#dedicated-servers
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Hype!
I get it because I remember when I had no clue how networks functioned.
Horrya
Struggled with port forwarding for years because I was behind a double NAT from my DSL provider and had no clue, nor how to fix it.
any info on the new dedi system for 1.0? i wanna set it up asap so we can play as close to launch as possible
Lol just did that
Just be ready to download the server when the launch happens.
Port 7777 TCP/UDP
Supposed to be much easier now in 1.0.
app_update will work right?
well yeah but they switched from steamcmd right
If you haven't seen the dedicated server video from a few months back, be sure to watch that.
have seen it
This is news to me.
unless its me that is imagining things but i thought i remembered that from the videos
truth
I think steamcmd will be fine tomorrow, i can't imagine them changing it.
watching the video again rn
unless I zoned out when he talked about this he did not mention steamcmd or how to update it at all
yeah nevermind i dont know why my mind made this fact up between watching the video and now lmao
also how would on stop the server from turning itself off?
why would a server show up fine using ipv4 and it would show as offline using the ipv6 address?
cause the server doesn't use the ipv6 address likely.
How do we fix that @gleaming pike ?
Dunno. I've never had the need to use ipv6 and not sure why anyone would.
I figured it out. I WAS running a firewall. Did you know if you just call "ufw" it says not installed, but "sudo ufw" sees it? @_@
Do you think we will need -log -unattended -multihome=0.0.0.0 in the 1.0 server startup command?
Why
Has there been any news on if the increased player count config hack will still work for 1.0?
It'll probably have to be re-applied, but I dont see any reason it wouldnt
How long does it tend to take before dedi server hosts have updated when a new update is released?
depends on the service
Why what specifically?
Why does Sudo cause that behavior
Is it restricted to even know that something is installed?
the firewall endpoints are superuser restricted, and ufw is not in the generic user path
on some distros
but thats just more they didnt know how to check if something is installed thing
The firewall endpoints are capabilities restricted. PAM controls authorization by any user other than superuser. This allows restrictions by login protocol, user and host (or subnet) on access to things.
This is particularly useful if there is a large VM structure with lots of guest hosts.
is a dedicated server very complicated or can i start one easily
its a video game forum man, i simplified a bit
It's simple, but, only if understanding a second language is simple for you. There is some nuance required because the current U8 version is for the lack of a better word, special.
It's not that hard if you've set up a dedicated server in other games before
A small learning curve but there's tutorials/guides for it
I just hope biomass (leaves) isn't broken day one this time
It doesn't help that the default configuration on U8 usually results in a broken server.
what keeps it from being broken?
IPv6 and packet routing do not work together, but they are both enabled by default.
You have to explicitly disable one of them for the other to work.
Here's hoping that all these server issues were fixed. Like they said it would be. It's still kind of sad about no mention for getting disconnected when your server takes too long to save.
dedicated servers have always been a redheaded step child not getting much love. we'll see if things get any better now that the game is "released"
I am sorry if this question was already there but i couldnt find anything.
I have a Root-Server with a DayZ-Server based on OmegaManager running on it. I tried setting up a Satis-Server too. It works so far but as soon as the Omega-Manager is checking for DayZ-Mod-Updates the Satisfactory-Server looses connection and me and my friend on the satis-server are getting an error "connectiontimeout".
Anyone noticed this and got some sort of fix for that?
I didnt experience any issues with this actually, I just followed the straightforward steps and everything worked. Other people could connect to my machine over WAN. I just found that I had to dramatically increase the data rates and tickrate to get a smooth experience. But then still all vehicles were so broken, upon collission they would totally bug out and fly off the map.
possible you are getting the sorta common disconnect on autosave
Well thats the thing, its not when the server saves... its when the OmegaManager for DayZ Checks for Modupdates
This game is CPU hungry. Alter priorities?
UFW is a system service, you could either get your user into the system service role, or use sudo to run the commands as the system, ufw is not allowed to access for normal users
Can I set satis to use specified cores? With an Affinity set by OmegaManager I got the cores 1-4 of my i9-13900k being used by DayZ....
And I got 32gigs RAM...should by far be enough to run both servers with ease
it's getting major changes in hours. It may fix itself
Yeah ill try it then again. It might work idk 😄 would be great..else i have to check the console again and troubleshoot that
I wouldnt lose sleep over it tonight
Until we see what they have planned it's all an unknown atm. I hope to have more advanced tools and from what I've read and watched they have a new API to handle things meaning getting the tools etc.
Anyone know if I rent a dedicated server now (while I'm in the office working :D) in preparation for playing this evening, will the server update the game when 1.0 releases?
depens on the hosting
That would depend on the provider. Not only do they have to update the game, they also have to update any networking behind the scenes
Apologies, I should have looked into it myself instead of just asking blindly. Seems Indifferent Broccoli intend to have upgrade to 1.0 available as soon as it releases - in case anyone else was wondering!
I wanna run a dedicated server on my pc with 1.0, where would i go to read about how to set one up later today? 😛
Hello, maybe someone has already asked this question, but do you know when the update for Linux servers for 1.0 will be available?
Is it planned to be released at the same time as the 1.0 release?
Thanks!
will all be realeased with the 1.0
steamcmd handles the branch for the 1.0 release
okay thanks!
why you want to setup a server on your pc, just play it normally then if youre the only one playing
I guess i will tell the friends that i was planning to play with that they are not allowed to ._.
you can invite them to youre game in multiplayer, no need to make a server for that
There's a pinned message in this channel to a wiki page about dedicated servers. I'd imagine that the setup is going to be basically the same
Yes, but i wont recommend hosting a server on your pc
Thank you, at least you are answering my question and not just telling me "dont do that" 😛
🙃
So when i cant be online and my friend wants to play... what do i do then?
Well most likely to get items produced even when no one is online 😄
Will you pay for it?
i wont pay for that, why should i?
It's not recommended to run both server and client on the same machine as you are effectively running two copies at the same time and most machines struggle
Dunno why people have to tell others what to do. If he wants to host a server on his pc, just let him
It's called Dedicated Server for a reason
Just makes his PC even slower and may risk some security reasons if he is not careful with firewall and that stuff
you'll have the risk with the firewall on a server too
but there is no important data on it
on your local pc, i guess you have way more important data on that
also, you need to configure your router and if you are new to that, dont touch that
How taxing is it on the pc?
Do you need like streamer level pc worth 10000 dollars or something? ._.
Why would they even HAVE dedicated servers if its this insanely taxing, insanely dangerous thing that you should never do on any pc that you care about?
