my pc
I think it was 40M points in the awesome sink and around ~400GW with ~250G consumption
when I tried it on the i7700 server it lagged quite a bit.. but it lagged in single player too lol
We pretty much built that to be a big world and tried to save cpu usage, lots of trains to try to keep the belt count low, some drones.. everything overclocked
Hi hi fellow pioneers ^^ May I ask for some help from a network wizard, please ? 🙂
I just started my dedicated server on a Debian 12. I followed the troubleshooting step : make sure the process is running (it is), check that the server is listening to the correct port (it is), I can connect to the server with my local IP address (the server responds and I get prompted to declare the name of the server) and as I have CGNAT IPV4 and V6, I run the server with the switch -multihome=::
I can actually connect with one of my local ipv6 address but as I soon as I change network (say from phone to try and access my server outside of my network), I always get the message "This server appears to be offlline"
I have also openned the ports on my ISP router as well as on my Debian server with ufw
as far as i know you need to use your public ip adress from outside your network not the local one
I have been but every time, it tells me that the server appears to be offline :/
okay that was all i got sorry XD
No problem 😄
so it works when connecting locally, but not when via internet... the clue to this issue is in your own comment, you said you ISP uses CGNAT to provide your IP.... CGNAT or Carrier Grade NAT, is a NAT at the ISP level, and most ISP's do not allow ports to be forwarded on the CGNAT, no matter how much you configure own home router and its local NAT.
As such your options are:
1: pay a hosting provider to host it for you
2: pay your ISP extra money to get a direct IP not using CGNAT
3: use a VPN of srots, which can be free, but introduces extra latency (not ideal, but works).
That is what I read, indeed. But since IPv6 is supported, can't I use IPv6 entirely instead ? Or does CGNAT prevent me from doing that ?
I also read about a work around ; it is to set up a static DCHPv6 map and point the connection there
Source : https://questions.satisfactorygame.com/post/618d6de6831c85205235d0f1
in theory yes you should be able to use IPv6 for a direct connection.
tho ive no experince in doing this so cant help as much, sorry.
No problem : I can go on from theory 🙂 Thanks for the input ^^
but you would want to use 'disablepacketrouting' instead of useing 'multihome'
multihome is targeted at using IPv4
'-DisablePacketRouting'
Hi, i just set up my dedicated server on ubuntu server every time i try to connect the game gives me a time out error and the server logs say: "[2024.09.04-19.03.24:643][377]LogServer: Error: Could not open new route from '[::ffff:192.168.178.203]:50981'." (the number at the end changes with every try) can somebody help me? Sorry if there is an obvious answer.
yer, dont use multihome for IPv6 (thats what ive come to understand) hope it take you a step in the right direction
Didn't work but I'll go with the swtich and keep on going from there 🙂 Thanks for the info ; I didn't know this argument ^^
its listed in the wiki, but the description of it or its intended purpose is not made clear
good luck o7
you must add the -multihome=0.0.0.0 to your startup script
thanks a lot its working now
it does not take any GB of storage at all, it's about ram
the socket does not say much for that, you'll have to look at cpu gens, server grade intel platform have lived for longer than consumer grade one, so on hedt/server sockets you have multiple gen of cpus
tldr: intel 8th gen should do fine compatibility wise
but there is better cpus single core performance wise
"small" last gen, 'gaming' cpus are completely fine
few cores but fast so that's all what's needed
note that x299 skylike X had avx512 support since gen "7"
I specifically had an i7-5820k, which WAS 2011-3 and launched in August 2014.. two generations behind Skylake. The point of what I was saying is that comparing a 10y old CPU to one that is of modern/current generation is going to be a huge difference
I agree, but 7years ago pro lines is fine
just not good
but fine
server's on the other end ..
If the comment is regarding instrction sets, sure - a CPU from ~7y ago will likely run a current application but from a performance perspective - I dont agree with that at all.. Generation over generation IPC improvements are pretty predictable - around 3-5%.
