#dedicated-servers
1 messages Β· Page 80 of 1
Ah gotcha. Because Im dumb?
Anyone having issues with connections?
We can't connect on dedicated server. (API Server)
No firewall is active,
server runs on local network.
Server is running inside docker network mode is set to host
Trying to figure it all out myself.
yes
I want to be like you.. π¦
anyone running into this ??
Same
Hi all, I seem to remember that the DS ports were gonna be changed in 1.0. Have they changed or still the same? Thanks!
#dedicated-servers ?
no experiment
I'm trying to setup a Dedicated Server for me and a couple buddies to play on.
So far, I've gone through and installed the Steam Dedicated Server app, Port Forwarded 7777 on my router, and double checked my IP address is pingable from their location. I can use the Server Manager to join just fine, but they see the Server listed as offline.
describe your hosting method please
tcp 7777
Indeed. Server is reporting "Connection accepted" as well.
Able to connect via LAN, no external connections working.
Windows 10 using Steam CMD.
Private Password Set for Session.
Verified 7777 set for both UDP and TCP for port forwarding.
IPV6 enabled on host, not router.
Firewall settings also confirmed.
Any further suggestions outside of MultiHome configurations?
did you also make sure to allow the ports on your firewall
Is the app ID for the 1.0 dedicated server still 1690800?
Yes, same here
./FactoryServer.sh -Port=<port>
Thanks. Only 7777 now? So I can close the other two?
I'm running a dedicated server through LinuxGSM, after the latest update I cannot start the server.
"[ .... ] 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
- /home/sfserver/serverfiles/Engine/Binaries/Linux/UnrealServer-Linux-Shipping"
Anyone else having a similar problem ?
I've tried validating files but to no avail
your firewall ?
Yup, no change.
yes, unchanged
Thanks!
Just added that bit, also confirmed firewall yes.
Ok- identified a workaround that might help some folks. If you're using -multihome, satisfactory is not binds only to localhost:7777 (if you run lsof | grep 7777, you'll see a lot of ... TCP localhost:7777 (LISTEN)
Currently, it shows Satisfactory as having Private and Public access.
Remove the multihome=.... from the Startup command. I'm also running it with no issues
God this dedi launch is a mess
Multihome completely breaks it
I have no issues too
Advise anyone first time setting up a dedicated server to just come back in a week while everyone figures out the fringe cases honestly.
Honestly, just play multiplayer for now without a server, or play singleplayer
Yes, absolutely, steam/epic connetion works like a charm in the meantime
That^
what if another game currently uses 7777, will that effect my other servers that are running on that port?
Good to know. It seems to be working better than it was at least- before it got badly tripped up if IPv6 was enabled. I can actually connect to the server now.
you should be able to connect via a browser to the WAN IP:7777 and get a certificate failure. otherwise your server is not accepting traffic from the gateway, and you might check any firewall settings on the server. i don't have internal firewalls behind my gateway
Yo ucannot bind two things on the same port
agree
yes, i think. try 7778 or something idk
Are you using the multihome command ?
Just removed it and reset. That fixed it.
complete noob here : someone has a good tutorial on how to install a dedicated server on linux (what distro ?) ?
thats what i thought but no way to change satisfactorys default port as commands arent doing it
same here. Got it up and running. Thank you all
what you can do currently is basically pay server hosting for satisfactory while everyone make documentation and all of this thing gets updated properly
the -Port flag should do it, no ?
not atm
Haven't changed mine but there is a flag, so ~
ipv6 is required to be enabled in the operatring system of the server in order for it to bind to the right address
Oh ...
is that option case sensitive? try -port
I sent a DM to offer help, but I have a feeling it'll have been swallowed eternally under message requests if I don't mention having done it. π
I believe it is, yes
i know for a fact -port works
It does for me
Maybe it's not case sensitive then π
With a capital P, I should mention
Using P too
do you know for a fact -Port works?
HI there. Is there a list of good server hosts where I can buy a server? Or any suggestion is fine!
I do
for anyone having issues with low frame rate / fps, I recommend you to put network quality to 3 both on your client and server (you need to execute the FG.NetworkQuality 3 in your server console in the game)
I do
is gamehostbros.com a good site for hosting a game?
it doesnt just for whatever reason when the owner leaves it stops responding correctly
so yeah, those should work. if this is linux, lsof -ni | grep LISTEN shows what's listening to what ports.
Does the GUI option on the server itself not work?
Are you playing and hosting on the same machine?
and most importantly, which interfaces
@sturdy gust sadly the workaround does not work for me.
the server settings just resets to default when I restart so I use the console command
IPv6 is enabled, but still only running on the LAN
Are you supposed to bash the sh game server file or is it something else?
Guys, where to rent a server?
@sturdy gust that didn't seem to fix mine. would the log tell you anything?
bash it or run as a service, either way
indifferent broccoli is solid
hey guys, I got the server to run on my local machine and people can connect, but it gets stuck trying to prepare a new game. any ideas what I can do to fix it?
Guess I'm stuck waiting for CSS
so removing the query port and the beacon port seems to fix it. Just getting the failed to connect to server api error now but it shows server is idle
There's plenty of options, google around for the best / closest to you
I'm talking from a native perspective btw
I left.. server stayed up.. remote ppl stayed connected.. otoh, my epic launcher crashed hard when selecting 'exit to desktop' and I had to relaunch it and sign in again, which took a while, because it felt like epic thought I was signed in already.. anyways.. I reconnected just fine, and the server players didn't notice any issues while I was gone.
did you create a new save or load an old one?
created a new save
oh well
dont the github workaround, using docker and still not working
i didn't realize the presence of unrecognized options causes crashes, that's annoying
oh wait looks like it finished now... guess it just takes a while...
I'd like to note that I need the port open on both UDP and TCP to be able to connect
Other Dedicated Servers running on the same system work just fine.
Wait, it does ? I have the old commandline and it works on Debian
Same. It's really hit or miss. Gotta wait for an official fix.
I know I just wanted some recommendations from people who already have server. I used Nitrado before, I am looking for something better now.
at least its simplified now for running multiple servers lol
I will check that out, thanks
Can anyone ping me a guide on how to setup a dedicated server? We don't actually want one but we are having trouble playing with steam and epic, steam to steam is fine. Thanks all
there is some kind of packet filtering happening between your gatweay and the server
Then I guess it depends how savvy your are, I prefer running my game servers on a dedicated linux box which you can get from any major hosting service
I dont have mine in the startup command I got api issues rip
epic game services are down
More likely the result of a bug that's been confirmed
That's odd, having the extra options didn't break anything for me. Also, if you get the API error, that probably means you don't have TCP open on the port
On pterodactyl, right ?
Another host that's fairly solid is Apex Hosting ^^
Yes
that is what i understood when @shut pulsar said 'removing the query port and beacon port seems to fix it'. i thought those options are ignored. maybe they must not be set
that says fortnite
No docker on top, just straight up running the egg
Ah, no we in containers
Same here
@frosty gale bummer, is setting up a dedicated server much of a task? I do web programming and some infra as a job so might have a chance π
Oh, ok. Then it does work cuz I'm playing fine right now with the old cmdline WITH those two args
it might be a bit of a task
It's ... not very smooth, but perfectly doable, given you don't mind tinkering a bit ~
Same, I had to use rinetd to work around it, no amount of playing around with ports and startup command stuff worked
Hey guys i get the Encryption Token Missing Error on a nitrado server which has a fixed port, is there anything i can do to avoid this?
It's a fun and educational experience
you install it with steamcmd or your steam client, make your start.bat, and port forward on port 7777 TCP/UDP
and I guess add firewall rules
Any goood starting points for a guide? thanks
So i try to get my server running, opened the supposedly ports (7777 and also did the 15000 one for precaution) on UDP, but the server isn't visible, even on lan or tried it even without firewall in Windows. Server is on another windows machine
do a player just join my local server with my public ip? or what does he need to type in more then my ip?
