#dedicated-servers
1 messages · Page 82 of 1
It's not letting my server start at tier 0. Is there some setting I'm missing?
forgot they move it on client
NOT windowsnoeditor, that was for UE4
No. Dedicated server sessions all start at Tier 2
is it just windows now
so you understood the problem, but are still finding any way possible to be an asshat about it
impressive
Ah. Thanks! I wonder why?
onboarding (tier 0/1) probably just doesn't make sense to do as multiplayer
It's a design choice made by Coffee Stain. Probably if I had to guess an issue with getting the pod drop sequence to work in multiplayer
It's weird because session type is single player with no Skip Onboarding.
Answering succinctly is being an asshat now? Okay.
... that was a direct answer to the question mate
managed to get steam cmd working
How'd you do that?! I had to go to Epic Store to install the server.
Due to what servers do, a game on one cannot be single player
"If you run into an asshat in the morning, you ran into an asshat. If you run into asshats all day, you're the asshat."
i just restarted the whole process of setting up the server like force_install and that stuff and that seemed to get it working, wondering if it had to do with it not auto updating for some reason
Changed the game.ini on client side, still showing only 4 players.
i made sure to make a backup of the save though just in case
My CMD just wouldn't open/download or if it did would just quit.
it showed the correct amount for me when I only changed it server side
Starting 100% fresh so no backups needed. Good call though.
What's the go-to hosted service provider for 1.0 that's working ? I saw BisectHosting mentioned above
Thank you. Changed it there as well. No affect.
i have no idea then tbh im rather new to hosting my own server so its all still new to me
i've had good luck with HostedByMe
that weas just my fix
it's a small provider that runs on a computer on the other side from the room from me
No worries. thank you for the help!
change it server side for the desired effect
Anyone else getting this error?
Epic Store one is really easy to use thankfully so I'll just use that.
it will report back whatever you set it when working
Expose 7777 on tcp and udp not just udp
alriightty.. I'm home... now lets see how this dedi server setup goes.
A common cause for this is the server not being updated to also allow TCP port 7777 (only UDP 7777 was needed before). Check that?
we had a dedicated server running last night, it was working. Today it says idle. Any ideas?
Checked it now and its working thanks peeps
so... my server's working, on other people's clients. mine is stuck on Not Authenticated with the server api error
Rad
1.0 came out today so good chance it needs updated
sounds good
the dedi hides files in .local?
best of luck
is there a way to reauthenticate...?
hey, silly question, where can i find a session ID?
server was updated. Trying to TCP port 7777 forwarding
I set up a paid dedicated server through cybrancee, and i can connect to the server perfectly fine, but my buddy can't. he's showing in the server manager that the server is offline, and "not authenticated"
any ideas?
is that like a host provider
is there a problem with ipv4?
yes
theres a problem with everything
ipv4 seems to work fine, ipv6 has been reported to be iffy
dedicated server is still crashing when i leave it, kicking everyone out and causing the need to restart. not sure how many others are experiencing this but i'm not sure why it's happening to me. others can come and go as they please.
Can you walk me through how you did that? Our server just hit install on steam
having issues with my dedicated server. was working with U8:
ports are forwarded
server can read/write to save file dir
welcome to the club
install a fresh goat
reinstall dedicated server?
Manage Session > Session Settings. wiki has more details!
i don't know how you installed it in the first place so shrug
i cant get into the "this server is unclaimed" window, but i can see my client pinging it, it just says "server offline"
Shouldn't my server be working?
read pinned messages
80% of the people asking questions in here will find their answers in the pinned messages
sorry but im tryin to follow this aswell, so ive chaged it on my pc but what do i change on teh server pc?
FactoryGame\Saved\Config\WindowsServer
same file
that's not working
same text
Just to make sure, the 7777 being TCP and UDP isn't related to the "linux only" issue right, it's completely different and is relevant on windows too right?
Recommendations for a host for a dedicated server? What host is everyone using?
screen -S FactoryServer -dm /home/steam/factoryserver/FactoryServer.sh -multihome=192.168.150.39 -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -log -unattended``` hm
@lunar glade I used GPORTAL, they were good.
goodbye long launch options
Was looking at spinning up one now for 1.0 if there arent any bad things going on lol
my files only have windows not windowsserver is that the one?
What Dedicated Server hosting sites would people recommend? (Oceana/AU, ~2 people)
on the server side?
yeah on my pc thats running the server
still stuck in Server name pending after applying the fix in pinned messages, any ideas? its listening correctly.
in the server folder
You'll dislike that answer but... do you really need dedicated server?
Will you both always be playing together?
under Session ID> Show? what's not working, getting the session id or conencting successfully with it?
-log and -unattended no longer needed either?
No, that's the problem, My friend has trouble when his computer hosts the game but my computer is not always going to be online to host the game, The player list may increase with more friends so its also preparing for that
probably not
then you need dedicated hardware
k, k. Then I don't know, sorry. I'm self-hosting the dedicated server
i don't think u need a session id. connect through "server manager", not "join game"
onboarding in tier 2?
k well, all my friend is missing is a encryption token at this point @zealous oracle @frigid flower
the thing is cost vs time, Im asking as I know neither of us is gonna upgrade anything and getting something new made would take more time and cost rather than renting a new server (due to location)
i'm hosting on a second pc in home, and my friend cannot log in
they need to join from server manager
and before you ask, yes, 7777 has been forwarded on both machine and modem
in guess i keep finding the wrong one because i can only find the folder called windows and when i change game to have
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[Script/Engine.GameSession]
MaxPlayers=16
it still doesnt work
search for encryption token in the discord, that's all i know
show the folder path
C:\Users\Lukec\AppData\Local\EpicGamesLauncher\Saved\Config\Windows
thats not the server folder
wheres the server one? or how do i find it
the install path of the server
im sorry man im a bit slow with all this, how do i find that?
where did you install the server
through epic games
we figured it out
alright someone else gotta help you then
cheers
For steam there would be 2 separate folders, 1 for game client and 1 for server
then is it really your computer?
I would presume Epic does the same?
yes ?
no worries thanks for trying
then give yourself permission
no
hahahah
sorry if i missed it but was there an answer to the Not Authenticated message (after claiming the server?) is this a bug?
server's definitely going, other people have joined, but my client seems to be locked out somehow
Trying to host a server via docker in unraid but it seems to just be crashing over and over again:
Is there anything my friends trying to join need to do to join the server? Do they also go to server manager?
In the pins there's a possible fix for issues in Docker
use Wolveix's docker image
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=8
Updated server settings.
it worked?
This worked.
[2024.09.11-01.24.48:054][ 0]LogExit: Object subsystem successfully closed.
[2024.09.11-01.24.48:054][ 0]LogModuleManager: Shutting down and abandoning module HTTP (12)
[2024.09.11-01.24.48:076][ 0]LogModuleManager: Shutting down and abandoning module SSL (11)
[2024.09.11-01.24.48:076][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (8)
[2024.09.11-01.24.48:076][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2024.09.11-01.24.48:076][ 0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2024.09.11-01.24.48:076][ 0]LogPakFile: Destroying PakPlatformFile
[2024.09.11-01.24.48:076][ 0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2024.09.11-01.24.48:077][ 0]LogExit: Exiting.
(char16_t const*), void (*)()) [C:/BuildAgent2/work/b731a33f2a691e17/UE4/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
0x00001490f8c4624a libc.so.6!UnknownFunction(0x27249)
0x00001490f8c46305 libc.so.6!__libc_start_main(+0x84)
0x0000000000217f09 FactoryServer-Linux-Shipping!_start()
[2024.09.11-01.24.43:992][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
bruh
I had a typo in the script.
there is unfortunately no unraid community app for his docker image:
is there no way to install it yourself
There is but Ill need to add all the parameters manually I believe
Paths, config, all that
Sems Docker is updated and working
wish it was for me 😦
well thats what happens when you choose docker I guess
ill give that one a go
Good luck everyone. Stay satisfatory.