Its highly single core performance on servers, mostly when you host it and your friends play with you, you will likely have low fps and slow reaction time on your pc
also the setup if very tricky
Open all ports and turn off firewall? Yes please.
since you dont have a public ip
you need to reroute it from your router
and if you dont know how to do that, dont touch it
lol
happend one time
got attacked twice
they were trying to bruteforce ssh
fail2ban didnt locked in
say this problem 3 days later
since my ssh service didnt respond
As others noted, do not touch. Just host the game yourself and leave the game running.
Thats one way
@shrewd folio if you're worried about performance, and you only have one computer, it's probably better to just host over steam without a dedicated server and just leave the client running in the background. You'll have to stay in game but at least you won't have both server and client running on the same computer. If you have a second compter, use that to run the dedicated server, it'd be a better option so that you don't need to keep your main pc running 24/7
So i need to reroute stuff and not just open port 7777?
This all is why i asked where i could read up on it.
But getting told "Dont do it" instead of telling me "this is why i think its a bad idea" is just...
I am asking cus i wanna learn more about the stuff i dont know and all i get is basicaly just "you cant, you are not good enough".
Lol, most people just complain and then get angry when you tell them in detail
It's a bad idea. Lots of people have tried (and failed) to host both on the same machine and it is very taxing as you are effectively running two copies of the game. It's also a lot more complex to troubleshoot, so if you want to try, we can't stop you, but if you have to leave your PC on to let your friends play on your "server" then just leave MP running
Maybe someone can help me. In preparation for 1.0 I've installed on my linux server Satisfactory. The server is running, the ip is bound and the ports are open in ufw., I've put in a savegame into the steam folder. In the server manager there is still the message "This server appears to be offline". I've already restarted my client and still the same message
propably connected still blocked
maybe wrong ip
hard to tell if you have no details
different game versions
maybe its still starting
I suspect that you need to add the -DisablePacketRouting or -Multihome options to the start up command. U8 is BROKEN by default, hence why everyone is waiting for v1.0
Multihome is set, I try -DisablePacketRouting thanks
If IPv4 and IPv6 are enabled on the server (which most modern OS's are) then U8 doesn't work unless you add one of the above commands
Well same problem and the wiki said -DisablePacketRouting is automatically disabled with multihome
Yeah, it SHOULD, but sometimes U8 just DOESN'T WORK.
U8 was broken beyond belief, and we've been waiting for a long time for a "fix"
you could also try to use "LGSM", its a linux service to setup game servers
They also offer software backups
the information you need is in the wiki (the one in channel description).
your asking questions to learn which is of cause fine, and the kind folks here are expressing their own experience that some scenarios work better than others.
sure its possible to run on the same hardware, its just not recommended to do so for a number of good and very valid reasons.
instead of attacking the people trying to help you, listen to whats being said and learn from the info or experience shared, that what your goal no?
in any case, the information you need has been shared, have a play around and see what works best for you. 🫡
Looks like a neat tool. Essentially just a quality of life wrapper on the steamcmd or am i missing something? 🙂
Mostly, its more like a self ecosystem
you got some easy commands to handle operations
Is there any point doing any server configs prior to 1.0 release, I'm assuming much of it will change with the new updated dedicated server stuff
nice config structure if you want to host more than one server
But yeah, mostly its just wrapped around steamcmd and some services
not much point no... other than to learn how to port forward or control firewalls which is a useful skill to learn that applies to any game or application.
But definitly nice to have
Sweet. I'll make sure to check out for the release. Could be useful for other games as well. appreciate it
But if they change branches, you might need to change that directly in the lgsm config, since the steam id is semi hardcoded in there
You can change it, but i dont know if they have more checks to validate the game data
Have to do a bit of tinkering regardless, so if this makes alot of the other tasks easier, looks to be well worth the time investment
Do we know if the updated dedicated server will support Rcon or similar command for management?
I dont know, maybe ask Snutt or some of the devs
It will have it's own API
Well, thats a new thing to learn, will be interesting 😄
Hopfully I'll be able to script something to automate some tasks 🙂
Since the API they are releasing is brand new and fairly undocumented atleast initially, is there a place where people can share some automation scripts? 😄
Github?
Hopefully they will update the wiki with new documentation
Yea i thinking like a discord thread with links or a central github repo or something. Just though it would be great to have a collection somewhere 🙂
A central repo would be hard to manage
Yea i figured as well, but maybe some discord threads would be cool 😄 i'll suspect people are gonna come up with some cool ideas along the way
When are we able to update the game to release version via steamcmd?
After release at 17:00 CEST
So after release I just run the command as normal and it should work?
SHOULD, yes 😉
should is the key word
famous last words 😄
I suspect that the download servers will get hammered upon release
luckily servers are hosted by steam, and their scaling is quite robust, epic also has quite decent infrastructure
Yeah 🤞
Hopefully dedicated servers have received some love this round, its been the neglected bastard child since its birth
They did some performance optimizations
They've said so
They made a yt video of that
it got better network management
better optimization
better packaging
better options
better management
and is better tested
So yes
but keep in mind it's not going from floor to high ground
but is going from cave to floor instead
Very excited to see how it fares, if only a fraction of the desync issues are gone I am going to be ecstatic 🙂
To be fair update 8 was exceptionally stable as far as dedicated server goes looking back on older dedicated server releases so I am not worried at all!
Some information here, but no details https://store.steampowered.com/news/app/526870/view/4270057097478183701
Do we know what time 1.0 drops today?
!lanch
around the time when they release 1.0
5PM CEST
Never heard of that
Just follow the wiki, its for booth operating systems, linux and windows
if you use linux you could also use "LGSM"
Thank you!
If you use somethign different, figure it out by yourself please
or wait till someone helps you with that
Same for AMP users from cubecoders AMP
Interesting google search results haha
Any server management platform outside Steam or Epic, will be reliant on those communities updating their content.
Linux Game Server Managers
I dont know what else you found
yea, i found it, it was just not the top results for LGSM haha
thats up to you
Do we need -beta experimental still for 1.0 or is it straight up non-experimental?
it will no longer be needed so can be removed.
Says on their steam update that it's no longer considered experimental, so should be good
Thought so, thanks for affirmation
Can we start a game locally and then put it on a server?
Gonna be running a dedicated server on my unraid box. Will the container need to updated with the game? Or is the library pulled in a different way? I'm seeing two releases on the CA apps page
Thanks in advance for any help 🙂
You can yes, check out the various server related videos in the announcement channels, shows some details with pictures on how this will be achieved.
The saved game can be moved to a server and loaded
if your using a container/docker etc, then it ultimately depends on how it was configured when it was built, best to check the source of said container/docker images for notes.
if its done 'right', then in theory it should update internally... but then the ports are changing, so no idea if the containers will update the networking ports/firewalls etc with the new changes.
so you may still have to tinker with it, or pull a new container/docker image.