You need TCP too
Err, sadly, not right now, everything is outdated since 1,0
ahhh youre using the archive egg I see
7777 TCP as well, for one
it was updated though
Yeah, it's only pulling the image from Steam, so it works
i'm not going to use my server, i tried to remove foundations and it like desynced or something. Couldn't remove foundations on the client
Need someone to make a docker image
Just remove the multihome and you gucci
New one that was merged a couple hours ago isnt working for me with api for some odd reason
your public ip, and port if you changed the default port. your nat/router needs port forwarding. their nat/router does not.
ah bummer, guess we will wait for epic to fix their sheit or a guide for dedicated server
it's working on my side
If you wanna try Pterodactyl, it's fairly easy to setup ~
I opened TCP and UDP on 7777 and 7778 to be safe based on what Ive seen
ty will check it out
You're in the wrong channel. This is the Satisfactory server.
Gonna try something
Erm, a Docker already exists
It's a 'game server manager' of sorts, works fine, a bit wonky at times, but works
Yah a docker image of a dedi server, so I can run it on my Linux VM
Can someone check if they can remove foundations on a dedicated server?
pv4 or 6, i only have 4
Already exists. π
What sort of packet filtering would of changed from prior to the 1.0 release and now. Since nothing has changed with the device hosting or the router configurations?
Seems to work fine on mine
Thank you
Thanks
Google would have found that for you π
I can create a new save on my dedicated server but I cant upload a 1.0 save using the upload save feature.
IPv4 should be fine. (disclaimer: pure years of experience. have not tested it live. and not tested today :3 )
Don't expect WAN connections to work right now though.
I was on docker hub lol, not on google
wait so are they fully broken rn?
Though I'm currently the only player, there were no errors when someone else was online either
I was getting there, but you beat me to it. :p
hmmm, it may have been some kind of edge case.... I'll check on it some other time, anyway thx
is there a extra parameter or something, because it isnt working
I don't know what you have set up. If you can access https:// lan-ip:7777 and get a certificate warning, but https:// wan-ip:7777 and don't, your gateway is interfering or the server isn't willing to talk properly to the gateway. If you suspect it's because you're accessing it from inside the LAN, DM me a URL to try and I can confirm the result. Or try with your cell phone on cellular
WAN? On docker they are. It's a bug in the server.
you are sure your ports are forwarded? you can also try to connect with your public IP its silly but good for debugging. TCP forwarded as just discussed below!
Port 7777 open on TCP?
i didnt forward any ports, is that bad
how do i get a player to join my dedicated server? what function in the menu to use?
It'd be great if mods could make a pin saying that 7777 needs to be open on TCP now
Is there a solution for "Encryption Token missing" ?
will LXC container running on proxmox work
Are you using Docker?
Is it possible to get the server files without using steamcmd? since i have a vps server with only ipv6 and steamcmd doesnt support it apparently and needs native ipv4
Already confirmed this, deferring to my first message,
Able to connect via LAN, no external connections working.
Windows 10 using Steam CMD.
Private Password Set for Session.
Verified 7777 set for both UDP and TCP for port forwarding.
IPV6 enabled on host, not router.
Firewall settings confirmed.
Was working prior to this relese.
Other Dedicated Servers on same device working fine.
Any further suggestions outside of MultiHome configurations?
It won't work if you don't forward ports
In standard setups, you will need to forward the game port (7777 is the default) over TCP and UDP
and @keen shale use the server manager, not "join server"
if you dont forward the port the box between the internet line and your computer will block any connections. you must forward the port to your computer TCP for sure maybe also port 7777 UDP. (as written down a few messages)
Has anyone managed to get the dedicated server on windows to work for people outside a lan yet?
Did this and that's what we are all getting. This was working before this release just fine so something has changed with this release.
UDP as well, from my testing
You're probably suffering from the bug. Wait a few days for it to get fixed.
then he will put in my pcs public ip?
Oh yes, sorry, forgot to add it
I meant TCP is newly required π
I opened TCP 7777 aswell (beside the UDP ports) now, used -log -unattended, server loaded and says the ports on iopv4 and ipv6. can't connect from lan π¦
will LXC container running on proxmox work?
gamehostbros servers work btw
does anyone know what changing the server tick rate does
satisfactory just went from 6k concurrent players to 110k concurrent on steam and still going up.
Epic games wasnt prepared lmao.
Just a warning for everyone there may be some server issues unrelated to anything we can do
provided you poked a hole in your firewall on port 7777, leading to your machine, yeah, probably
i play with someone external with any problems. Open 7777 and 7778 ports and try
ya
Set my router to open exclusively 7777 TCP, could not connect. Set it to 7777 UDP, get an API error. Set it to 7777 UDP/TCP, could connect.
They're already open. It's a bug.
well, the switch to tcp is new with this release, so saying 'this worked before' is kind of irrelevant
Port 7777 needs to be open for TCP and UDP.
I tried the server manager but it does nothing. Put in the ip and port properly. I don't even get an error message.
Things to check, if you're running it natively and not docker:
- Port must be on 7777 for now
- Make sure this is forwarded TCP. I did 15000 and 15777 as well to cover all my bases
- Don't use multihome param
- Make sure your servers firewall has rules added for 7777/tcp as well
Note
I did udp for port forwarding and firewall to make sure, for all ports, as a shotgun method.
Is the player limit hard capped at 4?
Increases the rate at which the server ticks, i.e 'frames per second' but for the server systems, if you will (I'm simplifying, but that's the idea)
If that is the only change that was made then this should be working as that is a rather simple adjustment that was already done.
Ok guys with updating the port 7777 NAT to TCP and checking the time was the correct on my PC and the server, got it working with no parameters
no, you can edit it in config. But above 4 players is "youre on your own". I've done it though and its working with 6
so should I set it to 60 or 120?
Don't change it
no, in game.ini add: [/Script/Engine.GameSession]
MaxPlayers=8
Are they powerful? haha
why not?
(maybe also a line of thought if you rent a server somewhere:
For a cheap price your probably on a VPS and be hit by the docker bug)
[see pinned message]
I mean, you can increase it, but it'll only make your server run slower because it will increase the load quite heavily
Your server will chug later on
Excellent. I have 5/6 players so wont be pushing it too hard.
thx
[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=steamcmd +force_install_dir /home/steegmann/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steegmann/SatisfactoryDedicatedServer/FactoryServer.sh
User=steegmann
Group=steegmann
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steegmann
[Install]
WantedBy=multi-user.target
My service file for having a systemd service of the game!
many other things changed, and there are bugs. from your client, you get an ssl cert error with a browser on the LAN IP and some kind of vague 'connection failed' to the WAN IP, there really is only one conclusions, the problem is the gateway or server
Thanks. <3
The server does not need to run any faster than it does, it does not need to check everybody's position 60 times per seconds, for instance
They run on a 14600k with 64gb ecc ddr5 ram in a proxmox lxc
This is not an intensive First Person Shooter game, 30 tickrate is fine
Wow man and why do you give that for free? it's very strong hardware
but do you know why I get low frame rates on my server?
It just sits idle mostly and even satisfactory servers barely increase the power usage of it
Hey whatβs the best client to go through to host a dedicated server
I do not understand the question. Framerate is a graphical problem, the server doesn't care
so I should bump it back up from 20tps when I was playing U8 then? massive builds kinda made the whole thing poo itself
If it's already low now, increasing the tick rate won't work. You probably don't have high enough specs on the server
anyone know where the starup command is at in a docker container?
like what script its in
I finally got my dedicated server to work pheww
Increasing it will not reduce the lag on large factories, the game is just quite CPU intensive
I can't find Game.ini
Am I searching in the wrong location?:
steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config
https://github.com/wolveix/satisfactory-server
documentation is here
ssh :>
And if you mean actual FPS, as in, frames on your screen, that has nothing to do with the server
I'm getting low frame rates on my server, I'm wondering if the server is the cause or else because I have more than 120 fps on the same save in singleplayer
Is there a way to set a specific local IP adress on my local dedicated server?
yeah me too best feeling eh π
Set the IP address on the machine?
I assume the dedicated server is still a hot pile of pooh code lol
What do you mean? You have to fix the IP of the computer, for example with DHCP static lease on your router.