What parameters are used in the new dedicated server/which ones have been deprecated? I want to update my server GUI tool
better than running it off a main PC and having to keep it up 24/7
we need TCP&UDP forwarded or only tcp now?
both
port 7777 will need to be TCP and UDP
10-4
I am using this one, hes on this discord, and I can confirm it works on my unraid
why does a docker container need an "unraid community app"
the docker container is incredibly easy to use
I changed from Host to Bridge, and adjusted the RAM on it, thats it
tryna run on Pterodactyl with a clean install, constantly says server appears to be offline. any fixes?
no firewall blocking it
why do you need prefilled parameters, just copy the docker-compose.yml that is provided in teh docs
why is my ping 20ms wtf..
oh looks like some people were saying like 7 hours ago you have to reenable ipv6, how do you do that?
it should be <1
where are you hosting it?
i have a decent PC, would it be worth setting up my own dedicated server or just paying a bit for a hosting service?
you still have to keep your pc on 24/7
If I host my own dedicated server can it work with both Steam and Epic clients?
local lan.
yes
This ^
Unless you have a server, Id reccomend a VPS
i don't understand people who turn off computers
i leave my pc on 90% of the time anyways so leaving it running shouldnt be an issue
or just getting a server [: build one or buy a 9 - 12th gen optiplex
mine on unraid is running about 14ms, so I would say its not a major issue, its fine for me. and I would expect <1 on a localhost, but not anywhere else
What are yall running dedis on? (not local dedis)
I don't need to wear down my 3080 when im not even home...
the only time i turn a computer off is to move it or to do something on its hardware
is it a strain on your internet to be running it?
no
Digital Ocean droplets good enough?
I find it odd.. did you connect to it from the external IP, or local addess?
your 3080 is in sleep mode when you're not using it
The longer your a component is running the faster the hardware will degrade, just how electronics work
it's actually harder on it to turn it on and off
Especially with the capacitors on big cards like mine
good point, think I am using the internal
That's just plain false
but hey, i've only worked in the ndustry for 38 years, i don't know what i'm talking about
Everyone is a "professional"
powercycling is hard on equipment
Pragmatically... No. But yes
i don't think there's a material difference in equipment lifetime between idle power and off
I used external ip.. so it hits my gateway and bounces back. well.. it's up and I'm in.. other than -Port=x that was painless lol
man this drives been on for a while
That's not what they said
did you end up having to do aything with ipv6
With mechanical drives (not that many of us have them), the most common point of failure is on startup, or shutdown of the drive, once its running its fine
yea it pretty much is
SSDs alone are good reason, they have a limited lifespan and if you just leave them on all the time they will die quicker
I responded to the wrong person lmao
SSDs actually need to be on or they degrade faster
is it harder on them to disconnect from power and reconnect? or to hit F to dismantle and rebuild
i have papers on this
I don't know where you are getting information that dirrectly refutes all my points, but whatever
SSD will last 6 months on a shelf, last 5 years powered
my western digital games drive has been on for 1.8 years
complete bs
Most SSDs you buy have been on a shelf over 6 months
no, and apparently it's still enabled.
Complete and total bullshit
the drives run continuous maintenance to refresh the data, which onyl happens while powered
play nice y'all
I agree with rome, I am learning about this stuff atm cuz of my college course
without power the little dat acells slowly leak and over about six months you'll have lost enough of them that the drive won't be able to recover even with ECC
back to satisfactory servers.. Anyone still having issues running a server on docker with portainer?
the drive will still work but the data will be lost
I was going to refute this but instead... Why don't you just post a reputable source that says ssds die in 5 years powered, and totally just ignore dying in 6 months on a shelf
is anyone having this kind of error? when someone leave the server, the whole connection went down and can't connect to it anymore.
Different loads affect different hardware differently. SSDs are nonvolatile but the nonvolatile storage is more likely to "bit rot" when unpowered when compared to spinning platters or, for that matter, tape.
can't post links on this server
5 years would be a rough estimate, it depends on build quality etc but in general, they dont last extremely long
anyway i reasearched this a couple years ago for like "work" and got enough data to convince an entire department
yeah the bits fade
the rate depends on which type of SSD it is
TLC decays faster than DLC or SLC
I see the argument
why do you think for a NAS you use NAS HDD's instead of SSD's ;D
if you want long tterm storage you use spinnies or tape
Yea a totally full SSD won't last jack
SSDs are not suitable for long term cold-soak storage
with NAS you usually have RAID or other multichannel things to get past the speed issues spinning platters bring into play.
i downloaded it through steam so i can maybe get some help again if possible. this is driving me crazy
having issues in docker on pterodactyl
but if you keep the drive powered then the automatic scan runs and the wiggly bits get shoved back before they escape (almost always) so the drive will hold its data for years
for most consumer usage scenarios, SSDs are not volatile enough to raise problems from "bit rot" before other issues cause them to need replacement
yeah, with servers its a different matter
yeah you want to balance performance against durability and price
would you mind if i called quickly?
i cannot call
You may select at most two:
- Fast
- Cheap
- Reliable
my entire pc is #1 and #3
ain't that the truth
and so often you end up with none
ive done that step on my current computer and hvae changed the same to have what was posted
just struggling to find that file even when doing that since all i have are engine and usergamesetting
in the WindowsServer folder
you need to make Game.ini
turn on file extensions and create it
how do i turn on file extenstions?
because i cant find literally ANYTHING online about this
is there a way on windows 11 to find RECENTLY added firewall rules?
i hate to ask here
but it is for my dedicated server
Prob have to do some ps scripting
mine is stuck at [2024.09.11-01.45.02:423][ 0]LogNetVersion: Set ProjectVersion to ++FactoryGame+rel-main-1.0.0-CL-365306. Version Checksum will be recalculated on next use. [2024.09.11-01.45.02:425][ 0]LogInit: OnPostEngineInit has been broadcasted successfully. [2024.09.11-01.45.02:426][ 0]LogInit: Display: Starting Game.
steamcmd wont even load for me lmao
uncheck this:
steamcmd is just shitting itself
that lets me view them but i still cant sett create or is it a text document?
I uninstalled the game and reinstalled it, what is going on?
text document
with the file extension ini
I got my dedicated server running and created a new game via the GUI but it says max players is 4. I searched this forum and saw to add config to Engine.ini
[/Script/Engine.GameSession]
MaxPlayers=8
i restarted my server, created a new game but that had no effect. max player count is still 4. Anybody know how to bump that up?
have you ever used mods
did you paste the text
yes
nvm i finally figured it out
after 6 hours
yeah the one this [/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=8
uninstall SMM and delete the mods folder. you find this by right clicking in steam, clicking browse local files, click factorygame. mods folders hould be in there
yea save the file and try starting it up
thanks i will start it now
there is no mod folder but i will uninstall SMM
thank you!
I've set up a SF dedicated server just fine in the past but am unable to conect from out of the network - indicating it's probably a firewall or config issue.
I'm hosting from a linux machine on my network. I can connect using the internal IP but not the external IP.
Firewall is the same as it was in update 8, though I've made sure that UDP and TCP are open on 7777.
Am I missing anything?
I had the same issue
still crashing
what do i do
tried a ton of fixes, couldnt figure out anything
If i could kiss you i would! Thanks heaps! one more question, do i need to do anything else or can my friends just join now
i hate seeing this stupid fucking screen
I think youre fine as is
as long as the server itself says that that many players can join
I am not convinced you disabled mods completely. You've been into the FactoryGame folder, which contains Binaries, Configs, Content, Plugins
i uninstalled the mod manager and there is no mod folder
... in the FactoryGame folder which contains other directories called Binaries, Configs, Content, Plugins ?
yeah server says 8 now
yes
was there an 'encryption token missing' fix? Haven't kept up with it, just got the server running 11 hours later
i'm havign the same issue.