Thanks @dusty vortex @grave shell I will play with my friends locally and try to use a server if we need
Got it, chcking the support page of the first container and it has this little tagline so I think I'm good!
"Update Notice: Simply restart the container if a newer version of the game is available."
just bear in mind network ports are changing... so might be worth getting clarification form the source if they will be updated to reflect that also... rather than simply the game part updates, but not the ports.
Got it, I'll try to contact the container author
friends, does anyone know if we need stupid amounts of dedi ram still (my last dedi was update 7 i think?)
You should probably wait until the updade actually releases though
They have done some improovements regarding RAM use.
is it still single threaded?
No idea
we find out in 4 hrs 🙂
regarding RAM.... well in U8 there was a feature introduced called 'memory streaming' (or something similar to it)... that would inform the game to only load parts of the world that the player is active in... this reduces the RAM usage (perhaps to around 2-4gb), but it did cause some performance related issues when multiple players were in the world or when moving around to other areas of the map that might not be loaded into RAM already and the parts needed to be loaded in.
with the memory streaming option disabled, then it was common to see ram usage between 12-20gb (depending on size/world hours/number of players) as the entire world was loaded into ram.
Its understood that this feature would still be available in 1.0
Its not 100% clear if it will be enabled or disabled by default with 1.0
for a multiplayer world where players will desire the best performance, then ensuring that memory streaming is disabled would be best option... if you can spare the RAM. 👍
Most relevant info regarding dedicated servers are here: https://www.youtube.com/watch?v=v8piXNQwcUw
And here: https://store.steampowered.com/news/app/526870/view/4270057097478183701
...."In more detail, up until 1.0, Foliage used to have hitboxes which checked for collisions with vehicles constantly. This leads to a lot of computations happening all the time, everywhere in your vicinity, which could make performance drop significantly. Especially on Dedicated Servers, where up to 12GB of RAM could be occupied with most of it being non-stop collision checks. To combat this, vehicles in the world no longer destroy Foliage as you drive through it, which not only saves a ton of computational effort, but frankly also looks a lot better in the actual game."...
I'm looking at dedicated server hosting and the company claims I can rent a 20 slot server, does the game without mods support that?
default (officially) is 4 player....
but by adjusting some config files the max count can be increased.
is there word of that changing for 1.0?
Not said anything about that as far as i know
we dont know, but the expectation is that it will still be 4 players, with the option to adjust config files.
If they have optimised a lot of the performance bottlenecks of multiplayer then it is likely an increase will be a non-issue
Yeah as others said 1.0 could be a huge change to waht we already know.
How (to increase max players).... #dedicated-servers message
(Assuming the option is the same with 1.0)
host providers can still decide to support whatever
just keep in mind it's not supported by the game devs directly
does anyone know of any docker images that just handles steamcmd? the one I have modifies game configs for you but I dont want to touch those with 1.0
steamcmd is the easy part
Hello all. Anyone else have a problem with getting 'This server appears to be offline' after trying to add a dedi server?
just wait 3 hours and a half and resetup your server

I can't believe we are still getting the regular stream of update 8 server fails and workaround questions only 3 hours away from 1.0 launch
I've not installed a server before. I'm trying to get a head start with how it works before 1.0 begins. Hence my question.
If the server says its online for you (on its console) it's likely a port forwading or bind issue
the head start is it does not work before 1.0
it all changes, inc server setup, so you need to doit again in 3hrs
you already got your head start
but yeah the new dedi server will change so much, even the ports
can we keep game open 7/24 like to be a server to not bother with bugs etc 😄 ?
Thank you Fabricio and Delphium for your answers. I shall wait!
you will likely bother as much with bugs now
np, pop back later today if you still got issues and im sure collectively we shall gain some knowledge and expereince to better guide or help 🙂
in the mean time the live stream just started - https://www.youtube.com/watch?v=1GH5SZkrv2M
enjoy and hopefully it answers some questions (or opens a can of worms for new questions 🤣 )
I will probably be able to test systemd unit template inside vm linux setup later
I will report if it works well or not
life stream and there still nothing 25 minutes delay
any idea when a docker container 1.0 is ready?
Should not take much to make containers ready for release, if you know docker you should be able to simply change branch parameter and optionally just remove 15777, 15000 port mapping from old containers and you're ready for production. But we won't know for sure until its actually released.
It is however not unlikely that one or several docker container maintainers have had access to the beta testing of release and are already ready to push update to docker hub.
Yeah that's what I learned yesterday, after about three hours of digging.
thanks hoping just to load a new image over my current setup/portainer
The Wolveix container already has an open PR on it and the maintainer is active there. But it seems like they may be responding to what they learn in real-time once the release goes out
Yepp, hard to say for sure, we know a lot of people have been involved in testing 1.0 for several months, hence its not unlikely that Wolveix or other docker maintainers is among one of the beta testers.
Would you guys say dedicated servers are better than hosting Multiplayer from Steam Backend or Epic Games online Services?
comes at the cost of having same system requirements as playing the game locally except the need for a GPU, but game is CPU intensive and CPU requirement can be considered multiplied based on how many players are playing on the server.
So dont expect a great time on a low specced host
I have my own Server so Specs shouldnt be a problem
But id say around 3-4 players
Around What CPU load could i expect?
Impossible to say it depends on all buildings and player activity.
Ah okay
Even my dedicated server with Ryzen 9 7900X has a hard time on a large save with a lot of player activity (update 8), but the same can be said for hosting a multiplayer game through the game client.
The great thing is that we have been told we can expect several improvements to performance.
So if worst comes to worst i could just host it on my PC since it has better specs ?
Update 8 was manageable to host on dedicated up til tier 4~5 quite easily on a 10 y/o CPU with 4-6 players so you will likely be able to host it.
and dedi servers wil be much better on 1.0
i'm not sure about that
they didn't took dedicated servers to seriously when they made them back in the day
This time they really wanted to made them properly
I'm expecting a good experience on dedicated servers
So a newer ryzen 7 Laptop CPU is probably good enough for what i need
I guess i'll see
hey all, a mate and i usually run our own server but can't this time yet due to other issues, i did find a nice looking host but we have no idea how long til they update, so i thought i'd check here to see if someone knows of a hosting services that will update fairly fast, preferably in the oceanic region
bro almost everything works with dedicated servers
just make sure to have 10 - 12gb of ram or more
this is mostly necessary with endgame savegames though
Just be sure to look at CPU temps, main thread is very CPU hungry and will easily sit at 100% around the clock.
Good that its getting colder now
^^
my server is in the cellar, should be fine unless rats attack it
Yeah thats definitely the ideal place for a server
Been fine so far the last 5 years
Have there been any mention of the vehicles not being laggy af anymore on dedicated servers in 1.0?
Not long now!