120ticks per second REQUIRES the server tries to update the logic of the game 120 times per second, thus increasing the load considerably. It will make you lag
What was your problem and what have you done ?
yeah I get that
FactoryGame/Saved/Config/LinuxServer
Set static IP in the network control panel
@Red please share your success with the plebs
I'm sorry then, I'm not sure I understand the issue ?
the port forwarding goes for like 192.168.2.xxx But my machine is on 192.168.11.xxx So i cant port forward towards my local ip
whats your issue my boy?
thanks i will try that
Yes you can. As long as your router is aware of both subnetd
in /WindowsServer I only see Engine.ini and GameUserSettings.ini
ok so whenever the server owner leaves the game the server basically closes
well basically when I load the same save in singleplayer, I have decent fps but on the server with the exact same save file, I have like 20 to 30 fps
can anyone recommend a dedicated server to use or is this for self made dedicated servers only sorry in advance
you have to make Game.ini
speaking of tickrate, is there any reason to up the tickrate from the default 30 if you think your hardware can allow it? i havent tried live with 1.0 and other players, but back in 0.8 when i last played we started getting significant rubberbanding and such later in the game, using 30 tickrate
are dedicated servers working in 1.0?
what are good reliable dedicated servers and how do i find them
oh gotcha
yes
Can anyone confirm my NGINX reverse-proxy config?
upstream satis_v4 {
server <IPv4>:7777;
}
upstream satis_v6 {
server [<IPv6>]:7777;
}
server {
listen 7777;
proxy_pass satis_v4;
}
server {
listen [::]:7777;
proxy_pass satis_v4;
}
Server is reachable with direct IP/DNS but not over reverse-proxy
v6 redirects to v4 because the server is running on v4-only rn
everything in LAN
FPS meaning actual frames per sec on the client, right ?
The gui forces me to only open towards .2.xxx
I can open the http api, but server still "appears offline" on lan, any things i can troubleshoot?
Yup !
mostly self made but I see people asking for 3rd party hosted servers
there is no reason to up the tickrate, you will actively hurt the performance and bandwidth by doing that
Then put them on the same subnet
If you're looking for renting a server, I'd recommend Apex Hosting ^^
Technically, it just asks the server to 'refresh' faster, so for instance, the position of your friends that you receive through the server. But in reality, the game being fairly 'slow', you don't really notice a difference
how? π
Is your server the same machine you're running the game on ?
Create any other .ini you need, it's just a text file, co create a new text file with Notepad and change the extension from .txt to.ini
Not really sure why they're on different subnet to begin with so I can't really tell you without fully understanding the topography
Where can I find the save files and config (maxClients etc) on a Linux server?
nope, it's a server hosting we've made with friends. I run the game on my pc and the server is on a different machine than my computer
I wouldn't increase it, you'll only lower your performances
yeah thanks!
From a client on the same LAN using LAN IP for connection we get this, {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
Ok, check the server specs, the dedi server seems to be a bit greedy with CPU
Is there a configuration where I can set up the dedicated server to run with a signed certificate?
but if you really, really want to increase it, you can do that with -MaxTickRate=60 on the command line
I'm afraid there's no other solution
heavily not recommended and very much not officially supported though
Entirely agree, you should not have to change the tickrate for Satisfactory, it'll only make you lag even more
do you mind if I ask you about servers going offline when the claiming account leaves?
Ok I managed to finally get the Server Manager to acknowledge the server but now I'm getting this.
Okay, will be intresting to see how my ded will perform later, i will be playing with my buddy so, we havent played since 0.8 so, and since my buddy (not me who hosted) got rubberbanding later in the game, and i couln't figure out why he got it, could it be related to network quality? not the setting per se but my actual home network
I'm crashing as the server host whenever ADA starts speaking for milestone unlocks. Anyone else had this?
spam retry
Still have multihome on it?
So I got my dedicated server set up in SteamCMD. Its running on a seperate computer. The ping is HORRIBLE. Ive done this with many games and it always works just fine with great ping. I have good internet. So I am missing something. A setting or something. Has anyone done this and figured out why it lags so bad? Id love any help. Thank you!!
I'm on Windows (game) using Windows server to host dedicated. I'm trying to connect to my server over LAN. I can see it online when the host's firewall is off. When the firewall is on with ports 7777 & 7778 TCP/UDP open, It shows offline. Are there any other ports in use?
Other games have no issues on the same host with similar firewall entries, to rule out me not understanding how to make one.
any help is apprciated. thank you in advance
Never touched it, to add or remove it
Connect using the local ip, not the wan
Open port 7777 on TCP and UDP
Is it possible to get the dedicated server to not skip onboarding and the initial hub upgrade milestones?
Both? The wiki said just UDP
Yeah, TCP requirement is new
Wiki is outdated
Don't need the other ports either
Both, TCP and UDP must be allowed for 7777
The Wiki doesn't seem to be updated yet
I am using the local IP. But what about my friend that is connecting? He is getting 800-1000ms ping. Doesnt happen on other dedicated servers Ive hosted. Just wondering what settings I am not getting right...
[2024.09.10-20.37.09:472][288]LogNet: - Result=EncryptionTokenMissing, ErrorContext="EncryptionTokenMissing"
What is this when my friend tries to enter?
Someone sticky this:
Wikis will be out of date as the server was changed a lot. Do not rely on Wiki documentation,.
There's the doc that is distributed with the game on tne new Dedicated Server API
Is he using join Game or the Server Manager ?
where are you seeing your ping
This is a great change. The fewer ports I have to open the better.
Cuz he needs to use Server Manager
Yep! One port to rule them all, but both TCP and UDP π
In the server manager where it lists the server. The ping is in the bottom right.
what is producing this error message? are you trying to manipulate the http api, or just connect to a game?
is both nescecarry? i just set mine only tcp for the 7777 in my portforward, and that made so it works for me locally to connect with the WAN IP, but my buddy could not connect from his home (separate network)
Sounds like a routing issue. Or your friend is across the world using wireless internet that drops 80% of the packets
I like the port change too π
its incorrect
How would I fix that routing issue? Use a different port than 7777? Any idea?
says I have 1200ms and im playing with my friend just fine
Shouldn't there be more logs?
Both, yep π
and to clarify to people, dedicated servers do not support joining by IP through Join Game menu, you have to use Server Manager. The fact that the menu allows you to do that in the first place is a bug.
There's not much you can do about routing issues on your end, except maybe using Google DNS, but .. Not even sure it'd help
Well.. the lag is so bad that it usually takes many attempts to join to finally join. And then when he accesses anything in game.. there is a 3-4 second delay.
Is the admin password just for me or is that for players logging in?
you
thank you, solved my problem before I even asked it
thats strange
But any other game works fine?? Why is there a routing issue for Satisfactory?
so would i be able to join an online server atm?
At least save games you find a few dirs in ~/.config/Epic/FactoryGame
We only said it could be a routing issue, and not everything uses the same route every time, it's the beauty of them internets
alright, gotta change that then, as im working to getting my ded work outside of my network for my buddy, i myself would just connect using my servers local ip anyway, but it would be nice if it worked out of network as well hehe
How are you measuring this ping? Is that what the game is reporting? Or is he pinging your home IP?
API server is HTTPS, does the server generate a self signed cert automatically?
yes
Just what it says on the server manager. I just assume its that bad since everything is delayed in game.
Yep, it does. With some static CN and OU stuff.
Thanks! Found it
Is it possible to get the dedicated server to not skip onboarding and the initial hub upgrade milestones?
Creating a new game didn't seem to work when I joined it (I had start materials)
Do I have to allocate more RAM manually?
any servers I could join?
I've suggested to copy a save made from non-dedi over to your dedi, but had no confirmation it works yet
Not as far as I can tell. My plan is to start local until hitting T2 then upload the save to the server
And loading an existing save created had some issues
if it wasnt changed for 1.0 no not really.
just like take a minute and watch it. its really like 2 min dialog? im still talking U8 and not 1.0 though T_T
i dont think you can with ded no, only in singleplayer you can get the full onboarding experience with the tutorial and all, and cutscenes etc
damn. All good, thanks
Yeah, that's not great then. Have your friend pop a terminal and run "ping <your ip address>".
Will all the story stuff after T2 work on dedicated?
None of the server console commands I'm finding online are working. Not even (?) to see a list of commands lol. I have admin. What am I missing?
i wondered that before also, but got that answered in the normal channel that the tutorial and full onboarding is only when playing sp
The browser generated this error message when using the LAN IP vs the WAN IP.
from a YT vid i watched its like story triggers bout proximity. they mentioned multiplayer and like you trigger it but if your friends are not close they can trigger it later with going there.
