#dedicated-servers
1 messages · Page 83 of 1
This is what I do for now.
Seems the Linux version of the Dedicated is flaky.
Debian host, cannot create or load game. Creates the session and then:
[2024.09.11-06.49.16:175][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2024.09.11-06.49.16:175][ 0]LogCore: Fatal error!
0x00007f3eb6cb1d51 libc.so.6!gsignal(+0x141)
0x00007f3eb6c9b537 libc.so.6!abort(+0x122)
Yes
I don't need to use a dedicated server, just new game and connet via steam?
you can even just start a single player game and place that save on a server later as well.
Ohh, thanks
Yes, you can start using the save share trick and then upload it once the server fix is applied
My server isnt running correctly it keeps shutting down
i have the same problem hosted on debian11. Is there any idea for a solution?
I think it could be this bug everyone is talking about maybe.
i get this but then after just gives the cert error
should be a option to accept that just below, technically that is because its a self signed certificate
i do and i just get
Just confirm, I had this hit confirm and you will be able to access it
Does anyone know what that means? Should probably just ignore it right?
[2024.09.11-06.53.04:281][865]LogCreature: Error: AFGCreatureSpawner::BeginPlay - Spawner "BP_CreatureSpawner_C_UAID_04421A9713F0FD7E01_1911045757" has no creature class set.
hopefully we can reverse proxy and use our own certificates, but i have not tried that yet.
unless your having problems you can ignore that, usually that is because a creature is in a position it cannot perform a certain action.
Anyone notice when a player disconnects the dedicated server shuts down?
I got a little ubuntu machine here. Installed steamcmd yesterday and through it installed the satisfactory server following the guide.
I have permitted the ports on the firewall (ufw).
In the logs I can see my windows client connect but get some error "failed to connect to the server api"
Server is on the same /24 internal IP range as my client.
Not seen that problem, had 6 different people come and go on my server last night without a hitch
found the reason
in the interface, after i load a save from the server management screen, the server crashes
As long as im on the server its runs, the minute I leave the server "appears offline" check the server on the server machine and its running
I have to keep restarting the server everytime I leave
oh you sure its not a client issue? u8 had a connection timeout where you had to restart client to see the server
You mean restart the game? not the server to see it?
alr thx
is that a old save your trying to load? older saves might not load
Can you check through other means if the server is active?
This can be client sided.
yes try just restarting the game and not the server
same thing happens with saves created on the sever itself and with a save generated in 1.0
Im remote desktopped into the server from my client PC
Is it possible to change the specific time of the server restart? It's restarting at midnight, but I'd like to change it to 4am
Didnt work
sounds like incorrect write permissions on the server
it's able to create the save. it's loading the save and running the game that makes it crash.
is this where i pick peoples brain to see why my server keeps going offline?
pfff....the server crashes immediately I start creating a new game or try to load one..
same as my issue then possibly
Mines doing the same thing, it wont run unless I am in the server
0.8 it ran sweet
exactly what mine is doing
1.0 runs like crap
as soon as i leave it goes offline
I guess the workaround for now 'll be to start a game local/single...and when the dedicates server code is fixed, upload the save
certainly looks that way
I FOUND A FIX FOR ME @wise carbon
Are you running this in a VM? KVM, Proxmox, etc
I had to set the CPU type to Host
Windows SteamCMD Server issue - Attempting to connect via loopback works, however using public IPv4 using default settings it installed itself with doesn't allow a connection - Port forwarding is set up correctly but there's no traffic even attempting to reach over port 7777 when looking at wireshark.
The problem u guys have involves the server going offline when u leave?
LogSave: Warning: New/Old Root size mismatch! what i see after the server crashes
along with [165]LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
Did anyone use the Docker from wolveix and have too problems with the auto pause?
I have change the config file to false, but Satsis shows me in the server settings always true. If i uncheck it and restart then the server its again checked.
Do anyone have a idea how i can fix that?
Issue: in the main menu in the game, after i load a save from the server management screen, the server crashes // the server crashes immediately I start creating a new game or try to load one
Addl: I was running it in a VM. The CPU type was set to QEMU64. I changed it to Host and restarted the VM.
Issue is resolved.
CC: @fading quarry @wise carbon
yes, they shouldnt but they go offline when the server owner disconnects
For those of us behind CGNAT that can't run their own dedicated server at home, are there any online companies/services that will run a 24/7 dedicated server?
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any where on the actual Engine.ini do I put this argument?
I'm pretty sure that's a start.bat arg, but I may be wrong
Many. I’ve heard good things about indifferentbroccoli
Ah, using a gamehosting service which I'm pretty sure precludes me from adding a command line
Indifferentbroccoli don't have AUS servers available sadly
I'd also like a southeast asia server. @fervent fox do you have any recommendations?
I don't, I'm trying to find a good one also haha
I have used gportal, wasn't bad, but no ability to do mods if you wanted too
Mod support for DS is pretty limited
Hostari.com wants an extra $10/month (for a total of $34.99 USD/month) for a Singapore server. Ouch!
Ah, looks like Shockbyte would start at just $7.99/month USD and they also have Signapore and Australia servers
Is it possible to get the intro on a dedicated server?
Check their reviews before committing
It is not
No, DS starts at their 2
Tier 2*
Okay, thanks guys!
"could not connect to server. Failed to connect to the Server API". You may be listening on only localhost. remove "-multihome=...." from your start script.
on ubuntu you can check with "lsof | grep 7777"
@sturdy gust hi in your last comment for the issue 260, one letter missing into image name you write "wolveix/satisfactory-server:1.7.3" instead "wolveix/satisfactory-server:v1.7.3" (thx for your works :D)
Anyone else using a 4netplayers Server and waiting for it to update to 1.0?