They wanted multiplayer to be a enjoyable and lagg-free
So i'm so excited
yeah I see he has also updated readme on docker hub 🙂
are we going to be able to start dedicated servers with 1.0 today?
brand new here, sorry 😅
dedicated servers already exist
Yeah, I didn't have access to the beta or anything 🙂
with 1.0
they will update, if you mean that
mhm
big update supposedly
I'll be checking in over the next few hours. Fingers crossed there are no breaking changes for the Docker image. I doubt it, honestly 🙂
should i wait to install mine until 1.0 drops? or should it update
I'd wait since they're re-doing the server console completely
Indeed, the API is very exciting
ow fk, does it copy time to
Do we know if player limit modification is still gonna work?
Absolutely I cant wait to get started playing around with the API 🙂
I had to build a packet sniffer to build out Discord notifications for in-game chat and people joining/leaving lol
Hoping the API removes the need
Everything is exciting in that video
They talk about all the changes with dedicated servers
I was hosting on a headless gen 4 Intel i3 and it was fine to start. I didn't put a ton of time on the map so I can't tell you what tier breaks it but I can deal with an upgrade later. I have a gen 4 i7 that I could swap out when I hit that point, but for now, you can get started (probably). Not saying it'll work on your pentiums
Also with 1.0 we can expect a more stable mod support, so what API wont offer we should easily be able to extend through mods 🙂
Oh absolutely! Very excited for stable mod support 😄
Honestly, I'm just hoping it's more stable 😄
I stopped playing for a while because multiplayer was just frustrating a lot of the time (particularly in late-game)
Should be a way better experience on dedi's on 1.0
Here's hoping 😄
Yea, we always had to stop around tier 4-5, last save we did solve some of the performance issues through enforcing everyone to use shards and build as few buildings as possible.
I watched it when it came out
OMG jace is on stream!
You mean we won't have to click, then back out, then click back in to valve GUIs to get them to update?
Heaven
do we have new documentation or tutorials about the new Dedicated Server coming with the new version?
Nope
As with every question being asked, the answer is we'll know when it drops 😄
As long as the ports don't change, I'm hopeful I can get a server spun up in 30 mins tonight
They said in a video didnt they? That we would get documentation at a later point.
Cut down to just one port, but it's still one of the 3 from before
i'll just update it and hope it works instantly
One thing I could see breaking is ini modifications, given that they've added configurable options in the in-game server manager
So I'm expecting to need to remove some of that from the Docker image, but that's minor
That's my strategy (update and see what happens). But I have to do my normal workday today, so I am going to take this chance to thank @sturdy gust for putting up the docker container and making that happen, because I've had that running for a month now in 8. You rock and deserve kudos!
While I was tempted to do my own docker yaml, looks like I made the right decision for today (we'll see, but more likely to work)
Thanks @gray plaza 😄 I pushed the initial Docker image back before there were official dedicated servers (~3 years ago), using Wine to emulate a client environment. I'm glad we don't have to do that anymore 🙂
hey wolveix, any concerns with 1.0 for engine.ini and other similar parameters from the docker image?
Oh man, that must have been fun haha, I only got on the satisfactory band wagon about two years ago
damn that must've been unoptimised
It was a ride, to say the least 🤣
My comment 3 messages above yours 🙂
Oh i'm blind haahaha, I see yeah that was my main concern as well for 1.0 for now
either that or they changing defaults and we resetting them back
It'll probably work as-is, but environment variables could become meaningless (which is a good thing)
im starting up my first server after 1.0 releases, anything i should look out for?
We don't know yet, a lot will change for 1.0
how much ram do you have
64gb
i mean ram usage will change though
😳
thats my server PC, my primary PC is 32
When I hopped on the server fun, it was already to the point where I thought I had a reasonable shot of doing my own docker compose as a learning exercise. I probably still could, but I had a TrueNAS core set up, and after figuring out the upgrade to scale, how to get jailmaker, then docker, then dockge, then realizing I was behind CGNAT, I appreciated that your docker image was the easiest part of the whole thing.
Well, I'm going to hope you have enough because I have 1/4 of that lol
i think my linuxgsm servers been running untouched for like 2-3 years.... eager to give it some actual configs for once past vanilla
54 minutes. I am just going to go huddle in a corner and wait
how do we know its being released in 53 min?
Because of the numerous countdowns 😄
is the 1.0 release for the dedicated server available for download yet ?
No
Main thread, there's a pin from 3 days ago
and old dedicated servers are probably not compatible with 1.0
It's there
I want to wipe my indifferent broccoli saves, just not sure on the timing of the dedicated server download for them
I do know they staffed up for today
i figured that from the release notes ...https://satisfactory.wiki.gg/wiki/Future_content
wasn't there a blog post with a bunch of info for the new dedi server stuff; i remember reading it.
wasn't sure if they published the docs n config files yet; the wiki looks... i think old stuff still?
https://satisfactory.wiki.gg/wiki/Future_content#Dedicated_servers
quite a bit detailed stuff there...got updated this week
okay so that was new content stuff. I looked past that but didn't dig in as I thought it might be old still. I missed the AGS stuff.
Appreciate it
this is going to be super helpful for my server later today
gonna have to rebuild my container...drop the 15xxx ports, probably need new entrypoint
Yes, that is helpful. Not for me to prepare or anything, but it is something to read while I wait...
Yeah, the port change has been pushed for my image 😄 I'd be surprised if the entrypoint changed
IB uses several different ports, I assumed it was because they are recycling the IP addresses. I wonder if they are prepared for the 7777?
I hadn't even heard of IB until now
Should I link the website here? I'm not promoting them, just nervous chatter
idk what i was expecting for sandbox/server settings; but after project zomboid my brain was expecting to be able to tune things down to the machine or something.
am i missing something or can you not change the resource gather rate or fudge with those #s at all. my hours in Satisfactory are criminally low vs its 2d predecessor so my expectations are all outta wack
Not sure what the rules here are around promotion/links. Probably best not to 😄
most links that point to non sanctioned domains will be auto removed if you try
Fine by me, just wanted to provide it for you since you hadn't heard of them. I switched to them a couple months back because they support mods
does anyone know when shockbyte will roll the update out?
Probably a question for them
I don't use anything, i just run the steamcmd satisfactory dedicated server on a ubuntu service
I left their discord when I switched hosts, but if they are anything like the rest I bet they have an announcement about it there
k thanks
I really thought about doing that, but having the reliability of a 3rd party host is worth $12 a month for me. I was originally planning to have friends join, but after the first week it was clear that we didn't have the coordination necessary for that, lol
tbf that's why you just rent a box. i pay basically what i'd pay for a 2nd internet line for a 5900x with 64gb ram and 1gb up/down that runs all my games
Did some calculations and built a new host myself for the cost of 1y renting a host.
i just downloaded ubuntu headless on a pc i took from school (in my garage now) and build a lot of different kinds of gameservers on it
I've been debating on taking my remote server into my homelab but the benefits of "angri gamers aree looking at a datacenter; not me" is worth the insurance 😄
also made multiple discord bots that check all my services for game server statuses
actually rewrote my bots recently, it now looks like this
Is it worth renting a server to host dedicated MP, or just run it on my own machine?