No idea, i havent played that far yet, i'm still setting my own ded up
Has anyone been able to connect to a dedicated server through a NAT? I can't seem to get anything but the API error unless I'm on the same subnet
Im failing to connect to my own server,
Need to forward UDP and TCP on Port 777
^ sounds related to the docker issue..... i see a pattern
Yeah.. the terminal ping comes back bad.. usually in the 500-600ms range. Bizarre...
Yup, already done
wasn't it 7777?
Are you far apart ?
I'm using docker, seems like it doesn't handle return traffic well
Specifically, when loading a save created in singleplayer with onboarding enabled, the server fails to progress to the next milestone stating that it has already been unlocked, and that save becomes softlocked on the server. Loading that save back up in singleplayer you can then progress forward, and move the save back to the server. You would have to do this for all of the upgrade milestones until you get to the first real phase; if you wanted to play onboarding on a server; which is unideal.
i port forwarded udp and tcp to port 7777 but i cant connect to my own server from external IP only localhost
7777 yes, sorry, finger is getting tired of that hehe
my server still goes offline if I disconnect
Open 7777 for both TCP and UDP
see the pinned message. there seems to be a known bug bout docker containers
literally no clue whats causing this
multihome command line was causing the api error when connecting to my servers! @civic lantern
even when alt-f4ing ?
Just played several hours with some people on my dedicated server. Everything worked great!
I havent tried alt f4ing yet
And remove multihome from the command, apparently
Nah.. only about 20miles. Im actually sitting right next to the host computer.. and my ping is horrible now too. Seems like I have some kind of setting/routing thing wrong.. But I have the right ports open.. Frustrating. Not sure what I have wrong.
On my end I CANNOT produce a scenario where the server closes when I leave :3 I dunno what's up with that
It seems i can't ping my server but RDP is working.... awesome XD
how to check the firewall? i mean i checked but not after the port
I have Carrier-Grade NAT so I can just use IPv6.. no luck yet.
are you the one that claimed the server
<@&387163995947270144> if one of you guys can pin this it would be great
Yes
its not that the server closes persay but it says offline in the server manager
I'm running my server out of a docker container on Linux in a cloud environment and can connect fine. Without host networking or anything.
beat me to it
Also please pin a message saying that port 7777 needs to be UDP and TCP now
Fastest pin in the west
Yeah sorry, that's what I meant
Docker? CGNAT blows in general, I'm sorry
Yeah, the issue seems to be specific to your container and host configuration, and your network routes/adapters available
Archengius can ammend his message with that if it's important :)
Yeah, nowhere on teh wiki does it say TCP 7777
wiki has not been updated yet
Yes please, it's a very common question we've been answering for hours now ^^
But can confirm after forwarding both UDP and TCP 7777, I'm no longer getting an API Error
Was it stated somewhere in the changelogs?
Could you edit your pin to say that 7777 (or the port you set with -Port) needs to be open on TCP and UDP now?
it was changed in 1.0 to be both TCP & UDP on 7777 . It works.
Hugs for @errant geyser heh
I'm limited by my provider. I run Satisfactory in a Proxmox Container with systemd as a process initiator
alt f4ing does not work
I just did.
any workaround for the T2 New session issue yet?
I do not have any public IPv4 I can use, so I have to use IPv6
what? that the wiki is not updated yet?
There is no other way for me
alright, guess the only solution for now is to create a multiplayer game and let it run in the background on low fps when "leaving"
That 1.0 needs to have TCP 7777 forwarded for dedicated servers
The docs are up here π
I think it was in the patch notes, and it's also in the docs.
For anyone with CGNAT - your option to play with friends / family ... is use a service like Cloudflare ZeroTrust / ZeroTier / Tailscale. -- It works, there's guides online as well as I can try and answer q's
It worked with CGNAT before 1.0 aswell, I used -multihome=:: to bind on IPv6 and I forwarded my SLAAC IPv6 via DynDNS Service
Anyone using hostinger to host a dedicated satisfactory server? Having problems getting the instance to start
But since 1.0, doesn't work anymore sadly
When talking about Server Manager you mean the Satisfactory Mod Manager - Server Manager, right? Or via steam? Kinda lost rn π
The ingame menu that's called Server Manager in the main menu π
in game server manager
@tough juniper oh? You can't use routed vpn ?
Does anybody know why trying to communicate with a Server using the new HTTPS API always results in Error: 404 - {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}? Nothing I try seems to work
Alright, thank you ::)
Do dedicated servers work properly yet? Last time I played trains were basically unusable
Need to read the docs distributed with the game files
did i port forward wrong, why cant i connect to my ds
ya, i noticed the md docs don't actually tell you the URL path to use
Already doing that, nothing works
Define properly xD
I'm hearing "no"
Yeah ~ It does work, I'm playing on mine right now, but there are ... caveats
They've worked fine for me for the last month or so, dedis don't work at all now though π
Yeah
i build a medium train network last week π€·ββοΈ ?
They're supposed to be greatly improved but it's too early to tell
It basically is, I opened the ports to my global IPv6...
If you're just hitting it with your browser you'll get that. Are you writing an http client to talk to it?
They do, multiple people here are playing on them right now
Okay. Last time I was playing it some players couldn't even get in the trains. Also items on conveyor belts were desyncing wildly.
Yes, I wrote a basic http client in python just to test it, doesn't work
do I need a static IP to have a dedicated server???
No. Use dyndns
@thorny frigate did you find the Game.ini file in FactoryGame\Saved\Config\WindowsServer (or FactoryGame/Saved/Config/LinuxServer)
no, but when you change IP you need to enter the new one ingame.
I've answered more questions than I've asked, time to bail. Thanks y'all and have fun
Yes, or use dyndns or other software to alleviate having a dynamic ip
windows
Nice! I haven't tried it yet myself. I just know what a basic GET will do heh. Trying using POST instead of GET? Docs say most things are POST
That seems like a fair metric to go by, Wish more people did that xD
Where do I find the address for the server? We have tried so many different options now, but "the server appears to be offline"
Your IP?
Its just the IP and the port at 7777?
I've tried both, neither seem to work
I tried spamming plants and stuff like a madman and haven't seen a sync problen yet
@tough juniper so for your CGNat situation -- you have it working ?
But am on a new save, so ~
Are you locally hosting? Or actually running a dedi on a remote host?
Are the API docs inclided in the dedicated server download from Steam or just the game client?
Dedi on a remote debian box
Sounds promising. Ty
are dedicated servers fixed now?
Have we solved the api issue on docker dedicated servers?
@languid crown Yo, so if you still are here, it seems like i've gotten my ded up and running and with my buddy being able to connect from outside my own network. all i did was to change and make sure that the game port (default 7777) was set to both TCP and UDP. i believe they have mady a sticky comment about this, hopefully you'll get your up and running as well π
they can be made to work
server download
I've tried both with Pterodactyl and 'raw' and apart from the common issues we've listed here (pinned comments ftw), it seems to be working fine
Witch linux distribution did you use?
I don't. I can connect over IPv6, but I get the "Failed to Connect to the Server API" error, because I think the problem is the server binds to a wrong IPv6 Port. Which they stated, the devs might push an update in the coming days, I hope this fixes the issue.
Debian 11
I don't see any markdown files in the dedicated server directory tree
wait i have to set the game port to TCP and UDP inthe game itself and not the router port forwarding???? how do i do that :>?
It's located under steamapps\common\Satisfactory\CommunityResources on the client download (not the server download)
those are the correct listens, there is a firewall in the way
its on the route, the server already does it by their self
Wait, no, don't change whole distro for a software bug lmao
Ok, so I clearly must be doing something wrong. Anyone have any ideas?
My server machine is on my LAN. Using a LAN IP to add it to server manager.
I tried the docker net host fix, still gave me the API error.... now I am trying the IPV6 method and once again, still the same API error message. Ports are all forwarded properly, rebooted the server, unsure why the fix isn't working for me.... Yes I am using the docker version.
I'm a bit flabbergasted, use it on a dedicated windows server, used port 7777 on UDP/TCP, on local network, opened ports on windows server, "Appears to be offline", do i miss something?