Looks like some people had some customer service problems with them last year. One person recommended GTX gaming. GTX gaming also has Singapore and Australia servers for £9.50/month
Hah, you legend! Thanks pal!
u welc
Windows SteamCMD Server issue -
For anyone using Docker experiencing issues:
https://github.com/wolveix/satisfactory-server/?tab=readme-ov-file#upgrading-for-satisfactory-10
I would suggest pinning it, but I don't have that authority 😄
I am curious why so many had issues with their containers, your release container yesterday have been running just fine on my end.
Because people don't update, and don't change their ports
I've had private messages on various platforms from 10s of people, all going over the exact same details. I love helping people, but if they just read the messages on the repo 😄
Windows server is a nightmare atm, waiting for the end of the day.
@rich sigil sorry to ping mod, but this mans been real helpful, can we get a pin?
Dont nobelisk me ples
Yep, that doesn't work at this time.. Server seams to be offline in game.. :/
Not true. We started at the beginning on our DS with SteamCMD
Appreciate it! Anything to hopefully set people on the right track, and to reduce the sheer volume of messages I woke up to across Discord, GitHub, and Reddit 😄
Wait are mods compatible with dedicated servers (whenever they come out to 1.0)
They have been for a while, yes!
Ah
Anyway back to local
What's the state of dedicated servers right now?
better than ever
On what vps specs u running it
What are currently the needed ports for a dedicated server?
Is it 15777 (UDP), 15000 (UDP), 7777 (TCP/UDP)?
I will host spin up ec2 on my company AWS account
Only one port now
Just 7777?
You had any issues with yours not running once the server owner leaves the game?
Hello, did someone already managed to connect natively over IPv6 without the API error only? If yes, what did you do in order for it to work?
Have to say, that was the smoothest setup for dedicated ive experienced, it was super simple, managed to squeeze in a couple of hours last night and it all just worked really nicely, zero issues faced.
Great job Coffee Stain crew! 🫡
Built my own locally hosted Ryzen 9 7900x, 64GB 5600Mhz DDR5, 1tb nvme host specifically for SF
To be clear you need 7777/tcp AND 7777/udp
Thanks!
On my end, windows server as a service works, can play. Just one weird issue that it doesn't want to persist and is reported as offline under server manager when I leave the server. Have to manually restart it to be detected as online despite the service still running.
💀that's better than my main Machine
We should stop saying one port, people then misconfigure it
Yep, it's a known issue on Windows
Its better than my gaming PC as well, 3900x in my gaming PC, but SF-dedicated is CPU hungry AF.
No I have not experienced that issue at all.
I havent really changed anything from 0.8 and the server would just run even when everyone left which is the whol epoint. Now if I leave the server stops and even I cant reconnect without starting the server again
Oh are you hosting on same machine your playing? There was a issue with that in one of the first patches of u8
No 2 seperate machines
Changing the server network speed seems to get stuck on the GUI and there's no GUI option for the maximum number of players.
All main server configuration options should be configurable via the user interface in the game client.
https://questions.satisfactorygame.com/post/66e14fcf772a987f4a8ab396
Same local network but I have a similar setup to you by the look so of it, my own gaming PC and a dedicated server PC both on windows 11
Per previous pin apparently advertising services for dedis isnt allowed though, so be careful 
I provide some instruction on how the max player can be increased #dedicated-servers message
I am not entirely sure, but I do remember I had that exact problem when I tried running dedicated on windows in a VM for testing purposes, and I recall it had to do with memory.
Im using the steacmd satisfactory server method with a custom.bat file to run it
im assuming thats the same as you?
ah ok
but I did run it on windows for quite some time since dedicated server did not initially ship with a linux server
Hi, can someone maybe help me with my dedicated server? I dont get the claim popup and I am running out of ideas :/
Restarted Server, Game, PC etc. added and removed multiple times, also deleted all the save files, nothing helped. It says Server is running on the 4netplayers website.
what do you mean with "you host your won"?
Check pins
on your own hardware/vps/root server, since there are a few additional steps to get the server working right now, most providers will soon update required changes
I was searching for the docker container
self hosting
Download docker
put pterodactyl on it
Open ports 15000, and 15777 on router
7777 tcp/udp only needed now though 🙂
Not needed any more
And then install this egg
Only uses 7777 on TCP AND UDP
In pterodactyl how should I add it to the api?
Now for the api I don't need to add it as enviroment variables. Just allocate it and that's it?
does someone maybe have the time for a short call so they could help me do the setup? I never worked with server or docker before. Just know the stuff in theory
No idea, I don't use it, I host on bare metal. I was just correcting your statement 😉
Check dms
Check out this message from Wolveix - #dedicated-servers message
I don't offer any dedi services 🙂
Did you set the workaround param in the pinned messages? If not, that's why. A full fix will be released today, but that's a workaround in the meantime
tried everything, still cant make it work using ptero
getting ssl state error. even with the cli that is pinned
[2024.09.11-08.18.25:833][225]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.09.11-08.18.25:833][225]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
@sturdy gust should your image work again with ROOTLESS=true ?
I saw the API error too yesterday. I saw both me and my friend connect/making noise in the server logs.
The additional parameter to start the server helped.
#dedicated-servers message
Okay so -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=IPADDRESS and -multihome=IPADDRESS fixes it for me under windows. If you use windows firewall you have to whitelist FactoryServer-Win64-Shipping-Cmd.exe thats it
Do we get to import blueprints into a server after unlocking them or where would the desired folder for that stuff be? Because a friend thats hosting it hasnt found any of the likes really.
which ini file is that again?
the command -iniblabla just does that ini setting for you but it should be the engine.ini
How can I increase player limit on linux dedicated server? I tried to change game.ini file but it wont have any info about player limit
Add this at the end of the file:
MaxPlayers=8```
In my case it is 8 but you can set to whatever you like
thanks
Wondering if anybody has found a fix for running satisfactory via pterodactyl on a vm and the server crashing when you create a new world (or load a save in)?