Are we feeling good about the update and rental servers? I couldn't make it past oil without servers lagging out before
if you have a plethora of games; it very quickly makes sense yea. even just minecraft + Satisfactory can bog down a VPS or server with mods n ram requirements
yeah my modded mc servers take between 5 a 10gigs ram
Also kinda depends on your networking knowledge
anybody know if there is any new details about the commandline binary that starts the dedicated server..are the options referring to the beaconport and the queryport simply going to be ignored or do i need to remove them from my script ?
I removed them 🙂
I can't remember if the binary previously ignored unknown flags
https://satisfactory.wiki.gg/wiki/Dedicated_servers has not been updated for the 1.0 release yet
it's not even networking knowledge; if microsoft pisses off some gamer and they decide to ddos every public minecraft IP; you're not gonna have a good day if that's your home network vs a commercial datacenter with 100gb throughput firewalls n commercial throughput protection
If you're behind CGNAT for instance, your dedicated server hosting gets a magnitude more complex than if you're not
Depends, you need quite a hefty host (or we have needed that so far), and many hosts overcommit a lot on some of their hosts. So milage varies greatly when you rent a server since SF needs a powerful tingle thread CPU.
i spend bout $130 a month for our 5900x; and that's "old" by todays deals and standards.
Plenty of services out there for like $12 a month to host a server
but i have 1tb of SSD that's mirrored; 64gb of ram; and the protection of being separated from my home network
have the players split the cost
That's why I built my 7900x host for SF specifically since it came out at the approximately cost of 1 year rent.
I can pay $12 no biggie, would that cover the specs?
But yea sounds a bit complicated to setup in time for 1.0
yes but the problem with renting a server is that you like feel like you need to play that game
and you end up wasting that money (for us mostly the case)
True, we usually just stop the service for a month or two if we're not playing. You can download your world to save it. Then when you want to play again with friends, just upload your world again
if you're renting just a satisfactory server yea; although i've never used any of the providers like nitrado et al.
idk how good the experience is in practice
just for that I have invested in a cheap little piece of hardware, with enough ram/cpu to run a container, and wireguard for a vpn
Indifferent Broccoli has been really good for us, we'll probably stick with them for our 1.0 world
now me and my buddies can play all we want for only power cost
I could'nt reliably get past oil on any server i rented... my friends either... lots of lag... i'm hoping 1.0 optimization will ficsit
yeah thats why i host all my servers on my server in my garage, i can just do whatever i want with it
so many options
we struggled with transportation, trucks, hypertubes, cars, etc. Anything that made the player go faster than running speed caused the player to crash
if i spent $10 on each game for their individual host providers... it very quickly makes sense to just rent an entire box. and with the entire box; you have the entire CPU dedicated to you
my issue with VPS and i'm assuming the same for "satisfactry 5 slot server" is it's on a shared CPU and the resource allocation is awfulllllllll
everyones hammering it with high CPU count content and it just bogs down and no one gets any performance
https://steamdb.info/depot/1690802/ this is here that we will be able to see if the depot is up to date right ?
I mostly do Minecraft Servers, so this is going to be an interesting change to use a Satisfactory server
yea i haven't even attempted to look at satisfactory modding given the "experimental" state of hosting the servers
at some point I should probably just buy my own machine to host a server
Just installed lubuntu on the ole dell laptop only uses 600mb sitting in the desktop
you must've never built your own modpack when a new patch releases in java 😢
Just recycle your hardware when you buy new computer parts
i have lost so many brain cells and hairs trying to make java minecraft boot lmao
Intel i5 6300u 8 gb ram should be enough you think?
12GB minimum is suggested
Ive never done it with a java patch release thankfully
Plus you need overhead for the OS
What do you really need from a hardware perspective? A good CPU, good RAM, and like an NVME? no GPU obviously
Using lubuntu the overhead is very small
any linux without desktop has minimal resource use
my taste in minecraft mods is simple: the entire kitchen sink; but with no goals. so ATM but with no care or love applied. it's always awful figuring out compatability n mods n bugs.
I didn't realize how big the satisfactory modding scene was looking at ficcsit
i just.... workshop is life
I got it down to a 348mb ram footprint when I went headless 600mb in the desktop
i'd assume it'd be okay but that CPUs really old and may struggle with the single core calculations mid-end game
scaling is always the problem
I was thinking of moving the save between the PC and the server
So play on main PC then off load the save to the dedicated when I am not in game
The main reason I still have a dedi while playing solo is so that my factories keep working in the early game when I have to log off for adult stuff.
thats the entire reason im going to be running a dedi
I hope to god dedicated are stable on launch
have they mentioned anything - i havent been following
Not really. Just tons of improvemeents
should be, they said they were working on that a lot
I wonder how long before a 1.0 container is up ;-;
My container will update once the update drops 🙂
do we need to remove the '-beta' from the options ?
Yes
Where do you maintain it?
You da best.
Anyone here uses pterodactyl?
is that one rootless, or still rootfull ?
you can run it as both 🙂
Now to see if I can still remember how to use ecs
Has there been any word on dedi stability versus multiplayer?
Can anyone give me a resource to that which ports and what is changing?
It'll just be port 7777, both TCP and UDP
The servers now only use a single port, for both UDP and TCP, namely port 7777, and they also bind properly to IPv4 and IPv6 simultaneously.
5 minutes! 😄
I NEED IT
5 minutes to ddos on steam download repos
Laughs in Epic games (painfully)
yeah both users can download at 50%
Steam cant download because its overloaded Epic games cant download because epic games
Once we know exactly how the command line will look, we'll get it adjusted ASAP
ooh they talking about networking
Guessing it will just be -port in the command line
they are talking about dedi on stream now
Yeah they are "supported" now
"fully supported"
lol
❤️
we will find out in a few min i guess
<@&370483737957236737> dare you to archive this channel and open a new one when the countdown ends 😛
LOL, thanks, just ignore the ticket I just opened asking that
Why change the name of the channel when you can just delete it
ok time to ddos the steam installation servers
plz
Glad we're all actively waiting on this update xD
it'll be good!
i'm trying to beat my update script
i got an update
ARE THOSE CUSTOM HELMETS?
oh i disabled it. even better
now i just have to install it
update live on epic 😄
For the server?