Can't hosting uses Gameserver interface that has to run on Debian 11
debian 11 is absolutely fine
our server on debian not work but the server on ubuntu works
Yes
LinuxGSM ftw
Ah, glad that you managed to get it working, unfort we tried doing 7777 TCP & UDP
My server runs on Debian and works fine
debian likely does not have ipv6 on by default
i had done that but cant connect :<
The port changes everytime you start the server. I don't think this is supposed to happen.
pinned message? docker bug?
provided ipv4 listens to 7777 that is all that matters, unless you are in fact connecting over ipv6
I can just connect over IPv6 with CGNat.
I do not get any public IPv4 from my provider anymore since this year I can use to connect
yup, if you're ipv6 i don't see this working well
I didn't even know some providers stopped giving v4 addr
It's cgnat, I do have an IPv4 but it's not a public one. Its shared
Oh, right, makes sense
I've done everything those pinned messages said. Still API error.
lucky you? isn't that special? I don't know the right response. i hope their ipv6-v4 gatweaying works well
dang, well hopefully you'll get it sorted in the comming days, it might just be some unkown bugs related to the 1.0. well i'm off for now so best of luck to you
yeah
Your own firewall maybe?
Hi is there any guide to setup the latest dedicated server guys?
there are many guys (and gals!) who have set up servers
No, only in the router port forwarding
Same as before, BUT check the pinned comments for common issues / changes
Found it: you need to use https://[IP]:7777/api/v1
THANKS TO ALL PEOPLE BEING SO HELPFUL!
Can someone make a pinned post or something that says "You need TCP port 7777 now as well, and you can't use -multihost" ?
where did you find that?
lol good find? That doesn't seem to be in the doc at all.
Already done by @errant geyser
it's actually pinned my guy
well
sorry I missed that you used the host net workaround.
(that's probaby my call then)
No idea how this guy figured it out but he saved me a lot of time
I am having an issue I think specifically with this and it wont let me join the server it just says Server name pending
You need to connect in game and configure the sever first I think
it's actually pinned my guy
Yeah, that π connect and finish the setup π
I can't connect - it says offline
you need to do what retrovirus said, and watch out your firewall is open
Where is the new unreal console mentioned above and in the video from a few months back? I've got the server set up and working but it's just running in a generic CMD window and I can't type commands
100% is open, I can go to the URL in the browser
What are the hardware requirements like if I want to host a server for at least 4 players?
@jade turret @civic lantern any help would be amazing pls
From the Satisfactory pterodactyl egg
Yeah found it... Windows was kind enough to.not let me open 7777 on ipv4 but only ipv6. Used the port command to change it for satisfactory and it works now.
are you running from steam or bat file?
Epic games
success!!
renevo:~$ curl -s -X POST --insecure -H "Content-Type: application/json" https://<IP>:7777/api/v1 -d '{"function": "HealthCheck", "data": {"clientCustomData": ""}}' | jq .
{
"data": {
"health": "healthy",
"serverCustomData": ""
}
}
oh, I see.
I had a time sync problem, did you check that too?
I don't fully understand what I'm being shown. Are you saying that you can access the sever with a browser but not the game?
Im running a server on Linux using the Pterodactyl panel do i need to wait for the update to come out to fix the api problem?
Yup, everything seems to work fine for me aswell now
Which egg are you using ?
Getting the server state works as intended
Thank you! Do you have any idea if a ryzen 5 3600 would be powerful enough?
oops
we are working on a fix. In the meantime, to get a new fancy console, you can run the server from the executable with arguments -Log -NewConsole
If you go to IP:7777 in the browser
Its kind of an old one from 5 months ago
use https with a space before the colon
I'm not too aware of AMD's hardware, but it sounds a bit old to me.
it will give that error message - I presume for the API
Thanks!
But in game it's just not showing as online
It'll be fine. I once ran Satisfactory servers off an i5 2500k.
I'm using the one from the archived repo, and the only change I had to make was to remove the multihome parameter from the Startup cmd
server shows as offline and port is open
It's worth noting that I don't have iPv6 in my VM and I am running Proxmox with a Reverse Nat
Try the web browser in steam. https:// server-ip:7777/
Really ? Cuz my box is running Ryzen 5X and it's already at 70%
Sounds great, thank you for the answers!
Previously with satisfactory we had to use multihometo bypass this issue
Okay i will give that a try
exact same server IP you have in the server manager
remove the "-ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -multihome=0.0.0.0" from the start up command, and it worked for me
Ok
drop multihome, don't need that. Make sure you allow 7777 through with TCP and UDP both
Okay i will try that out also
Also the pinned comment apply to us too, check them if you run into issues
What are you doing to use up 70% of that CPU?
Looks right. Then drop all the server args
I was wondering the exact same thing, it seems like a lot, doesn't it ?
is there a anyone else having crashing issues with their unmodified servers? is it just a 1.0 thing?
It's only reporting Satisfactory usage at 70%
I hope so, not a single solution here has done anything for me on my end.
Use Ubuntu Server in a old computer and have all the CPU for use, no bloat
What're you using to check the utilisation?
does anyone know how to fix this? I have no idea why it isn't working, it was working before 1.0
Right now, only through Pterodactyl's UI
Like mentioned, previously (before 1.0) we were using multihome to fix it
Read pins
say more words about your rig
Lemme check through the system itself
Not running any server args
Anyone have a workaround for a new server save starting on T2 instead of T0?
make sure you can get to your server on port 7777 through both TCP and UDP
How do you start the server? Show the command?
Also did you change the port to TCP?
Read the pinned posts
Lmao, yeah no, ok
I'm not aware of the software. Sometimes 70% means 70% of a single CPU thread.
e.g. My system at 16 threads can run up to 1600%.
if i run my dedicated server behind a reverse-proxy, do i need to whitelist any domains anywhere? http(s) query works but game does not
(direct connection works)
I really hope so too. What I find weird is, before 1.0 it worked but 1.0 bricked it for me and my weird CGNat Situation.
Anyoine here on god forsaken Bell? Seems as though port forwarding is just busted on their modem
Yeah I know, I was hoping Pterodactyl was smarter than this. It is not.
At least that's one mystery solved.
yeah, then really your game client should be able to connect. make sure there's no spaces in the IP address, or retype it by hand
Yeah... I mean it even has all the options for CPU affinity and all, so I assumed their graphs were based on actual usage
me and my friend both cant connect even with the command connect
I don't even know what it's checking, cuz none of my cores are running at 70%
ive just came here, where do i need to look to setup a dedicated server
I'm using shockbyte, leaving the port as 7777 just makes it say the server is offline.
well, the wiki is kinda outdated just right now
zerotier fixes all networking/firewall issues. I know it's one extra piece of code but it's like a flying-car version of networking
what should i do then
That fixed it thank you
You sure the port is set to accept TCP and UDP (both!)
Is it possible to play multiplayer but have your own milestone? When I choose one everyone gets the same one
I'm not really sure what that means or where I would find that π
Now I'm just trying to figure out wth this graph is even showing. It's down to 25%, which is better, but STILL not even close
Depends if you use Linux or Windows.
For Linux you will need some commands.
Also depends if hosting behind a router.
im using windows
yay got our dedi working
Running twin e5-2690v2's with 256gb of ram, can report server is using 90 threads, and is distributing nicely across the 20 or so cores of one physical cpu.. not too loaded.. but it's early days for the map..
That's what Ficsit wants. You should all be focused on the same goal π
using wolveix, the workaround is a bit brutal but it'll do for now
Itβs just people play at different times and different paces, I want to move forward but my colleagues are new so I want them to go step by step
props to wolveix for getting it going so quickly
Well, maybe contact the hosting support, I host myself on my home so don't know how to config those servers.