Proxmox?
Could be, I'm renting a vps
Idk what solution they're using. Support haven't gotten back to me. But maybe someone here already found something :)
There's a known issue with Proxmox that the CPU type has to be set to Host
If it's not the server just crashes out
Right I've heard this before. I'll ask my provider if this is even possible. Else I have to find something else :/
Any idea if CSS is going to fix this somehow?
It's not a CSS issue, it's a Proxmox issue
I can imagine the dir would be lazily created when the first blueprint is saved.
Could work to just drop your previous dir. (adjust world name if applicable!)
Could also not work so better do a backup and be confident in restoring your setup in case it goes all wrong 🙂
Interesting. Do you by chance have more details that I can share with my vps provider?
Some of the CPU features that Unreal Engine uses are hidden from the CPU if you don't set it to Host
I see, I don't think they'll put it on type host due to security concerns I think... That sucks :(
I imagine any Unreal Server hosted on Proxmox will have the same issue
Was this an issue before 1.0?
Yep, known issue for a while
I could run it on a google vm. But sadly never tried it out with my current vps
Alright, thanks for bringing me up to speed. Appreciate it!
No worries 🙂
That's why using Game Providers is sometimes the better option than a generic VPS as they know what needs to be done for the game
yeah, but on which systems you run your nethack for downtimes then? :>
Gianni: im out of this proxmox thing. and if its a know issue .. hmm.
but maybe talk with your VPS its kinda generic and if its such a mismatch maybe the have some customer friendly advice / cancel the bill early / recommend another product
oh that's odd, I thought I saw others posting links to GitHub without them getting quashed
that said, I just finished updating my CLI tool for using the UDP API endpoint for probing server state.
I can post links fine, that's strange. Nice!!
I'll try again: it can be found at https://github.com/dopeghoti/SF-Tools
odd, second try's the charm
do i need to worry about this , consist spam in console
No
IPADDRESS is to be replaced by local ip address or remote ip address ?
As more message types are defined, I'll be happy to add them. This only took as long as it did because I burned two hours trying to parse the UDP envelope as part of the datagram 
My server is shown as online on the hosting website, ingame he is shown as offline though. Any tips?
Port issue
I didnt have a server or anything before. Just asking for the behalf of a friend. But you basically mean that we should make the folder ourselves instead of waiting till its created?
How can I fix that?
if i keep the game menu running long enough it seems it disconnects and never reconnects.
restarting game?
I and a few people were playing on my server last night with no issues (unraid with wolvieix's container, using the workaround of changing network from bridged to host), had no issues. come back this morning and updated the container but can no longer access the save from yesterday. i can see the folder in game, but it's greyed out and i can see the save file in the appdata\satisfactory-server\saved\server.
Any ideas of how i can get to it?
Ensure both 7777/udp and 7777/tcp are open and accessible
Yeah, that was a bug at launch on my part. Sorry about that 😦 Update to the latest image and you'll have no issues
there are other ways though
If the container hasn't already been rebuilt, you may be able to exec into it and find the saves manually. I'm unsure how this works in Unraid, though
I am quite an amateur in that topic, how can I check that?
Bad news, updated my thread https://discord.com/channels/370472939054956546/1283143957878018131
it should be the public one that the server should bind too and it should be the same as multihome is. But you only need this if you have multiple servers running with diffrent IPs else you just set this to any aswell as remove multihome
if you have your old save file with blueprints you might want to copy over the blueprint directory. I just peaked inside and there are subdirs to the world name....
├── blueprints
│ └── RockyV2
│ ├── 16 belts.sbp
│ ├── 16 belts.sbpcfg
│ ├── 16 belts - spacer.sbp
│ ├── 16 belts - spacer.sbpcfg
│ ├── 16 belts under glass.sbp
│ ├── 16 belts under glass.sbpcfg
│ ├── 1 belt to flat 6.sbp
│ ├── 1 belt to flat 6.sbpcfg
If you want them now copy over the world dir and make sure it matches the new game. We played on RockyV2 before and will probably have a different world name.
If you can wait I recommend researching blueprints. Build one ingame. And then when the dirs a created just copy over the sbp and sbpcfg files
(Disclaimer: I dont know if blueprints are 100% comptabile, have not tried myself)
ah nuts. It's on the latest image i believe, it updated and rebuilt earlier. i just forced it again but same deal. no worries
Really sorry about that man!
local
don't worry, appreciate your efforts in fixing the overall issue anyway 🙂
Make sure to test that you're 100% on the latest image before starting again! Make a save, ensure that you can see it on your host, then relaunch and check it's still there 🙂
will do! cheers
Thank you very much. Will probably wait then since we cant even access the buile menu at the moment. (Which sucks since i thought we have it from the start. I made Mk.1 stuff for the start)
@sweet gorge is saying remote ^^ who's right ? I would believe local as well as server is behind router and only knows/receives over his local ip
again if you have a home setup with a router that is subnetting you dont need to do any of this. Remove the multihome and set -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any thats it
but if you rented an server and you have multiple ips up and you want to run multiple instances bare on the machine you have to use -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=IPTOBINDTO and -multihome=IPTOBINDTO thats it ^^
ok, i will try at noon 😉
I set up my server completely new and never enabled the advanced game options... but I still don't get any achievements. Any ideas?
that is a server machine thing so it's always local
what barth is saying is that on a classically hosted datacenter host local addresses also are public
but it's not mechanically relevant to compatibility with the argument
IF on Windows. Multihome breaks Linux right now
as pointed out it's useful when having multiple instances running on multiple different local ips
whatever are those
yes thats what i meant
they could be all subnet
From my testing on Linux, working directly with Coffee Stain, it breaks connectivity entirely
I suspect ipv4/ipv6/localhost mishandling again probably
Indeed. Ah, and to be fair, that was before they released the workaround param. It may well work fine alongside it
My apologies, running on little sleep here 😄
Have you already added the server in the server manager before trying to join?