Be patient x)
aaarrrgggg processing vulcan shaders
🙅♂️ i refuse patience
We'll be waiting a minute lads xD Client end likely gets primary focus
Yeah, fully supported 😉
Epic games client update is already out
Guys how do I make satisfactory check for updates it says play
Both clients are
shoot server is still early
Just not the server
i am on steam
Fully close Steam maybe?
Okay ill try that thanks
i just got several gigs downloaded to my machine and it still says early access
I'm just watching SteamDB waiting for it to drop 🙂
mmmm there is another steam update for the game
controller support in the works omggggggg
Im not seeing it up on steam yet
Quit steam and launch it again
yeah steam still not out, both for client and dedicated server
they havent pushed the depot for the cmd yet.
only the banner has updated but no patches
same
:)
Yeah i'll just look at this chat, until the Dedicated server update is released lol
i have the new server running
It's not released yet, wat?
@proud falcon How did you get the new server running?
wait is it not out yet
Whee!
pardon my ignorance, i assume there is no real difference between your dockerized version than the "normal" way of installing/running server on linux? Ive had no issues but i used docker for everything else so I was tempted to switch now for launch
Correct
just restarted and it downloaded
The game hs been updated to 1.0, but I didn't get any update on the SteamCMD end for the dedicvated server
Dedicate server patch seems to be rather small?
Docker gang represent
Biggest difference is what you prefer to use
time to rename channel and drop experimental
banging, thanks for your efforts maintaining it 🙂
satisfactory's out on steam game client; not server yet
Hi, has anyone seen a new egg for a pterodactyl?
anyone else still waiting on ds update?
I'm guessing the app number is the same?
Yeah, no number change
What's the experimental app code
Still not seeing the update on my end (for the server)
wack
Update just appeared for me
Same as the main server, just under the beta ID experimental
weird it went there first xD
lmao did they update the wrong branch
still no update, do I have to uninstall Update 8?
now we wait for API Documentation 😅
does that mean we should run --experimetnal? or is it dropping on regular branch?
man, im hoping the dedicated servers run better than last upate
The client was pushed for the client not seeing anything for appID - 1690800 though
😅 love that
Dedi server early access steam just updated in the last 30 seconds
still checking the server
Yep public just got the update boys
mine appears to be updating on steamcmd
GO UPDATE YOUR DOCKER IMAGES
Update is out
oop its out
just try "check for errors" , after that the download starts.
!!
Does it run more effciently on a docker in linux, then the windows server, or it really doesn't matter
we zoomin 👀
I only use Docker on Lin, couldnt tell you unfort
that from experimental branch?
Nope, main
After the update it is literally missing the game executable. Verified files, no joy. Lol. It broke.
Linux has less overhead so it runs smoother as a dedicated host.
I'm not running it in docker, I'm running it on bare metal using a SystemD service
same
did you get the update?
so its the public version without the -beta ?
Yeah, mine is updating
Yeah i got it off a SteamCMD, FactoryServer.exe shows modified today at 11AM
mines is also updating
The file version is 5.2.1.0
the pain waiting
mine is running already, now let's see if it is the actual update
Ayyy, my Docker image is working 😄
careful with the download, steam seems like to have some issues mnow
Doesn't seem like there are any issues, but connecting to it now from in-game
Im trying to run it lets see
so it is just port 7777 tcp and upd now?
hmmm the game executable was missing for me...trying again
re-installing cause it said the exe is missing
Server works at least haha
I can't even execute it...
rm -r satisfactory lets try this again
i just validate my files
haha yeah my server is up too, just client is broke
They screwed up the EXE name for the game
try a new download or validate files through steam
heh
Rename it
oh man, what a hilarious launch with it broken ~
exe is broken here too
what to?
You can rename the executable to FactoryGame.exe instead of FactoryGameSteam.exe and it works
is there an experimental password?
validatefiles does not fix it
FactoryGame.exe
very good thx
thanks trying
that's looking more like it
Looks like docker image has a slight issue with binding
my server is now downloading a 4GB update.
client cannot connect to the API which is binding on localhost
Thanks a lot!!!
lol
Now if only I'd get the updated client
wait is this true on docker too? I'm not seeing an executable anywhere obvious
Rename it and remove "Steam"
13.2Gb update
bruh
Just rename the executable, if you havn't already.
epic worked fine and started the game
Run it as administrator and it will install the VC++ pre-requirements
download again, they pushed fix
yes im epic filth but not by choice
no you just rename it
the dedicated server patch came out?
Finally
ya but its bugged
what command?
LET ME INNNNNNNNNNNNNNN
It's all been out 15 mins ago 😉
client error has been corrected
It's only port 7777 tcp/udp now, right? I get "Failed to Connect to the server API".
Same here
check logs
same
I completely forgot how to authenticate the server
Have you updated the FW on the server machine to ALLOW TCP 7777?
My server may be sitting in the data center for where I work on an old unused desktop, shhh
While im downloading my update, anyone wanna check 50.20.249.105:2306 shows? 👀 (may be under 2305)
Yeah the HTTP API is binding to localhost on the server so if you are running on docker and such it wont connect
Is there a steam gui version of the Ded Server build? I dont own it on steam, but rather epic.
You do that in-game, under e.g. Create Game (on the server itself).
multihome would get around that, no?
I have multihome set but it's the same issue
ssh tunnel would work
Damn. Then I think we'd need a upstream fix.
Right, when I add the server, and it says need to be authenticated i have no option to do it, i havent' done this in awhile
guess ill give my end a go xD
I think there might be a way to set the HTTP API bind address?
wolveix/satisfactory-server, right?
it may be tied to an arg
the game ip is binding to 0.0.0.0 correctly
thanx a million...works for me
Anyone using lgsm?
How do we connect to the server API
why does it still say early access ??
looks like the api is using 56625 as it's port
Docker gang, where was your exe in the files?
yea; what bout it
should i remove the old setting files?
server side
It hasn't changed
nope xD
ill dig and see if it has an interface somewhere
Is anyone by chance using a pterodactyl egg and can I use the existing (old) ones for the new update? Or do I need an updated one
LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
this is the error docker is throwing for me
Bind looks fine, hmm
I guess it's using steamcmd so yes
What image are you using?
under pterodactyl
wrong log line
ich777's
Yes, but it's then binding to 0.0.0.0
make sure UDP/TCP are forwarded now
Executable have problem, so you need to rename it to factorygame
[2024.09.10-15.13.12:748][ 0]LogHttpListener: Created new HttpListener on 127.0.0.1:7777
[2024.09.10-15.13.12:748][ 0]LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)```
@sturdy gust Using yours
Then contact that person 😄
touche lol
Or wait to have the v1.0.1
Yeah, seems something weird is going on
sounds to me like game/udp binding to 0.0.0.0 but API/tcp binding to 127.0.0.1
It's meant to handle routing itself, but 🤷♂️
[2024.09.10-15.10.36:078][ 0]LogServer: Display: Server API listening on '0.0.0.0:2305' (Standalone)```
My own seems to bind to the correct game port
both are allowed
smh i still haven't gotten any dedi server updates
pretty sure nothings pushed yet
@sturdy gust Can I change startup args on your's?
oof yeah ich is borked
Allrighty this channel is active lol.. yall get it figured out so when I get off of work in... hopefully 6 hours I won't have any issues lol
anyone else getting this when trying to connect after setting it up?