I would delete the Plugins folder, get Steam to re-verify the game files
k
maybe we should try multihome bind to external ip
how do we do that?
parameter -multihome=(external ip)
I'm not aware of any option that allows you to specify which interface to connect to
doesnt multihome break servers
multihome no longer exists
no clue, its on the wiki
ill try that now, but thought that was just for ipv6
working outward from the server... the game server has to be listening on the server computer's LAN IP address port 7777. to verify this on linux, you type lsof -ni | grep 7777 and you should see *:7777 if you see 127.0.0.1:7777 you need to enable ipv6 in the server operating system,
and if i see (external ip):7777?
i'd be surprised if you saw (any ip):7777 and if you are on a NATted LAN, you absolutely would not see (external IP):7777
docker-pr 4952 root 4u IPv4 61954 0t0 TCP 167.235.96.52:7777 (LISTEN)
docker-pr 4964 root 4u IPv4 55640 0t0 UDP 167.235.96.52:7777
root@HWServer1 ~ # lsof -ni | grep 15777
docker-pr 4900 root 4u IPv4 59172 0t0 TCP 167.235.96.52:15777 (LISTEN)
docker-pr 4913 root 4u IPv4 65666 0t0 UDP 167.235.96.52:15777
root@HWServer1 ~ # lsof -ni | grep 15000
docker-pr 4927 root 4u IPv4 64721 0t0 TCP 167.235.96.52:15000 (LISTEN)
docker-pr 4940 root 4u IPv4 60854 0t0 UDP 167.235.96.52:15000```
if you see *:7777 then the server is listening to the correct interface. from your browser you should be able to access the https:// (server IP):7777
I don't understand, your server is directly connected to the internet?
it has a web dash?
yup
Hetzner Root Server
then you should have corrected my proviso"if you are on a NATted LAN"
windows or linux?
WHY WHY WHY WHY WHY IS IT STILL FUCKING CRASHING I SWAR TO GOT I TRIED EVERYTHING
its not NATed
the fact it is listening on 157777 and 15000 is extremely suspicious
did oyu try that
validate the files on steam
wait, you are showing me what docker is listening to. that is useless
i did, 3 times...
thats the output given by the command
maybe you loading a corrupted save ?
no when i even start the game it crashes
multihome did not work, failed to load the save and kept boot looping
rip
does the containing server have ipv6 enabled? nc -z ::1 22 && echo yes
updated graphics card drivers ? also try to install it on a different drive
by some mechanism you need to get into the docker container and identify what the server executable is listening to
alr, i'll bash into it
Hmm, this isn't working. Not sure this is the right endpoint:
{"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
@civic lantern Any idea on this? Getting this error when trying to launch from Steam:
"Plugin 'OnlineServicesEOS' failed to load because module 'OnlineServicesEOS' could not be loaded. There may be an operating system error or the module may not be properly set up."
Already tried
Change name to .exe
Reinstall the game
Verify integrity from Steam
Parameters -vulcan and -dx11
There is NO mod folder in my PC
Uninstall manually
I dont know what else to do
What is the GUI supposed to look like
when I start up the dedicated server from my steam library
I just get the CMD
not the GUI
the servers logs show this so it should be listening on my external ip LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
i have no idea, that's about Epic
That's indicating you're able to talk to the server which is good, and a valid connetivity test.
I have seen that, when it was clearly not actually binding to ipv4. check with netstat or lsof
That's only with the internal IP though, still no dice with the external IP.
Ok seriously am I doing something wrong, the GUI doesn't seem to la8unch for me for some reason. CMD does instead.
from the box itself, you should be able to curl http:// lan-ip:7777 and get a cert failure. i don't what the lan IP would be for docker. localhost is, i think, unacceptable
tcp 0 0 127.0.0.1:7777 0.0.0.0:* LISTEN 45/./Engine/Binarie
okay so your next test is to try that from another host on the LAN to the external IP
So I'm seeing there's been some changes to the dedicated server. I just reloaded my stack in portainer but I'm not able to connect. I need some advice on my docker compose script. Any environment variables I should change or add? I'm running this on a local home server (docker+portainer on ubuntu), if that helps.
services:
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '15000:15000/udp'
- '15777:15777/udp'
volumes:
- '/home/earthserpent/games/satisfactory/config:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
restart: unless-stopped
deploy:
resources:
limits:
memory: 16G
reservations:
memory: 8G
what is that output
thats from netstat -plnt | grep ':7777'
i don't know the output of netstat by heart, what the fourth column is. as i said, i think localhost is unacceptable.
can i just say, debugging in docker sucks
can this play satisfactory 1.0? it worked for early acsess (im on a laptop)
from what i see online, this is the format
Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name
Oh that's what I'm already doing. This is running on a linux box on my netwotk that I have SSH'd into.
I can connect to it via my windows machine, but only via the internal IP meaning I can't invite players... which I have been able to do in the past.
Seems obvious that this is a firewall issue... though all the relevant ports are open.
worked with it for years, its horrible ;D
So something strange is happening now, now my server works, right? My friends cannot even see the server online anymore even though it's been allowed through the firewall (this includes another computer that is in this very house)
i have no idea why you'd use it to run a 1.0 on day 1
friend wanted a server up, thought i'd give it a shot
Anyone having issue on server being created, it starts you off with teir 2?
I'd be happy to test for you if you are okay sharing the WAN IP address
gonna try a docker img that was updated 3 hrs ago
anyone else having a similar issue?
let me just outline the issue as i've figured it out today. if the factorygame server does not have an ipv6 interface around, it will fail to bind to anything but loopback. the workarounds are 1. make sure ipv6 is working or 2. use something like rinetd to forward connections to loopback. there is probably some docker bullshit that will let you route connections to loopback, i have no idea
could be that pterodactyl isnt providing ipv6 which i would expect tbh
fucking chroot on steriods, it's not a VM system. i hate it
i prefer vm's too lol
Ya...I have a few VMs running through esxi that I keep up, always see these issues with docker and whatever else, makes me stay clear of it lol
If you need help setting up your server, I can offer my services for ya
I assume these build numbers mean that my server did in fact update to 1.0 correctly.
LogInit: Build: ++FactoryGame+rel-main-1.0.0-CL-365306
LogInit: Engine Version: 5.3.2-365306+++FactoryGame+rel-main-1.0.0
LogInit: Compatible Engine Version: 5.3.2-365306+++FactoryGame+rel-main-1.0.0
go look on the github for that docker image, the author made the fixes for 1.0
From your computer in that house, can you access with a browser https:// ip-your-friends-use:7777 it should produce a certificate warning
yap, 1.0
I got it working by removing the 15000 and 15777 ports on UDP and adding 7777 on TCP.
This compose file worked for me on my local network. Just wanted to let people know.
services:
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '7777:7777/tcp'
volumes:
- '/home/earthserpent/games/satisfactory/config:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
restart: unless-stopped
deploy:
resources:
limits:
memory: 16G
reservations:
memory: 8G
🫰
maybe someone can pin this if that's helpful.
I'm seeing the same, just the regular cmd box not the new gui... I figured I'll figure it out later as the server still functions
Thanks for the response lol. Fair enough, I guess I wait.
Just a quick question, are the saves stored in volumes? I guess that's a dumb question but I'm pretty new to docker
I'm not sure what to tell my friends to connect to though as I don't see a config file anywhere or know what to type in to check my ip for them to join
so for now 🤷♂️
I had a really hard time getting this running in portainer. eventually dropped portainer and created the container via compose
Is the general consensus play multiplayer and then move save files over to the dedicated server once the patch comes out tomorrow?
buy a server from some random host, problem solved
Welp let's hope patch fixes everything tomorrow, managed to get it running for myself with ipv4 but no luck showing the server to outside world.