Me and another player are online fine
A third player is trying to join and gets that
Would satisfactory server run fine on a N100 cpu?
Unlikely
Is there a good windows server manager tool in steat of STEAMCMD commands?
he likely tried join game and not add server in server manager, two friends did the same last night.
Guess I'll be abusing my own pc then rather than that mini pc
you do not need much steamcmd commands
I know,
you can create yourself a launch.bat and a update.bat and put the steamcmd command in the .bat and you'll be fine
Maby that runs now better then using steamcmd, i can not play still
Yerp haha!
update.bat, how?
(dunno Wolveix did some nice base work. aren't there some browser based managers for those type of docker setups? [game in a container] ^^)
the
steamcmd +force_dir ... 16603838183i3i whatever
you can put in it's own .txt and rename that to bat to update when you feel like it without having to deal with commands
You could use something like Portainer, though I wouldn't recommend it 😄
simply check the server is down before you update and the update is done before launching the server again
Any fix for the API Error?
i just finished thinking of it and came to the conclusion there are and they're called like fiveminusoneGamers and such and they make their living with it ^^;
well GUI always comes last it feels ^^; (personally im not complaining :3 )
Thanks @deep turret and @sweet gorge for the explaination 🙂 and I think I need to add the argument "-ini..." when I start the server using "FactoryServer.exe" ?
some yes. see pinned message. basically add the ini-engine-ipbind-all argument when calling FactoryServer.sh
yes
Anyone can recomment WORKING server rental company for 1.0 with EU server?
Was there now a fix for the encryptet key massage?
Promoting specific serverhosts are prohibited.
also yes. you need to add the server via server manager (main menu option). then you can connect.
See the pinned messages
im in the factoryserver.sh file do i just add it at the end?
I've updated my Pterodactyl Egg for Satisfactory 1.0 to include Max Players and Number of Rotating Autosaves as neither are in the GUI.
You have to edit the ini file first to create the additional entries first.
Or if you've copied ini files from a previous install they may already have the entry and then server variables can make the change from then on.
Not in the script
Is it allowed to ask about a specific host? Because I was wondering if Shockbyte is 'up to date' with 1.0
But their support team is taking their time 😭 , and I wanna play with a friend.
You add it to the end when calling the script, not inside the script
steamcmd.exe +login anonymous +app_update 1690800 validate +quit
This should be a update.exe
You'd have to wait on their response
:sadge:
It's a simple command, an exe wouldn't make sense
i mean .bat
Same applies. Steamcmd is outside of Satisfactory
u can host it privately for ur friend and urself and then drag the savefile to the server once its working.
Thats kinda what im doing with my friends atm.
@sturdy gust sorry for the ping. Any way to get rid off/ lower the loglevel? my console is being spammed with NotifyAcceptingConnection accepted from:
How do i add it to the end when calling the script? ive only started the server through docker
@terse junco see the start game section. I did not edit the _Server.sh file but added the argument when starting the server.
@languid palm these are the two commands I use. I made a update and startsever.bat (bat files are just text files. exe is "maschine language").
you can not use my example as its for linux. but as a visual aid to get an idea what you want.
I can't remember off the top of my head, but the messages shouldn't matter anyway 🙂 Google Unreal Engine config params and you should find it
Thanks bud
Thanks
is there a fix for the "Failed to connect to the server API" error? my server is on ubuntu server
Alexse13 with docker. I would go with the docker file. look at the entry point at the end of the file. and if its not FactoryServer.sh then follow this trial.
Wolveix is a good example :3 You see how it's added to the call if you follow his github code :>
Pinned messages
ty
yes. basically pinned message and what we just discuss with Alexse13
Jup
i used that and it worked
You'd think people would read just a few messages, or even search their issue 😄
But i am special snowflake i need helpies 
My server keeps shutting down after I leave however if my friends join the server and leave it stays up and running
anybody else have this issue?
Hmm, where do i find the Dedicated server API documentation, wasn't it supposed to be in the dedicated server files when downloaded?
Ahh, that's why :p
I've made a tool that interfaces with the UDP API; I'll probably work on the REST API toolkit soon.
Any news on the update for the servers?
word is an update should come out sometime tomorrow today
Cool! You got some kind of repo / place where you share your progress?
What's wrong with servers atm? 🤔
Tried 2h getting the server to run with lgsm. Then found out that its a bug and now we are waiting to play. :((
Got if fixed 👍
what was the cmd arg ?
Nice! 🙂
Ugh, can't download the API docs at the moment, not on windows at the moment 😦
you can tell SteamCMD you're using Windows and download the client files, which include the docs, even on Linux
Ah yeah, i'll try SteamCMD. Downloading the entire game for just a simple markdown file 😆
I'm also running into this. Technically the server seems to still be running but my friends get kicked (timed out) after I disconnect to the dedicated server from my client running on the same computer (Windows 11).
I also can't then reconnect to the server without restarting it.
I don't see anything unusual in the logs but I'm not really sure.
For the satisfactory users, that are tired of the [2024.09.11-09.36.33:107][ 28]LogNet: NotifyAcceptingConnection accepted from: xxxxx:62919 messages being spammed
Go to your engine.ini file, and add the lines at the bottom:
[Core.Log]
LogNet=Error
LogNetTraffic=Warning
This did the trick for me
have you created a dedicated server ? it seems you just created a multiplayer session on your local computer
I'll add this for the Docker container, thanks!
if I can get permission from Coffee Stain to add the doc to the repo, I'll do so, but I can't until and unless, naturally
🙂 i'll await the credits. 😉 haha
It still lists people joining etc, but it doesn't spam that annoying line over and over.