In single threaded workloads, Broadwell (5th gen) vs Raptor Lake (13/14th gen) are likely to see anywhere from a 40 to 100% performance increase, depending on the application. In the case of simulation games (mainly Factorio which has an good, repeatable benchmark) which have been shown to heavily rely on CPU cache (AMD X3D chips), modern CPUs are going to run circles around hardware that is that aged. I'm surprised my 9900k runs the massive world it does, it probably only can due to the fact that it doesnt need to render graphics.
Check out these statistics, as an example 7800X3D scores 340-598 and 5820k scores 80-118, even at the low end thats ~4.25x increase in performance. https://factoriobox.1au.us/results/cpus?map=4c5f65003d84370f16d6950f639be1d6f92984f24c0240de6335d3e161705504&vl=1.0.0&vh=
Gonna pray my 8700k on a dedicated can support 3 players in quantum endgame. But if it doesn't it would be a decent excuse to upgrade my main rig and pass along a 7800x3d to the dedi.
Nothing that good to upgrade to though lol
Make sure your ISP supports IPV6, your friends provider would also need to support it. IPV6 isnt widely adopted because its a pain. All hardware on your end, and your friends end would need to be setup for IPV6, alot of people have it disabled.
If only the 9800X3D was released.. 😄
AMD you have until 9/10 + however many days it takes me to fumble to phase 9
or the
gets it
I hope my i3-12100f has enough to keep 6 players in endgame
boooyah. Got the dedicated server up and running on my home infra and exposed for internet play. I'm ready for 1.0
id love to jion a dedicated server where do i sign up
Servers will be given updates as they really haven't been address for a long long time from V5 or V6 so we just have to wait to V1.0 and see how it works after that.
depends it an i3
#1201555265942724758 , there are no public servers
I really hope so. u8 has been really rough
so how does that work, while this could venture more into tech talk, does it mean there's effectively two internets?
Basically yes, sparing more technical details. IPV4 cant talk to IPV6 or vice versa. IPV4 addresses are also much easier to remember and type, ie 100.100.100.100 vs IPV6 is 2001:0db8:85a3:0000:0000:8a2e:0370:7334. DNS is supposed to solve that problem, but its still annoying.
Hello everyone, i just have a few questions. When update 1.0 comes out will severs be able to host 1.0 satisfactory when the update comes out, or will i have to wait a few days for severs to get a version. I plan on using a Shockbyte sever to host the game. (if there is a better sever host for satisfactory please let me know) because i will have about 6 people playing on it.
It has not been upgrade so all we can do is just wait.
Server version should drop at the same time as game/client versions. Some reconfigure is to be expected. Game is hard capped at 4 players, but can have more IF yo ur hosting service allows access to the config files
No information from v1.0 has not be release we will know as much as you will when v1.0 is release.
in terms of your questions
I mean, I can do some technical, while that's definitely off topic, let's say I'm ipv4, and a player who wants to join my server is ipv6, or even if that's reversed and I have ipv6, is there a NAT out there that will handle the translation and allow that connection to be made?
Somewhat, there is a NAT for it, but its fairly restrictive.
Like if I've got both, that's no issue, but I'm asking more of ipv4 only talking to ipv6
Yes that would work with NAT
Is nitrado a good hosted
hear more horror stories with them than anything else.. my personal experience with a u7 dedi with them was not great
I'm not sure NAT alone would suffice. That depends what you exactly mean by "ipv4 talking to ipv6". If the sever is ipv6 and you as a client are ipv4, NAT alone will not work as NAT64 is designed to allow ipv6-only clients to communicate with ipv4-only severs, not the other way around
But most servers nowadays support dual-stack option where server supports both ipv4 and ipv6, this is the most straightforward solution. If your provider doesnt support that, I would serach for one that does, cause setting some DNS64/NAT64 is a pain in the ass
Hey folks, very minor knowledge about dedicated servers here.