Make sure your own firewall is allowing satisfactory (or disable the firewall)
Progression is all server based, not individual unfortunately
Perfect, so much love
I dont think this is at all possible but it would be honestly pretty neat to have competing teams or progression paths on a single map/server
GG bro I wanted something like this too
Am I supposed to be able to access anything at port 7777 https? Just getting route handler not found json response
from what i can gather the unreal network engine is allocating a second port at random which will cause problems with NAT/FW traversals
Youβd think a game in development for so long would have this in place, I guess we can wait for mods
Anyone else cant get the server to be online on the client. The client says the server offline and port 7777 is open
I got my server through windows firewall by making an exception for "<wherever you put your dedicated server>\Engine\Binaries\Win64\FactoryServer-Win64-Shipping-Cmd.exe"
opening port 7777 TCP/UDP did not work for me
I have 0 experience in windows, but start by reading the wiki in dedicated server page.
When I had this, after launch I just restarted the client and then it detected it in the next start π€·ββοΈ
hm server seems fine here
It soudnds like you should play single player at your pace, and multiplayer with your friends
running on linux without docker
from this site https:// satisfactory fandom. ??
Yeah but playing dual saves is a mess and double work :( but indeed this might be the only solution, thank you!
that's the way you do it
those who pay for them rent them, but you never "had to"
if you dont' have your own suitable hardware
Unless you know of a free service provider π
Running on Linux with docker works fine too. I'm the maintainer of one of the "other" containers out there. My server is up and running on "the cloud" happily right now π
I have good hardware but I'm not leaving it running for my mates π
so then yeah, you "have to"
Then either share save files or pay a host
Binding to IPv6 behind CGNat
So now i'm just answering questions as fast as I can π
Kk i will look for some hosts
i use an old gaming laptop with ubuntu server for this server
So far I think shockbyte is the cheapest
Do we know how to fix this yet?
I rent a dedicated server for 1.0 - and it was set up and running within 5 minutes.
A lot of people are having an absolute nightmare getting their own personal servers set up, so I took the easy way out.
dedicated servers are stable now?
Let me just take a moment to say, in addition to thanks to Cofee Stain for implementing dedicated servers at all, thanks to everyone here working to help others get their servers running. This community is awesome!
Do you know which is the best quality?
Im using shockbyte and it works perfect with 4 people itβs like 11 USD
Thanks
This. As annoying as some of the launch day issues have been... Dedicated server support at all is amazing and huge props
I use Hosthavoc, and every server I've had from them has run flawlessly.
Hey there, im playing on a dedicated server and game start on tier 2? is this something that can be changed?
I'm getting choppy framerate in single player, so I'll fix that before I rent a server π
Nope
No
Yes that is
hw isnt that hard

lol that's a smart plan π
but cg nat
Huh ?
Nice!
are they aplnning to add changing the starting tier to ds
Does anyone here have problems that the players don't get any achievements while playing on a dedicated server?
Hey, just wondering if anybody knew how to get the dedicated server setup for more than 4 players? All the old tricks I've found on google don't seem to be working
The starting tier is like 15 minutes of the whole game though.
If you've got any advanced server settings selected, you won't get achievements.
Start ur save game from the game itself then upload the save game on the server
yeah, the real stuff comes later, who cares about the intro xd
is 1.0 stable or experimental rn?
Thank you!
|| there is some neat new content in the intro, so there's that ||
stable
stable
1.0 = first stable release
this just upgraded my tier 0 save to tier 2 (hub and all)
But you can't run the tutorial
Anything above 0.x is stable
Doesn't work for onboarding/t1
Game.ini in FactoryGame\Saved\Config\WindowsServer\
[/Script/Engine.GameSession]
MaxPlayers=x
this chat seems very stable
if you dont have Game.ini you need to make it
we try, Andy
if you expect a 1.0 to be perfect though you might be an idealist
There is no way, to my knowledge, to have the intro with the cutscene and the dismantling of the pod and all.
haha
Hiya, I am trying to host a server but I keep geting this error, any ideas?
If you do select advanced server options, you can't go back.
So if you want achievements, you'll have to reset and make sure you leave the additional server options alone.
I will have to play a single player to see that, but what I really love is massive building with my homies!!!
π€ͺ
is TCP 7777 open on your firewall or just UDP?
the funny thing is i dont even have that error the server just wont show its online
On dedicated, no
Try to check the pinned comments, a lot is there
same as me, i think its a bug
oh just realised, never explicitely asked. but we drop the -beta public arg from steamcmd, yes?
drop -multihome= from args
Think I didn't read the warning good enough π
is there a way u fixed it?
When you start a multiplayer server it gives you a big warning about turning on advanced settings π
Which I believe was the question ? maybe I missunderstood though
No worries, you'll know for next time π
so far ive found a reboot is only way to bring it back up, once i log off it crashes (it shows in logs it crashes)
Any good server mods?
yep I was thinking we would have to wait for a hotfix, but it's actually running π
It certainly does mate, yeah.
ah
Don't think so, nothing been said about onboarding: #dedicated-servers message
Maybe in a few month
Misclicked my reply π
hey so when i started my server, it asked for admin permission whatever, right? Well I accidentally clicked no, and now the same prompt hasn't been showing up ever since. Anyone know how I could get it back? Or if I have to allow something through the firewall?
what does your log file say?
Might be the docker config not configed properly for 1.0 -_-
but yes i did
Ok friends, nice meeting you all. Maybe I'll go actually play now π
Remove and readd the server?
have fun retro!
Restart/readd the server, maybe ?
Enjoy the game virus
I've tried re-installing the server and restarting it, nope
see you around docker maintainer! :salute:
Taht edit lmao
it's not a thing about JOINING the server, its about literally creating it
He maintains the cocaine flow
Pinned Message still don't have a fix for Windows dedicated hosts
Have fun dude π
I've been trying to play, I have done pretty much nothing yet xD
the situation remains the same. you need port 7777 open. the machine needs to have ipv6 enabled in the operating system.
What's your preferred starting location for 4 players?
and now i feel like because I didn't allow it, now it wont even start, it wont even let me create the server
nononono its not about being in game
the console stuff
like
I love the forest, either the usual start on the ledge with all the nodes around, or deeper in the forst close to the river
the batch file
did you remove and readd? it's like creating the game again
All of that is completed. IPv6 enabled, and 7777 TCP and UDP open.
Did you check your own firewall? Maybe disable it to test?
The game doesn't allow people that don't like cheese π‘
sorry for the late response, my friends is reusing an old server that was handed down to him. he informed me it has a AMD Opteron 4184
Firewall is disabled.
How do you get the SSL certificate from the server? I am running the dedicated server as a VM behind nginx proxy manager and get an SSL handshake failed error when trying to connect to the address via the steam browser
So I know dedicated servers are having issues right now... But still where the heck are the configuration files for satisfactory's dedicated servers
We have identified the issue with Server Manager connectivity on Linux and will release a patch tomorrow (Wednesday) with a fix.
you AFAIK can only connect from the game client server manager @kind terrace
yes i have deleted all the files and stuff, and upon restarting the server after reinstalling, it is not popping up with that admin prompt again, i feel like i need to allow it through the firewall
even though I've already had a server in the past, for some reason it asked for permissions again, and I couldn't give it at that moment upon first start up
it has absolutely nothing to do with being ingame and within satisfactory, im talking all about the actual FOLDER, I have a different computer im running this off of, and i am unable to connect to it
I also tried that, but it just says the server is offline
Hi guys ! I'm trying to set up a dedicated server. I run it as a service on Windows with nssm (as described in the Fandom page about it).
It's starting, i can connect to it, everything's fine. But when i disconnect, the server shuts down and is not automatically restarting.
Even with running as a service, with pause with no players unchecked, with -unattended argument.
Any hint to help me pioneers ? π
no fix yet
I'm seeing satisfactory is bound on 7777 for tcp (but my chosen IP for UDP), and the server manager simply says "Failed to connect to the server API" presumably because it's trying to connect to IP:7777 but it's bound on localhost:7777...
SEE it's doing it again! Now that I know, it's driving me nuts
It seems like I can't start server... Using Linux GSM, anyone else had problem there ?
oh so it's a known bug. Thanks !
wiki is outdated
The server is ON and yet even with using localhost, it doesn't even show up
I dont know that any developers know about it but me and like 3 other people do
Failed to bind Socket 'FGServerAPISocket' To Address '127.0.0.1:7777': SE_EADDRINUSE <--- What can this possibly mean
something else is already u sing port 7777
Safe to assume I'm not the only one? I've confirmed that TCP and UDP are opened in the firewall, and I'm connecting directly via IP on the local network. Any ideas?