Ah yeah, good one! Since it comes with a package that must be purchased to access.
exactly
I did, yes. That's why I'm confused as I didn't think my client should be impacting anything, but I am running the dedicated server tool on steam first then connecting to it from the game client from the server management menu.
They're both running on the same computer though.
ok, then some other people seems to experience the same issue. Server closing or crashing when someone is leaving instead of going idle. Do you have logs still comming after you leave ?
maybe not? I don't remember seeing that option
Hi! I'm getting the "Can't connect to the API" issue when trying to host my dedi.
I am on a pterodactyl server. Does anyone know the fix? I have access to the entire pterodactyl nest but not the docker image itself.
I think the logs stopped though the server process was at least still running? This was a couple hours ago and I've since turned the server off but I can try this again tomorrow.
Any with this issue Encryption token missing? Yesterday was working fine:
im also getting this issue
Hey! So my friend's dedicated server keeps closing down the instant he leaves the game.
Is there some obvious setting we're missing here to keep it up and running without him logged in?
my friend keeps getting this error, the server is running 7777 is forwarded, and i have firewall turned off just to make sure that isn't the issue any suggestions on what to try?
There is:
check pinned messages
7777 on both TCP AND UDP?
is it possible to use the graphical ui for dedicated servers? mine opens up as a console
Where can that be found so I can direct my friend to it?
on Server manager > Server settings
Is there no fix for the Encryption token error?
this should only triggers when no players are in the server ... no ?
Cool, will give it a try, thanks!
yes
untick for have the server always active
already did that and none of them helped
are you able to connect to the server?
I'm having the same problem, i have to restart the server for it to become online again
within LAN yes but not outside
Are you hosting the server on the same pc or steam account that is playing satisfactory?
I'll try disabling this option but it's weird because there were players definitely still on when it stopped - only the player on the host computer (me) logged off
Because that seemed to trigger the issue for some people yesterday
Anyone has some experience already with how much RAM / CPU the 1.0 server utilizes compared to early access? I remember running 12gb of RAM and 2 vCPU's for a server with 3-4 people.
Different system, server is running as anonymous
Damn
I've definitely seen a bunch of people report this, but I haven't seen a solution
Made a pull request for it aswell
That's our issue. The server shuts down when the owner leaves, whether there are others still logged on or not
I just restart the server when i'm done playing untill there is a fix.
It doesn't happen for everyone, some people (like me) the server just stays running as it should, and I have no idea why
Yeah that'll work for now. Annoying but at least you can play
I wonder what happens if someone else registers as an administrator on the server as well
Mine was doing it, i adjusted some settings, had a few restarts, and now it doesnt. Its wild. No idea which one or if its going to return though
That... might have actually been it. Possibilities
Hey guys, is there any news of the "failed to connect to the server API" problem?
is this a current issue or am i being dumb?
On my server, me and my friend are both admins, but even when I unregistered myself as admin it didn't start doing it
i keep getting that
take a look at pinned messages
Do you have 7777 open on TCP and UDP
i have no clue what that means
port forward
this is my first time doing this
thats the worse time because everyone having issues
Wish i could figure out what fixed it on my end. Far as I can tell, i set automatic restart all the way down, then all the way up [restarts in between] turned off autopause and save on leave.
Maybe worth trying if yall get real frustrated with it. Otherwise worst case, can always restart it after you leave and itll be on. Slight inconvenience really
u mean we need to open in it in the router?
Yes
Router and firewall.
If your ISP behind GCNAT you would have to do it via IPV6 which i dont even know if that possible
At the very least, it's 100% a bug and not a local setup problem, so we know it's not the user's fault...
I have two machines, one on the same network as the server, and the other behind a router on the internet. When I connect from the machine on the same network, the server doesn't go offline, but when I connect from the internet, it goes offline. The console itself remains running, but it stops listening on TCP port 7777.
You have both UDP and TCP open on 7777?
yes
Then I have no idea
Oh have you tried connecting via internet first after a restart? You might be running into the "server goes down if admin disconnects" issue
Merged, thank you! I'm currently reworking how ini manipulation works, so may rework it there 😄
Is it possible to provide my own certificate
Does anyone know of documentation for the HTTP API of dedicated servers, or any resources to help get started?
I have a LE one that is verfied for the domain that you connect to
The docs are in the client files
The docs are included with the game client.
Thank you
Any docs for the new servers with the http api ?
Up two posts?
yeah...
The post from DopiGhoti shows the location of the API docs
any way to see / download just this file instead of the compleate game?
Or can someone send it to me ?
in router or server control panel?
im trying to acces my server from outside my network but my fritz box doesnt allow acces to the 7777 port what can i do?
how do i fix the failed to connect to server API thing on Shockbyte???
Put whatever you want as rule name, select your server; set ports to 7777 (external and internal) and set the protocol to TCP/UDP
Also check that your server's firewall isn't blocking those ports
start and end?
Yes
this good?
Yes if DESKTOP-BMACKD3 is your server
i just open the ports and now it shows and other error:
how to fix this? I use shockbyte but idk why it isn't working
coming back with my question, does the stand alone Satisfactory Dedicated Server application has been removed from steam tools?
and the only option right now is to use steamcmd to download/update it?
Try without -multihome argument
forward ports on router for 7777/upd and 7777/tcp
Where do you throw the multihome argument? In the startup batch file or in the console of the server
the multihome argument is NOT needed
I didn't use it. I just opened 7777/udp and 7777/tcp and it worked
Has someone already tried the HTTPS API? From the docs it's not clear for me what exact url I need to use. I would like to retrieve the QueryServerState for example.