But my friend and I were wondering; the UE object limit, is it also limited by servers or only the game client? If so, how can we adjust it?
Dedicated servers to be more precise. (3rth party hosting)
we call it dualstack
it's one Internet but with multiple parallel 'interpretations" of it if it's simpler for you
same lines, but 2 different low level protocols
same high level protocols
basically every consumer hardware supports both at the same time
but it's a matter of it being provided to you
Hey guys. I want to host a server for myself and 2+ friends after 1.0 drops. According to wiki I should be fine with 16GB RAM.
I plan on getting a root server with 32GB for a little overhead.
How is your experience on ram usage?
none since no one publicly can experience 1.0 servers yet
they said streaming will be enabled
so according to that and other optimizations
it should be fine until you hit more than thousand hours
For the rental satisfactory servers, can you keep your world after you stopped paying?
Just for yourself?
If you download the map etc, yes your should be able to.
You'll want to download the save BEFORE you stop paying, otherwise most providers immediately wipe the server and it's already lost
Nice thanks
Yeah, so for example my verizon phone is IPV6, but it's able to communicate with my wireguard server on my home internet.. which is ipv4 only, so I'm thinking verizon has a gateway on there end that does the translation to allow that so I suppose what I was asking is if it was reversed if that connection would be possible.
Yeah, all of my stuff supports it... I've disabled it all on my gateway because, big address I do not yet understand on my local network are no good.
The dedicated server will get the update with the main game then on the 10th?
just like any update?
That's what we're expecting, yes
hosthavoc is one service that does give access to the files, I can set the player and use mods on dedicated
I previously had a good experience with shockbyte servers and am getting another one for 1.0. Has anyone else used these before?
I am setting up a dedicated server with Epic Games and i have a problem:
I followed the Setup Guide on the Wiki and was able to Connect to the server and configure it, but as soon as i wanted to load a test World, the Server crashed. He did that everytime i tried it by now. What can i do?
1st, are you running both Client and Server on the same machine? If so, this is not recommended.
2ns, try looking in the Crash Log for any error messages
- No i run those on two seperate PCs
- ok gimme a sec
Are they logged into the same Epic account?
they are yes
Try installing the server using SteamCMD, instead of through Epic Games, I'm not sure you can run two games on the same Epic Account at the same time
I'd say that should work, since it's not the same game twice
I don't think it matters, you can't run two games on the same Steam Account at the same time, and I think it's the same with Epic
I actually tried SteaCMD first, but i got a bit confused so i wanted to try out the easier version (Epic Games) first
Steam balks at having two devices running software at the same time. It DID let me run both on the same machine (and it sucked)
You could install server via steam GUI
and run the game on EGS
I'm pretty sure that this only works if you have the game on Steam, if you are talking about the Steam Dedicated Server tool for Satisfactory
SteamCMD works regardless
Server is freely available in steam tools
i found this "HostClosedConnection" Error message
I have not found it
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
As he's running it through Epic I'm assuming it's Windows, not Linux
yes it is
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
fair enough
where should i put this line
You don't need the -beta public section
it may be easier to just run it via docker, even on windows
thats the thing, i already tried it with exactly this guide, but the "force install" section never worked
The +force_install_dir parameter needs to point to an actual directory
okey, so i should first create that directory and then put the command into the console
makes sense
okey that directory actually existed already
Make sure that you are running the command line as a user that can access that folder
i am
i have now started steamcmd again, can i now just copy and paste this line: force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
+force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 validate +quit
i dont think thats how its supposed to look
You missed the steamcmd
steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 validate +quit
You need to run it wherever you installed SteamCMD
okey gimme a sec
thank you very much for the help btw, im sorry about taking your time
If you are struggling at this point, you are going to have great trouble with the network forwarding as this is ISP dependant and no one can help you with that
If it fails again, you could just make a shortcut to an install you already hve (steam, EGS) and launch from there. THe fact that you can get the server with +login anonymous shows you dont need to own the game, or be logged in to run it
i dont actually know why im struggling here, normally stuff like this isnt a problem for me
As i'm not seeing anything pinned or this covered in the FAQ, have they addressed if DS will be updated at 1.0?