You already have something on that port
is there by any chance a 2nd thing i must allow through the firewall to join the server other than satisfactory itself?
It's already in use by itself because if I go look what's using 7777 it is the server which is running
7777 is now TCP also
Makes sense, but then why would it also say this?
it's not enough to have it only on UDP
You need to portforward 7777 to TCP now also.
#1283092279325626378 message Someone here said if they had ipv6 disabled, it results in the dedicated server listening on localhost rather than the target port π€¦
which would explain why we're seeing 127.0.0.1. Unless it happens to be configurable, I guess we're out of luck unless we enable ipv6?
FactorySe 5141 satisfactory 13u IPv6 227310185 0t0 TCP *:51921 (LISTEN the issue is that it's opening a second listener on a random port which means you can't have a firewall or NAT in the way
I don't know, I don't have access to your machine, but maybe there's a defective instance of the server running somewhere on there or two started at the same time somehow so now one is failing ~
But EADDRINUSE means exactly that, the addr you're trying to bind is already in use
I've I've understood right it sounds as if there is a bug whereby if ipv6 is disabled then it doesn't correctly listen on all interfaces (nor the specified multihome interface)
Been looking through the history, I can't get the player count raised, added the
MaxPlayers=8```
to the game.ini, but upon restarting the changes were reverted
yeah there's something to do with how the UE network driver is binding ports and it's being ffixed
looks like it's enabled
anyone know where updated documentation is for setting up DS on windows through steamCMD?
Well I mean, the one that failed CANNOT be listed here, it failed
Do you have a reference? Did someone say this is a known bug somewhere?
No, this is the one that errored. Its still up.
i'm putting this together from comments on the issue on wolveix's github repo, a few comments in here, and my 38 years of professional experience in software and network engineering
Yep π
fixed encryption issue with the commandline arg, friends are able to connect directly despite api issues
As a workaround for Server Manager connectivity until we release the patch tomorrow, you can try adding the following argument to the dedicated server command line:
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
Then I dunno, it's not the one that failed, it's something else that launched or a previous one that reported an error late. But you'll never see two things bound to the same port there. Try running it again, making sure you're only running one instance at a time
i am not an UE expert, so i don't know exactly what it's doing, but i have a fairly good idea
I shall test this right now!
pls pin
oh i bet i know what it's doing. i'd have to strace it to be sure, which would be.. painful
I have updated the pinned message
Figured it out, the server has to be off when you make and save the Game.ini, then when you start the server the changes stay!
I'm having issues in the console and im certain its this Failed to bind Socket 'FGServerAPISocket' To Address '127.0.0.1:7777': SE_EADDRINUSE
Any help would be amazing
Server is shown as offline on client
Disabling ipv6 made the game start working for me. Also eying up the DefaultBindAddress parameter.
im getting FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET whenever I leave and it makes the server go offline
I put it in a .bat:
FactoryServer.exe -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
And been getting the same error.
Which egg are you using ?
Try this one : https://github.com/pelican-eggs/eggs/blob/master/game_eggs/steamcmd_servers/satisfactory/egg-satisfactory.json
BUT remove multihome from the Startup cmd
I keep having a graphics and input crash. Monitors report no input and the other players are disconnected. I can still hear the game playing but have to hold the power button on PC to restart π¦
Also: Whats with the promised new console? It only starts in a windows terminal on my client...
any idea why the server closes when I leave instead of staying open?
rumor is its only when the one who claimed the server leaves
nobody has it as far as im aware
Yeah, but somehow I CANNOT reproduce it :/
no fix
youre like number 6
I was like #1 so lmao
Yeah, I've been trying to debug the server closing with several ppl but cannot trigger it on my end
Holy shit it works
So it's kinda hard
Do I paste the workaround command into steam game launch arguments or?
Updating the Docker image!!
the server stops listening on its socket when the claimer leaves
What's you setup ?
Am running the serv on a debian box without docker
server is running bare metal on windows 10
Im wondering if it has anything to do with the session type/joinability setting.
Kinda sucks that none of the settings mentioned here are actually able to be changed
machine is completely remote to me
Anyone know where I would edit a setting like this if I'm using AMP to run the server? #dedicated-servers message
Hmm. Doesn't windows close TCP sockets with no traffic by default ?
Thank you I will test it now
I am not very experienced in tinkering with windows, I only use it for games, I do everything else on nux ~
you would not edit a setting (file) for a command line argument π
i believe the console reports this error
FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
no?
some firewalls do but no host stack i've ever seen closes TCP sockets for inactivity
That's kind of my point... SO if I'm using amp, is there a way to fix this? or do I just wait?
I think I remember from my student years that windows needs to set SO_KEEPALIVE var for TCP sockets
I am pretty sure it does, lemme google around, I'll come back to you
Where do I input the given fixaround command?
lemme wrestle with zsh for a minute and i report back, ok?
seee
no api error
server certificate is self signed
aka
Progress π
and then someone on the QA page posted a bug report saying
When the server first starts up, I see the following entries related to the dedicated server, clearly showing it listening on port 7777:
0.0.0.0 7777 FactoryServer-Win64-Shipping-Cmd
:: 7777 FactoryServer-Win64-Shipping-Cmd
However, after the client disconnects, these are no longer listed if I run the `Get-NetUDPEndPoint` command. I've checked the crash logs for the server and I don't see anything listed.
this is required to keep a session alive through a stateful firewall, but windows itself does not do this
the thing is, almost everyone runs through stateful firewalsl these days, so it kinda makes sense to advice SO_KEEPALIVE
I mean either way this is a developer problem
hopefully they are watching this then
@sturdy gust - Is it fully updated?
okay y'all
so when i booted up the server, right, as in NOT in game
using the batch file to launch the server
it was doing all of its stuff in the cmd stuff whatever right
it THEN asked me for admin permissions
I clicked no because at that very moment I could not give it permission.
and now the server doesn't even register that it is on our network
cant even use localhost
Its been port forwarded
can somebody please tell me if there is more than one thing that must be activated for the firewall on dedicated servers?
Yeah I might have mixed things up, I moved away from networking a while ago ^^'
It's live π
no API error so far and the !! def wont lead to any issues...
My guy, maybe try to completely disable your firewall and test.
this is just a human friendly name, you can use any characters there, including non-ASCII
Enabling ipv6 fixed my issue of api unable to connect
Archengius is here carrying tonight! props to you
"Just disable your firewall" is right up there with "try running it as Administrator / root" in the running for "most often suggested worst ideas"
cant do that at the moment, this is my dad's computer and he needs to be here for admin stuff and whatnot
I will try that when he gets home, but is there anything else that could possibly be going wrong?
just saw this was here, been using your container, but saw there was some issues, let me get one started and see what happens π
i dont like that idea either
@sturdy gust is a beast! youre the best!
I know man, but at least you know the issue comes from the firewall. Then you activate it again and change the config until allowing satisfactory.
My server is up and running on LAN... fingers crossed it will work on WAN when my buddy gets home from work π
I feel like an idiot, not sure where to add the fixaround argument.
I have dedicated server running from steam app directly but server manager ingame shows Offline/Not authed/Server name pending
im in a similar situation
Ok, do you know how to add a program to the firewall? If you can't do that, I think you're kind of screwed without admin access.
yes i do, and the thing is satisfactory is already there
We managed to get the server running however the MAM lists everything unlocked, even with the setting disabled. Anybody else encountered this?
Help please, im trying to set up a server through steam on my old pc but it says i cant open satisfactory on my new pc because the dedicated server is running on my old machine
i stupidly clicked no, and now it won't even give me the option again to allow it
Yeah, nah, I can't find anything relevant. Apart from reports of people not handling errors when disconnecting and then receiving ECONNRESET as a result. But only on Windows, interestingly enough
Maybe try uninstalling and installing the game again, to trigger the message again (I hope)
i tried that
unfortunately nothing
they need to fix it for people that buy host servers its not working
I'm sorry, I don't remember what your setup is. Windows remote server with no docker, right ?
yes
tried restarting the computer, nothing either
linux dedi server
start game via
./FactoryServer.sh "-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any"
(you might get away without the " " but they should not hurt either way)
Game install and update routine:
Save game (and blueprint?) location
~/.config/Epic/FactoryGame
I do not understand the difference between our setups then. Apart from the OS, that is, but ~
Can you explain your setup?