I have my own seperate pc, why would I do this
clearly it's not good enough.. your pc needs to be rackmount :p
because it comes ready to play, its windows or linux ?
You could use something like playit.gg to have a secured public tunnel out
do you mean that the connection isn't secure?
You can drop any compose code into a stack and deploy via the deploy button at the bottom of the screen.
Stacks can also pull compose files from Git repo's if you want to keep them automatically updated with version control.
or i mean, connection is not private or whatever
basically the same, y es
Yeah. I did that and for some reason the server never worked.
I don't care about the visibility of my server, I'm not a SEC mans and I'm only giving it to firends for about a wek before i shut it down
so what does it mean
i did it, what should it mean
I think you guys are missing the question I asked
what information
do I provide to my friends
for them to connect
that is a failure to establish a connection, and 192.168 is not the ip your friends use
thats LL iwant to know, and where to find it/change it
your public ip and port
thx
might also have to do with how you've set up your network.
👍
on the same subnet as my desktop
if someone can hit https:// ip:7777 and obtain a certificate warning, then the satisfactory game client should work with that ip/port combination. so this is confirmed by the fact you can access that IP and port. however your friends cannot. this suggests to me that your ISP is filtering incoming connections, at least on port 7777
does it cost money to host dedicated servers?
is your computer on the same network as the server, and they are both behind a NAT gatway?
im a baby when it comes to servers, what should i do about it
Nothing is free.
Nice
This might not be news to most, but anyone running a server with the intention of keeping production going 24/7 should make sure to uncheck the Auto-Pause option. Just a friendly PSA.
I GOT IT TO WORK!
At the end of the day, someone needs to pay the electric and ISP bill.
if your ISP is preventing you from accepting incoming connections over clear networking, you need to upgrade your network reality. My suggestion is zerotier. it is an edge vpn, and I can talk you through setting it up
yes
yes, but you can find cheap ones
hm, ok.
visit myipaddress.com and get the IP. you should be able to connect with satisfactory to that IP port 7777 . if you cannot you need to open a hole in your firewall and then you are your ISP's mercy as to whether they actually allow incoming connections
If you're on a command line and have access to dig, you can use this command to find your actual WAN IP to give to others: dig +short myip.opendns.com @resolver1.opendns.com
https://gist.github.com/7eventy7/7e1d174ab698c5f8a7fd24f30c5ec998
Unfortunately that container is having some errors as well, any help is much appreciated, you guys have been great so far
oh hey.. that'd intresting..
that is desirable. I don't know what port 15000 is supposed to do, if at all, though
I'm not using the default port.
for everyone else it's 7777.. for me it's different.. well I don't know if I really like that.. I'm going to lock it down by setting a firewall rule for the IP of the people who play on my server with me.
yeah, so if you have the knowledge to do that, you should be in business. do you know what's involved
for a firewall rule that says allow <friends IP> 7777 on my gateway, yeah xd
I'm a self-taught networking noob.
I feel like I'm going crazy, ports are forwarded, checking websites verify it, application is let through my firewall, server is showing and ping is showing, but API issue still
Is there any documentation for the API?
saw this on a docker one https://github.com/wolveix/satisfactory-server/commit/59f700d605672b06669b06572583b441e07a7255
it's bundled with the game client
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
this param can apparently fix the bind
Where can I find it?
I was having API issues and then I read the pinned post and it fixed my issues
nothing wrong with that. i'm going to talk to myself about zerotier, maybe it will intrigue people enough. because all of that firewall rule, hole punching stuff is just gone with it. it's an edge VPN, which means that is installed on any computer that wants to join that VPN. in fact the VPN can be compiled into a C library and only that program on the computer will be in the zerotier. it is free for up to 25 clients. this is what the admin panel for allowing new clients in .
this is the rules language
Found it
thats not a decision for me to make, that's my dad's
but regardless, we have a cs2 server and regularly have 10+ people on it at once, and many other games
not sure why it'd be failing with satisfactory
Yeah, the only issue with that is that gives whoever you let on your zero tier access to the whole lan doesn't it? I like having more control. :/
200 listnetworks <nwid> <name> <mac> <status> <type> <dev> <ZT assigned ips>
200 listnetworks 52b337794f49702d gee_gee 2e:af:c5:61:b0:ff OK PRIVATE ztfp6h4clc 10.147.18.191/24
it could be cs2 relies on ports that are not blocked. if you DM me your IP and can let you know what I see when I try to connect to 7777
like you can join my server, that is all you have access to.. if I give you a wireguard config.. it's on a serperate vlan with firewall rules.. so you only have access to what I want you to have access to.
no, it provides only acceess to the computer in the ZT, and according to the rules you provide.
ah, that's neat. I mostly saw it as a tool for punching through cgnats.
so in my rules case, i allow port 22 for my own purpose, but i can keep it to just game server traffic. i allow 80/443 because i have plex, sonarr, radarr available to my friends
it's like a flying car version of networking. it relies on port 9993 for control and high udp for traffic. if both computers can udp to a moon, the moon proxies the traffic (encrypted so the moon doesn't have to be trusted), and if one computer can open a UPNP hole in the gateway it just does that and there's no use of the moon
a moon being the analogy for a thing that two people on earth can both see
Trying to run a docker container called wolveix/satisfactory-server in unraid but I'm encountering some errors. If anyone could take a look I would be very appreciative! Cheers
https://gist.github.com/7eventy7/7e1d174ab698c5f8a7fd24f30c5ec998
and if both are behind a cgnat, it uses the moon as a proxy?
yeah, if the cgnat doesn't do upnp
also happened to me. is there a fix
it figures out the topology on the first packet and then just uses that for the rest, so the first packet is under a second, and the rest are the usual for your connection
I had read a bit on zero-tier, and then I ended up just going with my own wireguard server.. so for you friends, have you considered setting up something like a pi on their network with wireguard, or zerotier on the pi and a proxy manager so each device they want to access your hosted services on doesn't need zerotier?
they would just point plex at the local ip of the pi.
and the pi would proxy with nginx into zerotier or wireguard.
that sounds bonkers tbh
where do i change the max players btw?
trying to see it in old messages but its not really clear
if i wanted a vpn, i'd just use a vpn
It works though. beats setting up zerotier or wireguard on every device in their home.
Will the new patch fix this spam? heh
you cut off the good stuff :p
for a small number of people, some thing that lives on their network is conceivable, but i have something like 8 households who can poke hotblack over zt
bwahaha 😛
and probably not, best way is just to make sure you have something like logrotate setup if you're logging to disk.
this is in a screen, so no need to worry. not logging to anything
okay so i just got a friend to try and join outside of the local network, and for her it said "encryption token missing"
your friend should use the server manager UI like you do, the "join" screen isn't working right today
okay so she can join now
i guess its just people inside the house?
idk
whatever
theres a lot, but tl;dr
somebody inside the house couldn't connect with the public ip, had to be internal
yeah, you'll have to port forward for over the internet.
Some Windows based servers still having issues accessing over the internet
question, can you increase maxplayers without having to restart server?
i can tell 😭
been dealing with it all day
Sucks to suck ig [:
seems to work now though
Thank you so much for this!!!!!!!!!!
anyone know if there is a way to create saves via pterodactyl schedules?
is steam coop not working right now?
was nuking the plugins folder the answer?
to copy over the current boilerplate material from the SMM discord:
- (Known issue TargetRename1.0 / smmsteam1.0 / Temp1.0PluginFailedToLoad) 1.0 has renamed the game target, preventing SMM from being able to automatically uninstall mods.
- To remove mods, delete the FactoryGame/Mods folder from your game install directory manually. Here's how to find the game install directory: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_GameInstall
- SMM still won't work! You have to launch the game from Epic/Steam for now. Close SMM and don't use it again until we announce that mods are updated.