Yes, it's talked about in their youtube videos
Only what is in #announcements
thanks
I did now install steamcmd in the steam directory, now i tried the exact command given on the website and another version but this happenend now:
Navigate to the directory holding steamcmd first, then run the command
YOu have to include the command in Quotes "
"C:\Program Files (x86)\Steam\steamcmd.exe" +force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
yea that was my first try
You have spaces in your path for steamcmd, so enclose in quotes or just do it from the directory
You are already in SteamCMD 🤦
so i can just paste this? :
no
steamcmd.exe +force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
steamcmd.exe +force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
should work
first type exit
windows is weird
Dude, seriously if you are struggling with this, give up now
./steamcmd.exe +force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
That's not windows. He's inside interactive steamcmd
quit to get out of SteamCMD
Do they still let you add an exe to PATH?
Yes
Not a path issue, it's PEBKAC
damn, thats a bitch to fix
but at least adding it to the path would eliminate their directory issues
well, directory navigation issues
It's NOT a directory issue, they are trying to issue path commands WITHIN the SteamCMD application
oh I know
if the exe is already active, just the script should work,
+force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
just to be sure: this line has to be executed in windows cmd while steamcmd is running in the background
no.
wtfff
if you're running it within the Steam shell, yes
if you're invoking it with ./path/to/steamcmd/steamcmd.exe ...... it does not need to be running in advance, that runs it.
And if it is already running, it cant find itself
XP spoiled me, I stopped using the console much with it
okey scrap every problem we ever had,,, it wouldve worked form the start if i didn't somehow think that those commands have to be executed in SteamCMD instead of WindowsCMD....
well, steamCMD has to be launched form windows CMD
This is just the start of it, after this comes the difficult bit of networking
hopefully this is not running on your main desktop as well. playing while hosting a dedicated server is going to be ram/cpu heavy af.
No that was the first thing I asked 😄
yes, it will it did back in U4
Am I going to be able to make my own dedicated server when 1.0 launches?
Nothing has been mentioned that anything will change between U8 and v1.0
Thanks for the info
We created a dedicated server and got it to run. It's online and we can even create worlds. But as soon as we want to join these worlds, we get this error message... can anyone help please we don't know any further...
sometimes this happens to me. I just wind up trying multiple times. I chalk it up to the DS still being buggy
checkin in, how is dedicated server performance nowadays? I have been attempting to get a server to run decently on an old 2600 but no dice
we get a shiny new one in 4 1/2 days. No idea how it'll run, but it got some love

Atari 2600? Dang.
Just an old i7 2600, not the fastest but its still kickin
I was using an i7-7700 in a little SFF dell, so it only had four cores. With the exception of the Save issue taking longer than timeout and kicking people off, it worked just fine and was mostly idle.
It is the RAM more than anything else that will make the difference.
I don’t have a separate pc to use as a server so I might rent
yeah, server and client on one machine is highly NOT suggested
i probably have an old laptop that could be more power efficeint, but i already have my distro setup nicely and i cant be bothered to rebuild it
hey can anyone help me? I installed my dedicated Server and it works goood but i cant play because the server is crashing every time when i want to join
Wow, so many folks setting up servers this week, i dint realise the speed running community for Satisfactory was so popular to get U8 completed in less than 1 week or just 4 days now before 1.0 releases and then we all need to setup/update the server again due to changed networking ports, overhauled server console and adjusted resource nodes and recipes in the game. 
I also dont quite get it
they didnt get the memo about the 1.0 release being relatively massively different
Honestly I re set-up the dedicated server myself since I'm assuming it will just be "delete local files, pull docker container, restart" (I've already updated the network ports). But I'm already experienced at running all kinds of dedicated servers
is iut a linux server? if so I had the same issue, closeing ipv6 helped me
No windows
What do the server logs say?