You can modify run.sh, yes
It seems they ADDED 7777 TCP. It was exclusively UDP before. I had to add a firewall rule for TCP.
I'm currently experimenting
has 1.0 been released to dedicated servers yet
I cant get past the API message
my server is running for the first time and i cant connect Via LAN... what am i doing wrong?
binds but still nothin.. hm
thats what im getting too
I am getting server is offline, and it's running and i see in the console, that I am trying to connect, locally. This is weird
It downloads the game/patch during startup.
Already answered
Ugh, bare metal server crashes on startup 😦
hi y'all, Is there a way to tell if I downloaded the 1.0 update? I ran the following command ~1 minut ago: steamcmd +force_install_dir ~\satisfactoryserver +login anonymous +app_update 1690800 validate +quit, but i think it's still pulling the update 8 files
API is on TCP 7777, make sure you have allowed it on top of UDP 7777
does anyone know which ports are needed now?
Even on the Linix side? This is a docker container
I did but still same issue
Yeah, it's a bind issue
Or just wait for the 1.0.1 to be available
wait i'm a dummy; apparently 842 is the latest build they just pushed. WHEN DID YOU DOWNLOAD THAT SERVEr?!?
Same. Allowed TCP and UDP in fireewall and port forwarding and still cant connect to the API
Got the same error and ports are open. In the server log I see NotifyAcceptingConnection accepted from:
hi all i use docker image too and i have a same problem about api issue
after a 11gb update
oops i must have tried to updat ethe server JUST BEFORE they released it
also getting this
asked many times, rename the exe
Rename the exe file, + wrong channel.
Wrong channel bro
oh you right myb
Browse to the game files, and rename "FactoryGameSteam.exe" to "FactoryGame.exe" to launch the game.
you need to rename the factorygamesteam.exe to factorygame
are the new severs stable out yet??
Does dedicated server normally start out with tier 0 all complete?
yes but i dont know anyones successfully connected yet
I imagine you need to reset the world
actually getting this when first starting the server.
(back up it before tho)
just created it
Then it's fine ig
Yes, it's Co-op, so only one Hub
yeah def not we're all actively trying to figure out why we cant :kek
hwat
Think I've got it
What do i do ? The server is getting the pings from me .. and it is updated..
Warning: To verify the certificate integrity on the Client,.....
Read the channel history...
howd you fix it
API binding is broken, gotta wait for coffeestain to fix it
Read the channel, we're trying to figure it out
no one reads its 2024
No it's not 😄
I dont have the new consol
Do you know why?
Okay, thanks for answring.
As far as I can tell, the Dedicated Server linux files are named correctly.
Running the server on linux, getting LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
Been a while since I've tried to run it dedicated; could this be related to any of the ongoing issues?
Pushing a fix
Is there a parameter for it?
[2024.09.10-15.21.52:292][459]LogNet: UNetConnection::SendCloseReason:
[2024.09.10-15.21.52:292][459]LogNet: - Result=EncryptionTokenMissing, ErrorContext="EncryptionTokenMissing"
dont have 20 minutes to read through a channel where is 50 messages per minute sadly..
do we need to open 55985?
NotifyAcceptingConnection accepted from: 192.168.69.134:55985
What about giving us windows boys a non-container fix
I'm in 🙂
Got connectivity working, waiting to see if it works
Uninstall windows 😄
[2024.09.10-15.26.41:295][ 67]LogNet: NotifyAcceptingConnection accepted from: <public_ip>:62099
restart Steam
can we re-run docker run?
I switched to your compose Wolveix so I'll test when you push too
gotta pull the image first
okay, my windows Dedicated server is working
Testing now @sturdy gust
I get this when I try to run it on Linux
Project file not found: /home/shaun/SatisfactoryDedicatedServer/FactoryGame/FactoryGame.uproject```
And how did you get that work
are you connecting ?
[2024.09.10-15.23.57:150][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2024.09.10-15.23.57:150][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2024.09.10-15.23.57:150][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
I am on a dedicated, tried to connect with the query port and get "Server Appears to be offline" -- its not.
The server just binds on default on IPv4, any way to bind it to IPv6?
Im running Wolveix docker and it works perfectly except cant connect to server api
Is that for the pterodactyl egg aswell or is that seperate for just people running the server on linux ?
docker-compose restart or docker-compose down && docker-compose up (or with -d to demonize).
docker run auto pulls image
I am not using docker? Yeah it prepared a new game, and I am about to connect. Update your server files again, think they pushed a fix
how the heck did y'all get your server to even start lmao. linux is giving me a big f off
this is the extent of my logs
gotta update the image, docker-compose pull
Same for me
same
I started a linux server, not using docker, but when trying to connect to the server in game I get "Failed to Connect to the Server API"
So many options 😮
I am guessing everyone else is having the missing exe error?
Still says HTTP Listener on 127.0.0.1
I'm still stuck at the API
they renamed the file of the executable
just rename
This is the part most of us are stuck at
It's almost like at least 100 people have reported that error so far.
xd can't launch the server; my game finally launches at least
hey o/
getting a encryption token message error when i try to join my dedicated server(linux),
any news on that?
Yup I am able to join my Windows Dedicated server
Open inbound firewall settings where you allow tcp 7777
rename who to what?
I did
Windows Dedicated works fine
after docker rmi and docker run with :lastest image same error ...
to what error tells you to
If yours is working, mind hopping in a call to try and help me?
oooo i like the new interface for the building
That's what im stuck on
I'm getting --ERROR: Couldn't find a game executable, something went probably wrong with the download!--- from the linux dedicated server 😦
I even tried disabling the firewall but no luck
SERVER API WHY ARE YOU CURSING ME
my apologies, I am using LGSM haha, error probably looks different
Steam dedicated server on top 😎
Yeah Ive yet to see how to fix this api issue, anyone got ideas? xD
any official documentation for the dedicated server 1.0?