- If you are still having issues, also delete the Plugins folder then verify your game files to restore it: https://docs.ficsit.app/satisfactory-modding/latest/faq.html#_how_do_i_verify_my_game_files
- If you're still having issues, make sure to post text or a screenshot of the next type of error you get!
Anyone expecting mods to work on the day of a major release is... let's say excessively optimistic
did the process for setting up linux servers change at all, i know the port is down to 1 now, anything else?
to be fair, the project i work on (dfhack, a modding framework for dwarf fortress) usually updates within a half hour of a dwarf fortress release
2 ports. TCP/7777 and UDP/7777
yes because Urist McDfhack is hyper-industrious like any good dorf.
i haven't slept in two years
(it also helps that bay12 almost always gives us early access to release builds)
that assuredly helps a lot
In my experience from having my home gaming servers within my network is that anyone else connecting to said server that is also on that network (inside the house) has to connect via the internal private IP for the server, and not the public IP of the router. You can setup loopback, but it's easier to just use the private IP.
a lot of (usually cheap) routers don't do well with "rubber-banding" connections from the inside back through the port forwarding packet filter.
How much of a performance improvement could one expect to see connecting to a server on a different pc instead of running the game single player from your pc?
the only real answer is "it depends on the PC(s) in question"
i have my gateway set up to do this, but my gateway is a linux box and i had to do some kinda twitchy things to make it work
are there still issues with dedicated servers being accessible outside of local LAN? I've added the parameter in the pinned comment but my server remains inaccessible over WAN.
I had it working well with Shorewall back in the day but when I finally migrated to ufw it all fell apart and I ended up just rolling split-brain DNS to keep internal traffic internal.
bacjk when i did PIX administration it was impossible to do this because PIXes would absoolutely not route a packet out the same interface it came in
Got 3090ti, however I plan on dabbling in the game periodically using the Ally. Imagine I won't see much difference on the 3090 but the Ally I'm hoping can smooth it out a little.
I'm having trouble connecting to my Server, the port isn't 7777 (If I use the port it gives me it shows my ping) but cannot connect to the server API
im probably just going to wait until they push the patch. i can't get past it saying my server is offline.
im having that same problem
I guess network quality isn't adjustable?
Server settings in the Server Manager
it's not letting me change it.
My server Says its online however I cannot ceonnect to the server API
mine says offline and isn't binding to any IP. It just says 0.0.0.0 in the command line. I added in the argument suggested but no change.
0.0.0.0 just means "bind to everything"
noted
Werid, I have an IP and a different port to 7777, but Im using a hosting service and I cant connect to the server API even though I have a ping
well still not accessible. I host the server at another house and play on my laptop at my house.
did you foward BOTH TCP&UDP?
i have verified the port is open and responsive, but nothing is connecting.
yep. on both routers and it was automatically opened on the firewall for me upon launching the server.
ew upnp.
upnp a/k/a upwn
hey so whats a good company to go through for a server? like Bisect and such
are you sure upnp is allowing both tcp and udp?
I like Linode but it's spendy for some, Chez
yep.
how much would I be spending for like 8 people
idk im tired and don't feel like going too deep into this when there is a known issue that is supposed to be patched soon.
where can i find info on how to set up a dedicated server?
Dope I'm having trouble connecting to my server that I paid for, do you know how to fix Failed to connect to server API?
read pins
Check the pins, but the most common causes for it are IPv6, or not opening TCP/7777; a patch is likely to come tomorrow that will hopefully fix things for Ducker and IPv6 users
Quick question but does anyone know why I can't increase player count for dedicated server? It keeps deleted the changes I make to the ini
make sure to save the file
Can I transfer a save file with my homie and have him start an online world with it?
ok, Guess I'll have to wait
yes I'm saving file
yes, the top pin is what helped fix my server. I'm on it now and having fun 🙂
Is there a known fix for a client seeing "no encryptiontoken specified"
about the ini entry
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames
do windows+r and run this, compress the folder and send it to him somehow then have him unzip it in the same area
then he can upload it to a server
try shutting down the server, then editing the file? the server might be overwriting its last known configuration
You're a good man, thank you
My server said it's restarting in 60 minutes but I didn't set that up. How do I tell it not to?
connect to servers using the Server Manager
ducker 🤣
You might be right. I'll go through task manager and make sure everything is shut down
Thank you. I will tell them to use that!
could you send me a link to the Linodi hosting thing? I can't seem to find it
the server automatically restarts periodically. this is not configurable and is for your own good, you don't want to disable it
sigh... that didn't take long
I want to it to restart in the hours I'm not playing, not in the middle of my session >_<
I can't post links here but it's linode followed by .com.
thanks
I am trying to set up a server on ubuntu as per the instructions on the wiki and when I try and connect in-game I get the error cannot connect to server API
the wiki is out of daye
are there better instructions
you need to also open connections for TCP/7777
as well as udp
has anyone been able to authenticate with the https api yet?
yes that's what "also" implies. Further, if you're using the -multihome argument, it is no longer a Thing.
I have not authenticated it but I have successfully run queries against it
I havent looked much into it, do we have a scope as to what the API is going to be used for?
Will it mostly be queries or will we actually be able to manipulate the game thru API calls
ooh
ill have to look
Do you mine helping me with it? I'm trying to get the healthcheck, but I'm getting a 404.
$ curl -s -X POST --insecure -H "Content-Type: application/json" https://"$myhost":7777/api/v1 -d '{"function": "HealthCheck",
"data": {"clientCustomData": ""}}' | jq .
{
"data": {
"health": "healthy",
"serverCustomData": ""
}
}
oh, I didn't have the api/v1 No wonder I was getting 404. I was able to auth with C# now
rad!
That's about as much as I was able to play before I had to start work
looking forward to diving into the API and updating my UDP port tool tonight
seems like anytime I disconnect from my dedicated server (windows, local computer), the server will go offline instead of continue running, regardless of whether auto-pause is on or not. Anyone else having this issue or does anyone know a fix for this?
Want to see if I can get an API library started
I have one I started in Python for the old API that only had one call up until today
This is the correct game.ini config for more than 4 players, correct?
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=8
Is the default query port for satisfactory servers different than 7777?
Trying to add it as to a discord bot that monitors game servers
"Your satisfactory server satisfactory.sienna.casa:7777 is not queryable."
the game runs all services on TCP/7777 and UDP/7777
The REST API is on TCP; the binary API is on UDP
Are dedi servers working now? No more token issues? Been at work all day and just checking in as search didn’t get me anything concrete.
should I open a server right now or should I wait till the fix?
Things are working for some better than others; a hotfix is still expected on the morrow
Still getting token issues but just ignoring them for now
The issue I'm having is that anytime I log out of my server, the server shuts off.
meaning it doesn't run when I'm not logged in
Weird, the bot isn't able to send queries :/
which defeats the purpose of me running it
Even locally:
Your satisfactory server 192.168.0.224:7777 is not queryable.
do you mind sharing your public IP so that I can test?
I just tested the server with a friend and we could both connect, its just the query that I'm not able to get working
Can still share, but would rather over DM
DM is fine
(closing the loop: issue was 7's bot trying to use the old API which no longer works)
For anyone wondering. If you are running a dedicated server and trying to increase maxplayer size while owning the game on Epic, you don't go to %localappdata%\FactoryGame\Saved\Config\Windows to increase max player size, you go to where the dedicated server is saved and create a game.ini file in Windows Server.
My install directory for the dedicated server was:
C:\Program Files\Epic Games\SatisfactoryDS\FactoryGame\Saved\Config\WindowsServer
The correct game.ini data is:
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=8
Posting for all the others who might be struggling a little.
My friend is getting timed out when loading into game on my dedicated server, and then the server crashes (no crash log output, but appears offline to everyone) Has anyone seen this?