I can't the the logs because the program is closing instantly after I try to join
They should be saved to a file, see https://satisfactory.wiki.gg/wiki/Dedicated_servers#Logs_and_crash_dumps
You have a couple of options, like eversio said, disable IPv6 or use one of the settings in the Wiki that resolve this (-DisablePacketRouting or -multihome), or secondly you wait 4 days until v1.0 comes out and (hopefully) resolves the issue
Ok that I will try it after work
heyo, thinking about setting up my old PC as a server for Satisfactory. Im technically inclined and should be able to get it running, but what is even recommended as specs?
The old PC has 32 GB? RAM which should be fine afaik
i7 9700 & a 1060 or something. how heavy is it on CPU/GPU?
does not need gpu at all
it needs FAST (not powerful) CPU
9700 should do it
but will struggle mid to end game
now 1.0 should make that better
but aim for cpus like 5700x3d
can I work with a domain with Satisfactory server?
I'm a bit worried how my Xeon D-1541 will handle late game 😬
Hey - does anyone know if there will be breaking changes with dedicated servers in 1.0? Is it best to wait to create one or I can create one now without issues
You can start now and when 1.0 comes along, update the server and start a new save
So you mean high clocked CPU, not many cores?
.. ddr5 can essentially hit 8G'hz' yet does not compute anything
fast != high clock numbers
that's why we talk about ipc
btw computing wise high frequency is more power efficient
so essentially one could design efficient cores that are less powerful but with higher clock speed
No offense intended, I'm struggling to understand what you're saying (and I'm a software engineer). What attributes of a CPU are better for this game? More cores? Faster cores? Higher floating point calc speeds? Faster memory access?
i sadly dont understand what u mean
i was asking/talking about the cpu? what has the ram to do with it?
ofc a 7800x3d with nice fast ram would be best, but i still dont understand ur message with "fast not powerful"? you mean satisfactory needs high single thread performance, not multi?
i dont even get what you mean with powerful in the context of cpus, as you dont seem to mean multicore performance or anything like that.
I essentially said 2 things
1] raw/overall computing performance != single core performance, which satisfactory likes, so better take a fast small cpu than a slow big cpu
2] fast cpu does not mean cpu with high clocks, high clocks are high clocks, it never meant computing performance, and especially is less meaningful in that regard now than in the past of this industry
that's why we are talking IPC which means Instruction Per Cycle, which essentially means "performance at fixed/same clock speed"
typically X3D cpus run at lower clocks, yet are destroying other cpus at games like satisfactory
OK thank you. My understanding of what you said is that:
- Satisfactory likes fast single-core performance. It won't get benefits from CPUs that perform very well at high parallelism across multiple cores
- You're calling out (correctly) that clock speed is an imperfect proxy for the performance of a compute core, as the amount of work that can be done in a single instruction is not constant across manufacturers or even CPU models. (I've seen similar comments come from manufacturers that clock speeds these days are just an approximation based on some past benchmark CPU from many years ago so that tracks)
- The thing that actually matters is how fast the CPU can execute the instructions that are being thrown at it, and that's not directly linked to clock speeds as you can have multiple instructions per cycle (for what it's worth, to me IPC means inter-process communication which is very confusing due to the first point, but I get what you are saying now).
- So extrapolating, the best way to figure out what CPU to use is to look at benchmarks on similar workloads to the satisfactory dedicated server
Is there a guide on how to set this up on pterodactyl?
Hey,
I plan on hosting a dedicated server at 1.0 for up to 4 players. Does anyone have recommendations for any hosting service? I never hosted a server for satisfactory before and have no knowledge about resources needed. I would be very grateful if someone shares their experiences with dedicated hosting. I read about how single core heavy the game is and that 16gb of RAM should be fine. Do you recommend hosting yourself using a VPS or using a hosting service like Nitrado. On most of these hosting services are no specific technical details.