I already generated the bearer token from the server console.
check if steamtools is looking at a beta/experimental branch... that no longer exists.
ok this is different, what now?
Can't do that on a vps.
Likely needs updating once the patch comes out today
where is the server hosted? on your local pc or rented?
VPS hosted where
What's your start command ?
im trying to acces my server from outside my network but my fritz box doesnt allow acces to the 7777 port what can i do?
Contabo
suck. I guess you may be waiting for the patch then.
Use the port command to change the server to 3948, redirecting the port rarely works
You need both TCP and UDP here.
And the 'port requested externally' is likely the port number you'd use when connecting. It looks like it forwards to 7777 internally, which would be fine.
It has the multihome thing in it. Trying to launch without.
how can I check the branch?
Did you put the correct IP address and is your server's firewall blocking those ports, if the IP address is correct and your server is not blocking the connection on that port then try restarting the server window.
it looks like a number of issues are related to folks using server setup for pre1.0 from network ports to multihome argument.
the multihome argument was to fix an issue in U8, but its not needed for 1.0
if ignoring all pre1.0 setup guides, then its actually quite straight forward and seems to mostly just work.
multihome is only for when hosting server on your own local pc at the same time as playing on it
thats what happens when recommendations are ignored. 🤷
yea and i found you don't need the -log or -unattended
someone want play with me satis
ok
The ipv6 issue was still annoying to work around. And I've got someone trying to host on Windows for whom it just won't work at all for some reason.
But I still got a server up and running faster than my BF could finish downloading the update, so that's all that mattered. 😛
I'm using LGSM, it comes with the command. Have to modify it myself.
Yeah, any existing setup scripts will be at least partially incorrect now. As are all the wikis.
it gave me this error and still shows this (i restarted the server)
Can you show me the server's console?
Overhauled ini configuration for the Docker image 😄 Much nicer than having to manually modify .ini files, it now modifies them using launch params: https://github.com/wolveix/satisfactory-server/commit/a151b0c96c52858a813deb955362cbc951b25eb2#diff-d31ce0453051853c17ba2a5225b3d1bfab548e095bab0967d6acfd1b3ce1b35d
For the past week folks in here recommended to start from a clean slate. Sad that the wiki is still not updated.
POST https://127.0.0.1/api/v1
Data:
{"function":"HealthCheck","data":{"clientCustomData":""}}
cant find server firewalls
wrong ss
yeah I doubt a server hosting service would allow you access to their firewall
Just submit a ticket to have them forward 7777/tcp to your server and remove 15000/udp and 15777/udp
In additional ports what do you have?
theses are the only ports i can add
You can"t add 7777?
are dedicated servers stable now? or should I wait a bit before making one?
open a support ticket and tell them the proper ports.
Ah great, many thanks! Got it working now 💯
no
Does anyone know if providing a certificate is supported. I cannot find it anywhere in the docs
yes they are as long as you have the proper ports opened
With the proper ports being: 7777 TCP+UDP
(And nothing more)
Hmmm... That's the issue
well opening a port is not an issue, if thats all it takes
7777/tcp is the new port that is required
We will sing these ports for the next week.
7777/TCP AND 7777/UDP
opening a port takes like 5seconds so its fine
If you already had a dedicated server in the past you're going to need to remove 15000/udp and 15777/udp. Make sure 7777/tcp and 7777/udp is open
I think the point is that the container already used 7777/UDP.
is the wiki updated ?
the wiki is not updated
i have one for udp and one for tcp but i cant assign both to the same port with ipv4
I'll try to create an openapi specification sooner or later, the current documentation is unusable
I'M HORNA
But I'd just say straight up, no confusion, what the game requires today.
Idk how to do it but I know we can change server ports... I'll keep you updated if I find how to do it...
will a ryzen5 3600x be enough ? (64gigs of ram)
yeah it hasn't been updated
This is not related to servers.
#satisfactory
#satisfactory-memes
Easily.
AAAAAA
for hosting alone yes, for playing at the same machine as hosting, a bit weak cpu
nah its my server
just... buy intel god
lol no
should be. I have a Ryzen 7 3700x and 32gb ram for my server
k thanks
Lul
I run a game server on a 3600x.
Multi-player Minecraft has been more demanding than Satisfactory.
im just worried cuz its the same hardware as my jellyfin install but it should be fine
im hosting on r7 5700g 32gb ram while playing on my main pc. easy peasy, no issues, plug and play
i tried now i cant acces the server from inside my network and from the outside XD
It's probably fine, but be sure you have hardware-accelerated decode enabled on Jellyfin if you're worried.
yeah its enabled dw
you'll need to add the server again with the updated port
i did
multiplayer satisfactory would be super demanding when you start getting huge bases tho. I used to use a hosting service until my buddy and me built a map so big that we destroyed their ram
According to this post (https://www.reddit.com/r/SatisfactoryGame/comments/shsah2/helphow_do_i_configure_dedicated_server_to_use/?rdt=43528) , you can change the game port using -Port= at the end of the execstart.
I've been at the endgame, and ran the server off an i5 2500k.
That would be great. The current docs are indeed unusable. I tried to let ChatGPT explain that docs to me but even it couldn’t help me 😂
A full api docs on Swagger would be awesome.
is there a way to have server visible to friends without the portforwarding like the game does it ??
the cpu isn't as important as the RAM from my experience
hamachi
They mentioned having 64. At that point I just completely ignored the memory considerations.
Modified the standard launch argument from LGSM, removing the -MultiHome, works fine now. Thanks for the help.
where do i change this?
when installing through steamcmd, are you guys still using -beta public flag?