Has any progress been made in regards to crashes when creating or loading a save on a dedicated server?
I can connect via localhost, we can both see it up in server manager, but it times out and crashes when loading game
I am running pterodactyl within docker, which I presume doesn't help the situation
There is a pinned message here with a solution that may help with Docker issues
the bind stuff? Yeah that doesnt help
Alright I’ll standby for the hot fix.
I think thats only if you cant access the server in the first place, which I can
Do these servers not use steam query?
no
Its only when doing save stuff does the server shit the britches
they use either a bespoke UDP protocol or a bespoke REST API
well I say "either" but both are in use
Hello guys, anybody know how much ram i need to run a server and if you recommend any page to rent a server?
Just out of curiosity is there anyway if using DNS name to make so the game spits out the name and not the IP in logs and join messages to other players? Idk if that’s a game by game thing or a steam cmd thing or even a thing at all.
I'd reserve 8GiB or so. I use Linode for my hosting but I host a dozen servers.
I think min is 2gb? but its recommended all the way up to 12gb if its a large multiplayer server
no, the logs will just have IPs.
Ive given my server 8 (if only it'd boot ;-;)
And what about the join messages and things other players see?
IE when they time out it shows the IP.
its to 4 players and i was thinking in 6gb
messages players see in game are only player names. The IPs are shown to a player disconnecting because of a timeout are their own and the server IP
How to modify MaxPlayers in linuxServer
quick question on the server restart. not sure if this is a good tab to ask in.. but i'm going for it. lol.
we just started the server maybe 3 hours ago. the restart interval is 24 hours. the tip says it should restart every 24 hours. is that right? or does it restart on hour 24 of the day?
I have a really basic C# API available. Currently, just does a health check, and authenticates
Is this what you mean, I have it as well but gave up. Someone told me it might have something to do with vm’s and virtualisation. https://discord.com/channels/370472939054956546/1283143957878018131
anyone else having issues where the server doesnt seem to be unbinding the port when it closes?
Hello.
Can I start a game with friends to play the intro to the second tier, and then transfer the save to a dedicated server. Will nothing break?
uploading the save.. should work
I've not had issues transferring and using saves even from other players
@quick mist
Thanks for your help earlier. I'm now able to get authenticated results:
{
"serverGameState": {
"activeSessionName": "LocalDediServer",
"numConnectedPlayers": 0,
"playerLimit": 4,
"techTier": 2,
"activeSchematic": "None",
"gamePhase": "/Script/FactoryGame.FGGamePhase'/Game/FactoryGame/GamePhases/GP_Project_Assembly_Phase_0.GP_Project_Assembly_Phase_0'",
"isGameRunning": true,
"totalGameDuration": 1489,
"isGamePaused": true,
"averageTickRate": 21.46097183227539,
"autoLoadSessionName": "LocalDediServer"
}
}
it works. i've done it before. can be a pain sometimes.. but it's doable
awesome, glad to have helped!
@sturdy gust
you said: IT WORKS 🎉... image hash b02914a46b1d Available via the tags latest,dev,1.7.3,1.7 but when I run docker images --digests i get (attached Image)
when trying to connect I still get "Failed to connect to the server API"
are there any special considerations i should make when creating save backups of a running server? or just copy the folder any time?
other than "don't copy it when there's a save in progress" nothing comes to mind
Yeah that sounds exactly like my issue, I think we are just gonna have to sit on it and wait to see what happens for now
Yep. So annoying, I really want to know what the error is 😕
Although in my case I have even more layers of virtualization 😅
try removing some layers?
remove as many variables as you can when testing, then you stack your house of cards.
I can connect to my server fine but my friend's game crashes when he does. I have another friend from another network that can also connect fine. Any ideas?
Im just trying to run it from my pre-existing ptero instance, I dont wanna try to un-nest all of that
sounds like an issue with your friend's client or PC. they have any mods in stalled? have they tried re-verifying their install files?
It was working fine earlier today is the thing
How to open this file?
What do you mean? It's returned from the HTTPS API
Oh ok
Hi, so I have a locally hosted dedicated server, installed via steam and run through via nssm to have it running in the background. Is it normal behavior though that when I quit the game, the server manager tells me the server is offline despite the service still running? My goal is to have the server running in the background and for me and my wife to easily drop in and out of the game. Thanks in advance.
Are they connecting correctly?
Server manager?
that's an issue on Windows servers at the moment @fossil fox
Is there a workaround atm?
I don't know; I'm a Linux guy, not windows. you could try using WSL for your server. A hotfix is expected tomorrow
Understood. Appreciate the swift reply. Best to wait for the hotfix then.
I may have solved it through changing settings. Didnt have time for extensive testing though.
Try turning your autorestart time all the way up. Turn off the pause when people leave check. Then restart server. Then try it.
Dunno if thats what did it, but mine stopped doing it after some combination of settings change
happy to be of service; sorry for the bad news
Additionally if you do it and it works make sure to mention me back and tell me so we can spread the word
Yes. Autopause is off actually, and server restart is at max 24hrs. Still says offline when I leave the server.
WSL actually ought to work come to think of it since it's a native Linux build running in Windows
Save on player leave as well?
where is the new unreal console from the video ?
so, setup a new 1.0 server to start a game, and every few minutes a remote friend's connection times out for no obvious reason.
any ideas?
Make sure to fully shutdown the server after changing that too
spun up a new ded server using the Epic ded server tool and it's got me starting at tier 2. How do I wipe it so it starts fully fresh?
about every 5 minutes he gets a connection timed out for no reason
You mean this must be disabled too?
Cant. Dedi cant do fresh start.
if you want to run the server without players YES
Try it.
oh fair enough, i'll just play the intro and then go back to the ded. Cheers!
is it possible to pass commands (esp. quit) to a running server without connecting through the game client?
/proc/<pid>/fd/0 is linked to null
are there any dope server management tools available yet? seems like it'd be a bit too soon
You can send the SIGTERM to the process
does it do a graceful shutdown?
Yes, according to the wiki
Yes, if its a service
yeah i've set up a unit roughly as described in the wiki
Ok, disabled autosave, autopause, set restart interval to max. gracefully shut down the server. Just restarted it, joined no problem. Left the game then checked server manager and after a few seconds, it says server is offline. the service is still running though when I look it up under windows services. EDIT: Restarted the game, still says offline. I am only able to get the server back up after restarting it under windows services.
How do you access the session ID
On windows, there a way to launch the .exe in the same terminal without opening another one on top?
Seems like there is problem with -unattended on windows atleast, I always get the terminal window shown. Can somebody else confirm this too for me?
Anyone use Unraid wolveix?
I've been struggling to create a new server with a new game instance, with the latest release. It looks different. I'm changing 7777 to 7778 and it's not recognizing my changes.
i just fired up the server as a service for the first time and i'm also getting those errors
also when i try to join with a client it says "encryption token missing"
The Session ID is irrelevant to dedicated server connections
When i try to create a new game, it just crashes and goes offline
All dedicated server connection attempts are causing a 20s timeout
I'm on windows and I can't get my friend into my server or join his
That doesn't look at all like any of the Satisfactory UI
no it says its wolveix
It's the config for satisfactory server by wolveix on Unraid.
It is weird and different from previous
Does anyone know a good yt tutorial for setting up a dedicasted server for 1.0?