Has anyone a good site for buying dedicated servers with information about RAM and shit?
does the api need outer router connection? its just not working for me
I was getting the same error, ended up switching to the compose file from wolvix and it got past that, although I have new errors now
he's working on it https://github.com/wolveix/satisfactory-server/issues/260
@sturdy gust Im running the ich777 version of the docker. Whats the difference between yours and ich777? Are they not both from the official depots?
yeah its making me crazy to
k got it up and running, got 1 user connected, but all others getting "no encryptiontoken specified" and unable to connect in the logs
ich777s was busted for me too
Anyone have a fix for the Failure to connect to the server api?
Port 44615 is the API port it seems
missing exe for some reason
They are working on it https://github.com/wolveix/satisfactory-server/issues/260
xd bout to just axe the entire serverfiles folder and start fresh; see if a fresh download works
That is me, yes
it does not for linux dedicated
I tried
tried that already
is this 1690800 the right appidd for steam cmd?
yes
Setting multihome disables packet routing
thank you for comfirnming!
guess ill just hang out in the meantime 🙂
mine doesnt open 7777/tcp by himself, no firewall
Is that binding to 0.0.0.0?
xd y'all were too late but it reinstalled too fast anyways. i love having a 2gbit line lmao
Maybe not. Still figuring this mess out. I think it dynamically binds lol
So, must be a flag for it
what about pterodactyl egg. anybody working on that?
running under network_mode host works btw
i have 7777, 15000 and 15777 open
I'll see if I can find any relevant docs for the API, unless you found something already.
It works for me, but it keeps skipping onboarding even when its set to no skip, anyone else experiencing this?
you need to edit the ln
so def. an extra port we are missing besides 7777
Yeah, it will since it gets around port issues
How about "Failed to connect to server api"?
to what though
How can I bind the server to IPV6? It just listens on IPv4 default for me. Any parameters I can pass to FactoryServer.sh?
I disabled the firewall to test that theory, no dice
I cannot access to my dedicated server, any knows why?
this is what im getting too
Anybody on Linux dedicated getting this?
[ .... ] Starting sfserver: ln: failed to create symbolic link '/home/sfserver/serverfiles/Engine/Binaries/Linux/UE4Server-Linux-Shipping': File exists
[ FAIL ] Starting sfserver: executable was not found
it sounds like some internal service stuff which isnt able to connect
Yeah, it's dynamically binding
hey, can I dm you, still not getting a resolution to this 😐
[2024.09.10-15.33.18:571][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2024.09.10-15.33.18:571][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2024.09.10-15.33.18:571][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
[2024.09.10-15.33.18:612][ 0]LogHttpListener: Error: HttpListener unable to bind to 127.0.0.1:7777
[2024.09.10-15.33.18:612][ 0]LogServer: Error: Failed to Bind to the API Port 7777. Make sure the Port in question is not in use by any other applications.
[2024.09.10-15.33.18:612][ 0]LogServer: Error: Failed to bind Server API/TCP to the Port 7777. Please change the default port by using the -Port command line switch or changing the config file.```
That'll be an issue with your script
i have had no luck on that
yea
would you guys recommend dedicated servers ? (i'm talking performance wise and bug wise)
got satisfactory fixed for me, i just removed every starting argument except for ?listen, can connect to it, was able to accept the certificate and setup the server name and password
I got that error mesage as well. If you look at the script, it is in a block that says "remove this later". Remove it
Wheres in pterodactyl do i set net=host
its good for a group of friends yes absolutely
i mean; yea. having your own minty CPU work for you will always be better (talking truest dedi server and not a game server provider)
Any idea why i might be getting this?
I got linuxgsm server started, but the server manager appears to start to connect, and then returns "failed to connect to the server API" in the desktop
yeah, that
same issue here
ALRIGHT I GOT IT
if anyone has the answer, PIN IT
im using pterodactyl with parkers eggs
did you run into the exe not found issue?
JUST CHANGE YOUR PORT
Share with the class
I figured out the executable
to what?
Same here
which egg are you using?
Same
wolv is busy working on it arti and blade 👍
@sturdy gust
-port=7778 Then connect with the 7778 as the port
ich777 just updated the container a minute ago. try updating it
the console shows it's started
what is the file its looking for and what file do i need to rename to it?
Has anyone got the pterodacatl egg
anyone have a solution for encryption token missing?
Does it need updating
vi lgsm/config-default/config-lgsm/sfserver/_default.cfg
Guys I removed the -multihome line from server start and it lets me connect, no more API problem
What
Lookk for UnrealServer
Docker image is missing an extra port for the API, in the meantime run with network_mode host
I'm running into the same issue, are you in the United States? I think it may have something to do with auto-detected timezones not matching the daylight savings timezone
replace with FactoryServer-Linux-Shipping
[2024.09.10-15.36.43:655][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2024.09.10-15.36.43:655][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2024.09.10-15.36.43:655][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
EU
I'm going to try rebooting my host, always fun to do on a box with no IPMI
is this the same issue you guys're having?
oh well, then probably not the same issue
xD
THIS WORKED FOR ME TO RESOLVE NO API
And finally, my client is updating
just change the port
i havent hosted satisfactory on ptero before today lol, so im unsure if its me being an idiot
gonna try this
A friend is trying to join the new server but he gets: Encryption token missing
yeah same for us
same here
same here
switiching from bridge to host fixed it for me
server started but getting same error that wolveix's is throwing it seems
Guys is that what i need app_update 1690800 validate do download the server
anyone have the new Ptero egg?
I've been able to create and join and everything
just started up my dedi on windoze its looking for a new game
works for me too THX !
Legend
Any solutions for the "Encryption token missing"?
omfg you're a genius
hey where do I change the port?
bro i love you
how do u see what version of the dedicated youre on?
They really just dropped the capital P huh lol
command line
If port 7777 isn't working on Linux, it means a process didn't exit properly. My reboot fixed it.
cant add my server 😦 nothing happens when i add it
Go to Server Manager before Join Game
where
-port=XXXX
??
All hail @fast ocean
IT WORKS 😁
did they add an extra port? i have 3 ports open right now
Or reboot, I'm on port 7777 again
I not have this option in ptero
Server manager is just blank page
might be time to merge all my files to a linxu vm
It should only have been 7777 but based on current chat I think they renamed the parameter to lowercase and thats breaking the docker image
when i attempt to view the server from the desktop client, I see ```[2024.09.10-15.40.39:941][394]LogNet: NotifyAcceptingConnection accepted aggregation: 192.168.2.42:51701 (57)
[2024.09.10-15.40.40:208][402]LogNet: NotifyAcceptingConnection accepted from: 192.168.2.42:51701
[2024.09.10-15.40.40:543][412]LogNet: NotifyAcceptingConnection accepted from: 192.168.2.42:51701
Is changing the port prop expected though? Or are they going to do an update to fix it? Hopefully someone from Dev team can respond