I am not.
cpu is very important in hosting game servers, especially survival games where we build massivly like this. 2500k is too weak. r5 3600x is barely enough but should work fine
no
we had 16gb for a server that I rented. Once we got to final tier we would get lots of lag. We ended up talking to a support guy who allocated 20gb of ram to the server at no extra cost and it did help out over time
so I said forget it and threw in 32gb of ram into my home server
hello, i need some help, im a windows user and ive setup a dedicated server but it seems that i cannot increase the player cap from 0/4, ive tried this code [/Script/Engine.GameSession] MaxPlayers=16 but nothing seems to change so far, can you guys help me troubleshoot
Intel instead amd and it's fire!
Man, I've removed the full install, all the /config/Epic/Saved folder, changed the ports to be correct, and it's still crashing when trying to create a game
I don't know, maybe in the startup parameter I never changed my server port...
#dedicated-servers message
then restart the server
ive did couple of times already
doesnt allow me to do anything
got 19 14900k dont worry, but not gonna bother with switching on my server pc as my 5700g is good enough
It looks something like this: ExecStart=/Satisfactory/SatisfactoryDedicatedServer/FactoryServer.sh -Port=YOUR_PORT
hey people that are probably much smarter then me, i atempting to host a server on a cloud provider but keep running into the same issue of the server not starting
keeps stopping with this error
{"exitcode": 1, "message": "Data must be in JSON-format"}
How are you running the server?
It should be available as a CLI argument on the start script.
worked fine for me...
hmm
my server i started yesterday is currently using 0.5-2% cpu and 3.8gb ram (10gb ram and 10-15% cpu when getting further out)
anyone know why dedicated server would be shutting down anytime I close satisfactory client?
Oh... You should have something to do it... I don't know that hosting provider... I can't help you much...
turn off autopause
hey, I installed a localhost server on my PC today and opened the three ports 15777, 15000, and 7777 for UDP inbound and outbound traffic. However, my server is still being shown as offline, even though it is actually online.
What worked for me was creating a game.ini file inside of the config folder for satisfactory dedicated server files
through shockbyte
Then put the script inside
This is no longer correct.
You only need to open port 7777 for both TCP and UDP traffic.
shockbyte just got mine working with the "API issue" in the server manager!
theres already a game.ini file tho do i just copy and remake it?
how to kick or ban player?
check which file your writing the change to.
Game.ini
Adjust Max Players - (adding for search terms)
In the dedicated server files or satisfactory files?
good question letme check
ah theres no game.ini in dedicated server files
Yeah gotta make one
so should i just make a game.ini and put that?
Yep
Just a txt file then rename to game.ini and it will automatically make it the right file type
Should do the trick
imma stop and start the server rq
Okay, can you use a different number like 6644 instead of 7777?
You can, by specifying the port with the -Port= CLI option.
i.e. -Port=6644
anyone else having an issue where your server is online but not online ingame?
doesn't matter. still does it.
That's about 80% of the issues people are facing here.
(And 90% of that is misconfiguration)
cool
😅
Where can I find the CLI?
80% with amd
oops all misconfig
Get me that cereal box.
just to be sure, ive added that line of code to satisfactory game.ini files aswell, i wont cause any problems right?
be sure to hit apply, and do it several times over. i have experienced a few bugs with this that it doesnt register at first time allways
im (99.9^64)% sure my server is not misconfigured
lovely, thank you guys
Nope, that will just make normal hosting from within the game have the maximum limit increased as well
Where can I find the CLI?
welcome 🙂
Good luck pioneer 🫡
goats
Congrats
thanks
❤️
Godspeed
they added more than 4 players support ? 😮
Well then there's still a 65% chance.
But what is your configuration?
you can manually do it, theres no actual support
I tried the pinned fix for the API problem and i can connect from inside my network but from the outside i still get the API message
not offcially supported, but configs can be adjusted to allow a greater number
Theoretically up to I believe 127 players can join a server, but I would not recommend
What game port are you trying to use? The default 7777?
unless you made a Ficsit cart track for racing
i think only port you can currently use is 7777 as i heard atleast dont really count on it but it worked for me
So it's same as before, 4 supported and more optional with possible problems
trying to connect with its local IP and its on port 7778
no 7777 doesnt work with my router i used 3488
all firewall allowed
Wasting precious company time I see
did you forward 3488/tcp and 3488/udp on your router?
indeed, milage may vary
Ada is just jealous she can't ride in the cart
Did you configure it yourself to 7778?
The server can erroneously open some ports on 7778 on ipv6 apparently, but they aren't used for anything.
Where can I find the CLI?
So true
Other ports work fine if you use the -Port argument
When you kept asking, I chose to ignore.
The question is answered here before. Use the search feature.
disable ipv6 on router and in adapter settings for maximum nonissues
it can't I have IPv6 disabled on my router and vmware host network
theres no IPv6 DCHP server for it to request an IPv6 address
Then be sure you've taken note of the top pinned message in this channel. It includes a CLI option you will need to use.
(Otherwise the server binds to loopback instead of any)
7778 will be the listening port. all game servers use this, 1port up is allways the listening server and many game servers actually use this to connect to, some servers have other specific functions on this port while some games is just using main port and listening port is basicly hidden
it is bound to any ip
well thats what the config file says
Satisfactory only uses port 7777 unless you specify otherwise.
im using a docker image so i don't have access to the launch command directly
i tried but it assigned 3844 with UDP automaticlaly and i cant chane it and i have tcp 3948
What kind of router do you have lmao. a rented one from comcast?
still very wise to open both
fritzbox
yeah its 64 at 3200
German residential gateway device. Interesting. And they won't let you open common ports?
i get a nitrado server. i can join but for my friends the server appear offline, anyone have an idea ?
and no it uses both, only that 7777 is the main that we use. doesnt mean 7778 isnt necessary
Anything I can help with?
but this leads me to belive that its bound to any IP since its saying 0.0.0.0
7778 isn't necessary 🙂
Then 7777 is being used by something else
yeah ik im using 7778
my nebulous fleet command server is using 7777
Ah, gotcha. So, what's the issue exactly? Are you able to claim the server in the server manager?