It’s day 1
it doesn't work via "join game", you have to add it in "server manager"
i know, a man can hope
server manager says the server is offline, even though my friend has connected to it
i'm not replying to you
This is a little "old man yells at cloud" but a little piece of me dies every time someone asks for a video for a thing that is better conveyed with clear written directions, perhaps with some pictoral references.
have you considered toggling the server setting? "Auto-Pause"
Many issues will get fixed the question really is, is there a good how to video for any version and afaik the answer is no
yeah I've messed with that. It apparently didn't stick the last couple times I did it
but I seem to have solved it
ty mate, I have such a hard time troubleshooting networking stuff, clueless to it all really
I wrote www.reddit.com/r/SatisfactoryGame/s/EWvPvCaLdW and despite being a “just copy and paste the command and don’t ask questions” recipe it has had minimal uptake. I will be rewriting it for 1.0
Anyone been able to get the dedicated server to run using the "dedicated server" steam tool? I'm having an issue getting people to view my server as online.
please elaborate, are you able to join it?
There are pre baked docker images and all kinds of other things like linuxgsm you can use if you have a spare Linux machine
Yea, Servers open for me. I forwarded the 7777 port on the router, and opened it on the firewall.
have you confirmed via logs that the connection from the remote person is making it to the server?
That's how it be... I'd rather skim a document rather than sit through a damn video too
Can you access it, though?
I don't know exactly what that would look like, but I didn't notice a change in the logs when they attempted. When they tried to join the server it just showed up as connection timed out for them.
Yea, I can join the world
a connection timeout would mean that they got no reply from the destination server, either the ports were forwarded incorrectly, or it's being blocked by a firewall.
Can you access it by connecting to your external IP, the one that should be internet routable and would you consider sharing it here or in dm
both tcp and udp?
Well, thank yall for the guidance.. I got my server back up with running as a service with systemctl
Yea, I can't seem to figure out where I've could have went wrong with it. I've done this before with other servers. Maybe my router is just messed up
yea
what kind of router?
Or your ISP blocks 7777.
I am unable to connect to my server after initially setting it up. I am getting a repeated "Connection to the Server has been lost" after I try to authenticate
Can you connect via external IP
Isp doesn't normally block high ports. Try using canyouseeme, if udp is working, but tcp is not then you should get an api error. If it connects on internal ip, but not external then you've got a firewall issue.
If you're using a windows host it could be windows firewall, try disabling it.. if you're on Linux then $ ufw disable
hm, i'm getting an error file project not found when i start the linux server
same, it didn't end up mattering
try starting a session
Oh, and if satisfactory says your nat is strict, or you have a wireless isp like starlink you are cgnatted. Forget about it and move on
Did my ZeroTier sales pitch not convince
Facing the same issue, same setup (windows computer on local network). Can I ask how you solved it?
dumb question, but is it by any chance possible to have multiple hubs using... some kind of paramater or command or config or whatever ?
I think some of my friends in my server dont all want to be clumped together, like they'd want to help with progression but not all be in one place i guess
You can host on cgnat but it's way outside the scope of this discord
its also saying "You need to be authenticated to see this information"
I disabled firewall on server computer
When I try a direct connection it says " Encryption Token Missing" I believe it wasn't saying that before tho
i was hoping that error was the issue. i can't connect
See pinned messages upper right for that
No it does, but at that point I think it's outside the scope of the discussion here and may fit better in tech talk.
Using server manager to external IP. That error message turns up if you use Join
Likely
do you have port 7777 accessible via both tcp and udp?
yep. also its a local server so i'm connecting with 192.168.1.xxx
I do operate a ZeroTier anyone can join, which routes only tcp 7777 as of an hour ago. No auth needed.
i turned off my firewall and it let me connect to my server, what rule do i need to set to let the server actually through it?
Im assuming not
What os?
double-check the firewall (if any), tcp is used by the api
it might still have a pre-1.0 config, which only required udp
win 11
A firewall in the client machine or server
Windows firewall.
never had a dedicated pre-1.0, setting it up for the first time now
i tried setting it to the factoryserver exe but i guess it still doesn't want to work
Apologies for a photo instead of screenshot
Can somebody help me run the server on windows without the window? -unattended doesn't seem to help 😐
Do a Google search on how to allow something on windows firewall. Remember you need both top and udp
where is server save information stored? I just deleted everything to start fresh and it still picked up the old save from somewhere
yeah i have 2 rules for udp and tcp directed to the file path for the server exe thing
Delete all those launch arguments
try removing the multihome option, it shouldn't be required anymore
otherwise idk
and yeah all of the other options are the default
I noticed mine spams a bunch of red in journalctl.. server seems to run fine
I used server manager this time and I was able to join using the External Ip, so maybe I'll just try again tomorrow with my friends. Maybe whatever I did earlier fixed it. I'll be back lol
What os
A directory like .local in the server home dir.
find . | grep sav$
win11
Good. Glad it worked.
Same place your normal saves are stored
User/appdata/local/factory game or something like that
im hosting a dedicated server and my server pc reset, since logging back in there are now my new body and my old body sitting in my factory, help?
Maybe your client is offline
how to increase player limit on dedicated servers for 1.0?
i figured it out

thanks. Still not letting me authenticate to the server though
do you mean my server hosting pc? should i quit out of the game and try logging in again? how do i remove my previous body?
Of its an api error, there's a workaround for windows I think.. I'm not sure
i had to make the rule for FactoryServer-Win64-Shipping-Cmd.exe and not the factoryserver.exe
see pins for api error.
🙂
Hit it with a stick
is the server API a local client issue or a server issue
I am suggesting your client logged out. It forgets your player id and gives you a new body
deleting launch arguments is what it took, thank you
deleting launch arguments is what it took, thank you
how do i repair this issue or can i not?
Ensure steam is logged in or. Kill the character
it lets me passed the API error but then says I cant authenticate
Or you were logged out / offline when you played first and logged in now
i guess i didnt realise you could harm offline player
noted and thank you
he will just be ther forever though yeah?
But it works if you disable your firewall?
My server log is also spamming "NotifyAcceptingConnection accepted from: 192.168.1.254:7777" (my default gateway)
Sorry If that was someone else
Until that player id logs in again
yeah firewall disabled on server computer
It’s noise
no worries ill cross that bridge when i come to it
YO - my dedicated server does not have any settings file; i cant quit using console, wont let me type. and it wont generate settings so cant change admin password
So firewall disabled you can't connect? Are you trying from local ip or your wan ip?
PLUS dedicated server pulled my singleplayer save for no reason even when creating a new save
Rescue the save file and reinstall
HTTPS API Integration
I fully wiped dedicated server and uninstalled on steam, reinstalled. Still using same settings as before and same save
Still no server settings file generated
both. Doesnt let me connect with local though
Start a game maybe
Wipe and start over
Then you didn’t fully wipe. What is the server platform
I have wiped. Fully reinstalled dedi server on steam. It still uses same settings
Your app data folder has the server config
right click uninstall + wiped all install folders
That is not fully wiped
where #
wheres the files then if not the install dir?
At this point just assume windows.. /: this is like the only time when Linux "just works" lol
Any updated docs on the dedicated server and its API with endpoints?
The server message keeps reappering
Linux gsm kept files in a ~/.local
So it's not wiped? but you don't know why
Not exactly docs, but I'm working on a C# API. You might find the classes and what I've built helpful so far:
https://github.com/micah686/SatisfactoryAPI
👍
can confirm the latter, permission to feel smug?
I had something like this.. server accepted, but connection could not be established.. did you try using the argument for binding all interfaces?
User/appdata/local/factory game or something like that
How'd you figure this out? Backtracking the network?
If you want to discuss it more, why don't we bring it to the #1283297224935080009 Thread? So we aren't disrupting those trying to troubleshoot
im using the Epic DS so I dont know how to change that
Would you be willing to use steamcmd?
yeah but that wasnt working either
Same issue?
yeah but let me try again with that argument
I wish I could help more.. but I haven't touched the windows servers since u7 x:
Any short tutorial setting up dedicated server using Steam Tools (Satisfactory Dedicated Server)? The wiki in the channel description seems to be not update for 1.0 release yet.
no prob. thanks for trying!