Where is the server running?
A local pc?
Where can i file a bug report i just crashed on my server and its done the same thing it used to where its desynced me from that player. my old self is offline and im a new player
yes, windows pc
Same PC you're running the game off?
@solid iron There is some errors about Navmesh Bounds are too large BUT the server loaded and im in the game.. Thanks for the tip about removing multihome! you rock bro
no
thanks @sturdy gust for all your work today on the Docker container fixes
Can you set the server to not restart?
my computer, and the other computer are seperate
Maybe the firewall of the Server PC is not correctly config? @cyan venture
I believe these are 'normal' errors. Glad it worked !
I got mine running on windows 10 amp . Ran command line updates. deleted old server. went into amp main menu, configuration, instance deployment, then configuration repositories fetch latest button. Created new Satisfactory server, edited it and added port 7777 TCP. Then updated and started right up. I'm sure they will update the template soon
No. Server needs to restart once a day to avoid clock drifting related issues.
maybe, but i don't even know what to do with that
like I could add satisfactory again to it but idk
if i did
would i have to add FactoryServer.exe to it?
Am sorry, what?
Yes, absolutely
so I don't have a ton of ram, do we know where to go to enable the memory streaming or am I sol?
ok, thanks
omfg i think i just figured it out
its 100% that oml
I've been really annoyed with this today, so im sorry if i seem rude
i'm not meaning to come off that way
@cyan venture
That's why I'm telling you to disable firewall just a moment in both PCs to see if the problems comes from either of them.
Maybe wait for your dad before touching sensible things, tho.
well he trusts me, it's just that I need to get the password to do stuff and he is out rn lol
You never did bro π everybody needs help sometime
I received my help and here I am returning it back.
not sure if this is the right place, but does anyone knmow if you play on a dedicated server with friends, will you miss any storyline stuff?
Share your solution, please? Knowledge for all is power
us techies are very familiar with frustration-wrought breviloquence
"about 15 min" / you might wanna "watch/play" the intro in single player.
I literally just now created a world
It starts at Tier 2
gotcha
Its 12am in Europe and they are still putting out fires everywhere π
Yeah absolutely xd I'm so mad at work now because my code ain't working
thanks midna
some story beats are encountered by A Thing Happening Near You. If others are not near it, they miss that beat. But if they make That Thing Happen independently, they will get it on their own
Note for others: We figured out the issue with MAM having everything unlocked, on a fresh game where we set it to not have everything unlocked. We nuked all files and everything, then restarted the server. So lingering server files will cause a weird response when you boot into the game.
I think it really is as simple as this:
I forgot to add FactoryServer.exe to the firewall, and I'm pretty sure that is exactly what I accidentally clicked no on
The old "Satisfactory" thing that was allowed has the path set to "ue4server-win64-shipping.exe"
I mean it used to work in update 6-7, but i guess things changed
lots of things have changed architecturally
Are the launch arguments the same, and is the wiki updated?
No and no respectively
Well, happy for you, you found the problemo.
-multihome is no longer a thing
I launch with no parameters now.
So my server has to be bound to the non-default port
making servers gives me a headache, a fun headache. A fun, extremely rage inducing headache. But still fun
Unreal Engine uses floating point numbers for tracking the amount of time since the map has been loaded, and for keeping the constant update rate of the game mechanics. Time is calculated in seconds, and each update is a small number of time that has passed since the last update, that is, a fraction of the second.
Some systems cache total world time and use it for gameplay logic, and for updates. It's also used for networking.
If the server is running for too long, some precision-based calculations start becoming less precise, and causing subtle bugs. Overall, Unreal Engine is not really designed to have map sessions running for longer than a few days, and dedicated servers usually run for much smaller periods of time.
you can use -Port=x to bind to UDP and TCP port x
Thankyou
i have a i7-4770 with 32GB of RAM, will that be enough to run my own ded server?
so does the automatic restart set to 24:00 mean that it will restart at midnight?
not really interval from when you started or some point?
I just had it say it restarts at 00:00 and it made a save with "continue" in the name, but everyone is still connected and nothing happened
is that the restart?
yeah no doubt
why not use unix time stamps
ask Epic
Has anyone confirmed that story stuff triggers on dedicated servers?
What's the best way to have people join your dedicated server? Just invite them through steam?
because unix timestamps track seconds since epoch, and game is running 30 times a second, and potentially up to 160 times per second
I'm trying to think what else I need... my server isn't behind a proxy, but had anyone tried to proxy it with nginx?
in their game client, they can add your server in the Server Manager found in the main menu
Telling them your IP and they adding the server on server manager.
No no I understand what clock drifting means, but timestamps are ubiquitous. Never have I heard of a server needing to restart to avoid floating point errors. And I've managed quite a bunch of servers, whether it'd be games (smaller than Satisfactory, sure) or just SaaS, or trading services.
but if youre tracking time elapsed you just take the epoch on server initialization and count from there
did the dedicated server exe app ID change? I'm not seeing a way to use the windowed gui
As in put the server behind nginx and connecting to it through the proxy with http
to be fair unix timestamps are good down to the millisecond (:
Gotcha. So I need to figure out what my public ip is to give them right?
Can you imagine having to reboot my trading services ? Oo Like ... no
Yep. Search "whats my ip" in google, some websites are for this.
Thanks for the help!
Well, your trading servers are generally not made with floating point numbers that track time intervals based on the amount of time passed since the service started. Like I said, Unreal Engine sessions are not really well tested for super long runs
is anything in unreal engine good at this point
It's only one example, and again, timestamps are ubiquitous
Your router may tell you your public ip also
And even though clock drift in that case is more of a theoretical than practical problem, there can very much be other issues that accumulate over the time that a single save game is loaded
Huh, launched the dedicated server from .exe files with the given fixaround command parameter but yet my dedicated server looks offline / Server name pending / Not Authenticated.
I have opened 7777 TCP/UDP on firewall but still
Is the version to create a server stable?
it's more of a question for Epic than Coffee Stain though
like soft memory leaks, or object accumulation
Opened firewall in the server and the client too?
Hmmmm, yes and no, unless you don't touch the network part AT ALL and let UE do everything, which ... eh
My router only gives me option to portforward, cant find a way to allow particular .exes different rights
Ok, but there are other means of alleviating that. You're cutting the whole arm for a finger-ache at this point. Seems ... overkill
like I said, UE is not really made to run a single session for a very long time. Most Unreal Engine games have dedicated server sessions that last less than an hour, and single player sessions are generally limited to a day
OH yes, I mean on the Windows firewall.
Do you have port forwarding correctly set?
Are there any issues with the server that I need to know for a Linux host?
Where did the serversettings.ini files go? they're not where the wiki says they should be
Is there a problem with connecting to a dedicated server from within the same network? I can connect via localhost just fine but when connecting from my laptop (same network) the game sees the server for a few seconds and then it 'appears offline'
unreal engine is the best unreal engine on the market
Does anyone have a script handy for running the dedicated server as a Linux Service?
I'm playing with the only change of adding TCP and changing the command line parameters to none of them.
it really is
I do not see any issues with server restarts, to experience any kind of inconvenience from that you need to play 24 hours a day.
No, you only need to have players on different timezones
Ohhh, lemme check that. I only used the given cmd prompt from wiki to open those ports within win firewall
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
Yep, it's not that big of an issue.
this command needs to be run a second time to also allow TCP (with appropriate modification)
For you it isn't, we're not playing at the same times with friends. If the server fails to restart, I'm the only one able to restart it properly
update on this, it may be something else, but may have been because of setting the automated restart interval too low. about to do some testing to confirm.
I have checked the pinned notes but I am not quite understaning where I can setup my own server through steam. Is there any guide that I can follow step by step?
the restarts only take a few minutes, seriously which would you rather have: a server that predictably restarts once a day, or a server that randomly crashes without warning
there is no actual restart happening, it cannot "fail" to restart
the unreal engine process is not restarted, only currently loaded world is reloaded
IIRC it's just the server engine game instance restarting (essentially), not the entire service
Same Probleme here. Can't get it raised too.
Wiki is outdated right now.