If you aren't technically inclined or haven't run other servers before I would personally suggest going with a game hosting service. I don't have any recommendations for you though
who is running dedicated server on pterodactyl panel?
Wondering the same haha
i currently have a server on pterodactyl
Do you have the panel installed?
yes
cant connect to the server ingame so trying to understand what ive done wrong
Discussion raised a couple of days ago, here was my previous input...
#dedicated-servers message
Note I missed 'low.ms' as a host from the list, in which low.ms got some favourable reviews too.
https://github.com/pelican-eggs/games-steamcmd/tree/main/satisfactory this helped me set it up
If I run the server as a service, do I need to use the -unattended flag?
yes
How heavy is the DS? Compared to i.e. Minecraft?
some people have saves growin over 32GB
Are those held in memory by the server? Or is that more of a storage requirement?
Either way, I'm not gonna host that on my low power servers :D
Minecraft is on the limit of what it can handle for a ~10 people
^ So it's held in memory on the server. Pretty insane :D
The one thing I don't care too much for
this is not cod
on higher tier game servers, bare metal servers, or own hardware
Hey, any guides on setting these up ourselves on AWS?
Also, how’s the general stability? I know there’s been some bugs and issues in the past, wondering how they’ll hold up for 1.0
in 4 days we will find out.
check out the wiki in the channel description ( https://satisfactory.wiki.gg/wiki/Dedicated_servers )
which will likely require updating in 4 days time so as to align to the changes that 1.0 brings.
thx
I would like to know too
@steel fern & @severe swift, "reliable host" depends on what you want (how many players) and where in the world you are. As U8 as a server is severly broken, a lot of providers have been getting a bad rap because the game doesn't perform. This is a game issue, not always a provider issue.
What works for someone in the USA doesn't work for someone in Oz
Nitrado has been getting particularly bad reviews in this channel recently, and indifferent broccoli has been getting some good feedback, but as I used to self host, I can't condem or recommend either. Try actually going back through some of the chat history and looking for yourself
May they fix server performance issues in 1.0?
Some of them, maybe, we hope.
they will definitely fix SOME of them
because they announced it
When did they announce this?
but may not impact player directly
when they made a video specific to dedicated servers at 1.0 release
and when talking about game processing improvements in 1.0
in #announcements where they announce things 
Hey people!
Out of curiousity, do you guys have any "go to" server hosters that can be used when 1.0 releases? i am not able to host on my own pc nor does my friends
buy a used computer for a server and use that. Or that's what I would do. I think it might come cheaper than a proper rent. Or so I think.
you can host other games with it too 🙂
But no. I don't have go-to server hosting. I've tried nitrado, another hosting service, a vps (i don't remember specs or how much i paid for it, but too much)
Scroll up 9 messages 
I also made comment a couple of days ago as a brief summary of some known available providers
#dedicated-servers message
All in all I must say i've used money on rents that could have been used on a used computer. :< Just as a fyi. They all work ok at first, but add a little bit of things to the world and they start lagging.
AWS for a service that recommends 12-16gb ram minimum?
what does AWS charge for that, 2 or 3 mortgage payments a minute?
As with almost all things in this world, it almost always cheaper to buy when considering long term than it is to rent.
However with renting you shift responsibility of things not working to someone else to fix.
Else you fix it yourself.
which is a double edged sword as well
with renting you have to wait for someone to troubleshoot and fix it
owning you fix it as quickly as you yourself can
biggest downside to self-hosting IMO is stability, at least if you live in the states
power outages go brrrr
A decent connection and stable power or what were those power banks called one can use? So the computer doesn't doesn't go down from a short power out 😄
or break if lighting strikes
UPS 🙂 which are an additional setup cost
true
In total I have renter a aerver 3 times netting about 30 USD per time, I'm not an experr but 90 USD is not a good pc even for hosting a server in my country
pff