I'm not giving up yet, you're trying to run the server on a seperate machine yeah?
yes
You can follow the tutorial for steamcmd. Only thing different is no launch arguments
huh. new game starts off with tier 0 already completed?
Are you using anything extra, like hyper v?
nah nothing extra. just a pretty barebones pc
Ah Steamcmd is quite confusing to me, last time I tried for different game didn't work for me
but I'll try again, maybe my braincells has multiplied
is there a working solution to run a server on windows?
same error with this argument
im giving up for now lol. Thanks for the help though!
Yeah, download it through steam and run.
Anybody able to run Server without the window on Win11?
does not work, does not connect, all ports are open, but does not see the server
Open the folder where you installed the server and open FactoryServer.exe. I can't help much unfortuantly I'm running linux
Set your port to 8000 in the client when trying to connect
This happend me all the time
I have rules in windows firewall and router for 7777 15777 15000 TCP&udp
Reinstalled the server using steamcmd on a diffrent HD
What can i do more then this?
Can play for 5 minuts and then it appear, no connection possible and server is still running
works thanks
Is here somthing wrong?
you need to vote this up for a fix. It's definitely annoying.
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Still got the same issue
"Failed to connect to server API"
on a win10vm, I simply run the exe, TCP/UDP 7777 ports are open, and I can see the query in the logs from my own IP
voting
see here, vote it up if this is your issue.
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Thanks, done 🙂
I honestly think I'm seeing the same problem (but I'm not running it as a service) - sometimes when someone leaves it just crashes the server. UI of the server is still open on my windows server, process is still running, but server shows as offline in the satisfactory server manager.
friend a is hosting the game but doesnt own it, how does friend a get ownership of the server
Pretty sure if you delete the file %localappdata%\FactoryGame\Saved\Savegames\ServerSettings.7777.sav (it might be a different number if you use a different port) you can then launch it again and re-claim it.
As a precaution, you should simply rename the file instead of delete it.
for this issue right
Anyone help?
For friends to connect to my server will they need the IPV6 address as the multihome argument is currently bugged?
Are you using steam cmd?
No - whoever owns the server NEEDS to claim it the first time. Put in the server name/admin password/etc
In the launch paramaters, dont specify "-multihome""
yes problem is the friend that is hosting dosnt own the game
Ah! You can claim it. ANYONE can technically claim it.
There is no way for him to set it up without havin the game, but anyone can claim and set it up.
I have purchased a server but have access to the files
Which file i need to change?
the file you use to start the game
Im using steam cmd for my own server so I have a startup.bat file with a set of commands in, i removed multihome from this file
If you are using a host, you might need to ask the host to check.
However I am having an issue where my friends cant join me as it says server offline
Even though it is running and I have setup a password etc for clients
Can you join locally?
I tried to use the same setup as in the early access 0.8 which used the multihiome argument to force use of the local IP address through IPv4
Any news about the API issue with server host such as nitrado or shockbyte?
with the loss of the multihome argument i dont think using the local server IP works anymore
i have the same issue, i can connect to my server with my internal Ip but not my external one
I used my 0.8 server, updated and just removed the multihome. I was lucky enough that my server chose the right IP to try and connect through.
I'm sure as soon as they fix the multihome issue all will go back to normal.
Im wondering if I need to use the public IPv6 IP address as that is what satisfactory was set to use by default in 0.8
multihome just forced the use of IPv4 which we cant use
EDIT: We have identified the issue and will submit the fix on Wednesday (10th of September)
As a workaround until we release the patch tomorrow, you can add the following command line argument:
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
This should fix both -multihome= connectivity and connectivity inside of docker containers.
Unless you're running multiple servers on one machine you should never need multihome...
Have you tried that?
I did
and it did work
TBF I am running a plex server off the same machine
yeah thats my problem. Dont want to switch to docker and want to run multiple servers with diffrent IPs with multihoming. the DefaultBindAddress Param did not work :/
Also remember if you use port 7777, IPv6 will try to connect through port 7778
so forward that too
I am also running into the server dies when someone leaves issue 😩
Ah - yeah, good luck with that lol. Sounds like it's broken at the moment.
Plex shouldn't be an issue - I do the same 🙂
Yea no its not Plex.
Everyone having the API issues and cant fix it should just wait for the update today, that will fix it as devs have said.
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any (At any point in this argument do I set the Ip of the server?)
but that fix is only for linux iirc? anyone trying therir luck on windows vms?
No, but you should try to use that argument and multihome together and see if that works, if not, remove multihome but keep that argument.
So put both arguments in the BAT file?
ok
Ah I wasnt aware it only works on linux.....
Im on windows it does work
Well the removal of multihome argument works on windows
I need to test the workaround INI thing
yeah but I don't have that in the first place in my .bat, I created it on my own and only have -log -unattended
same i run quite the stack as well, all running perfectly fine
just wait a day or two. they stated at the stream that they didn't want to release a broken product. they did, so this is probably high priority for them.
before 1.0 i had to disable ipv6 on my linux server to run the dedicated server, yesterday when 1.0 released i also got the API error on dedi server, but enabling ipv6 again and rebooting server fixed it all and it all runs smoothly now, if that can help anyone getting the error 🙂
just got here, whats broken?
you can create a new bat file and add the arguments, I have my ports forwarding in my bat file too
this is so screwed up, my server keeps crashing it's so weird
Please share the lines
post logs
FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
i dont have in any file paramters "-multihome"
Do you have the config or bat file for the server startup? or does the server owner have access to that?
i saw only like this
UE_TRUE_SCRIPT_NAME=$(echo \"$0\" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame "$@"
That looks like it but its Linux so different arguments
Yes it's debian
This is all very new to me, Linux I have only ever used for crypto mining
The pinned post in here has a LINUX workaround
Maybe try another line in that startup command: -Port=7778
so both 7777 7778 are covered
tried the ver ysame arguments but to no avail, thx anyway, I guess I'll just wait for some updates from the devs
Rip deticated servers working on Windows Day 1
Having this issue as well
I have an custom written binding tool from an friend but he can take a look at weekend. It alters the WIN32API and so if the server wants to bind to 127.0.0.1 or 0.0.0.0 it sets the IP i want instead. Really wild hack^^ but atm its not working for the new satisfactory I get "address in use" even if it isnt. He has to take a look at it
hmm i cant see any optimizations on server .. still rubberbanding and lags .. and my 2022 server is on low cpu ram ssd usage ...
and where is the new console they showed in stream ?
Hello everyone, i have issues with my game, anyone can tell how to fix it? Thankss
unfortunatelly it doesn't work, i go write to host
have you tried repair files?
How??
Might be worth verifying the install or reinstalling
I tried reinstalling twice😭
- Open your Game Library on Steam.
- Right-click on your game.
- Select Properties from the menu.
- In the Properties menu, select 'Local Files' from the left-hand panel.
- On the Local Files page, select 'Verify integrity of game files'
- Steam will then verify your files. ...
- Once Steam is finished, a box like this will appear.
is shockbyte any good for hosting?
shared game hosting is hit and miss, its a lottery ticket you might get lucky and be placed on a low utilized host or not.
Ohhh i see, i done do this many times, but the result are same 😥
Works for me, what's the issue you're getting?
Rn it still doesn't work, so u better wait the fix is out to buy a server
gotcha, thanks!
API error for external ppl trying to join
they reach the srv, I see their IP, but...
if only external players get it its port forwarding that is incorrect, usually both internal and external get the message beccause of binding error on the server
same
I have my port forwarding setup properly, but it's doing this (Top is localhost, the bottom is going via my own publicIP)
Tested befor the update, was working fine. Also, when, I leave the server, I goes offline and I have to stop restart to be able to join again
connecting to my server is just giving "certificate is not yet valid"
did you add the server in server manager, you get that if you try connecting to the server through join game, join game is for multiplayer games it seems and not dedicated servers
yeah i did in the manger so i could manage it