Is there any spots that allow firewall access? You can just add the port
the server is online but the ingame server manager has decided otherwise
then use 7780. to be sure
Yeah, use another port entirely. Coffee Stain said yesterday that 7778 can cause problems
I recommended to someone else to use 7888
as i said, thats because it is infact a listening port, only they dont use it for anything that we need it for, they use it for other stuff, for example sending data to them
It's not used. At all.
From my direct conversation with Coffee Stain yesterday while I was diagnosing the API issue with them, that's not the case
not as far as i know i can enable exposed host but this doesnt help eather
ok, i just host servers on over 20 games and everyone has a listening port. even when not specified
Change the server port to fall within your allowed range
dsl
It's CGNAT, no?
That's down to the server. Satisfactory pretty much rolled their own system here, which uses TCP 7777 and UDP 7777 for different tasks.
They have two sockets, but over a single port.
Which has not helped with people's confusion...at all 😭
I can't say I much like the approach used either. But this is what we have.
i tried
if all else fails and new hardware is required. just throwing this one out there i have run my sat server through free hamachi vpn 🙂
Did you change Satisfactoryt o also listen on that port?
So I'd recommend getting a cheap DSL modem, and then getting yourself a better router. ASus makes good stuff, netgear is another decent brand. I don't think you can just get away with a router as you need to convert the pots into ethernet
Oh man, I haven't heard Hamachi's name in a decade+
🙂
Hi,
how do i get the server UI?
when i start it, it just opens up the regular console.
Win11 and Epic.
still works like a charm
still not working
checked wireshark and its sending stuff to the server but the server isn't respondning
How is the server configured?
You connect to the server in-game 🙂
The server itself is headless
is the http api available yet?
snutt said otherwise...
there was this unreal console thing he showed.
shouldn't that be ready to use in 1.0?
Yes, you connect to the server in-game
In-game, you'll get an interface
No, Michel_0 is right. Snutt showed a separate unreal console thing. I think that might not be ready yet
what exactly do you want?
do you want the config file?
That was in-game, no? The console opened while he was within the Satisfactory window, no?
is there a swagger available ?
that may have been a developer console
Lol, sadly not
Indeed
@sturdy wave you can get a DSL modem/router from Asus and that should give you help. Or you can wait for the patch and see if that fixes your issue
No, it was a separate thing he showed in an earlier video that he specifically mentioned will be available later
this is what is looks like at the moment im not sure what u want me to do XD
Well, then it'll be available later
okay thanks
That's the thing I am asking for
lol answered that question. will be available later 😛
Yeah there it is
Apologies, in the stream it looked like the developer console in-game
@sturdy gust have you updated the .ini files? I think the old ones run some references that are no longer used?
We don't even use our ini files anymore. We use the game's defaults, and provide launch overrides 🙂
wdym
its bound to 192.168.1.140 using port 7780
sooooo...
it is not released yet, is it?
Is it on Windows? Linux? Is it on Docker? Is your router mapped to the internal IP for it?
Nope
oh the 1 subnet. What fun
I think that's what they meant, but it still remains offline for some reason.
You connected to the wrong port
its using docker via AMP instance manager on a ubuntu server VM
I haven't port forwarded yet since im connecting from my machine thats on the same network
it needs to be 7777 unless you changed it
When trying to connect to the old ports (15000/udp, and 15777/udp) I would receive the same issue.
Thank you. And you're unable to reach the server from the in-game server manager? Presumably it's on your local network? Are the ports allowed through Ubuntu's firewall (ufw by default)
i just checked the image and the console is running form a file in the binaries folder which doesnt exist so it will surely be intorduced in a later update 🙂
If you're using my Docker image, feel free to open an issue on the repo and I can help you through it 🙂
yes
And you've set the port to 7780 in your config?
yup
There is a binary on my end, FactoryGame-Linux-Shipping-Cmd..
And you're connecting with the local IP and port in-game?
What do you see in-game?
Is the server offline?
Or API issue?
Yes, I want to use port 6644 since my ARK server is already running on port 7777.
"this server appears to be offline"
Total connection failure via UDP, got it
also confirmed via socket statistics that UDP port 7780 is listening
I don't really know anything about AMP, but I suspect the issue is there/on the Ubuntu system, or on your hypervisor hosting it
Container logs look good?
yeah
Could you share them?
isn't 0.0.0.0 any ip?
Remove it, change the workaround param to -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
only IPv4, not IPv6
Which in turn breaks the current deployment, without the workaround argument
Yeah, that's the problem
The server has a bug with IPv4-only systems
That's the patch that's coming out today
The param above is a workaround
shockbyte servers only btw
You have it, but with 0.0.0.0 instead of any
What timing!
I'll test this on my end before pushing an updated container
ima quickly see if it has been fixed
hopefully it has
got 6 people waiting for the server lmao
The workaround fixed it man lol
Is some of you guys running a GTX server? If its working fine with big endgamebuilds , which setup you use? Thanks a lot.
Hey guys, I have seen some people mention that Server API/Server Manager stop working when they disconnect from the dedicated server.
Does anyone have a reliable reproduction for this issue? If you get it, what OS are you running? Do you have IPv6 enabled? What command line arguments are you running? What messages do you see in the log?
It seems to be only on Windows machines as far as I've seen
Of course, I don't know for certain
Yeah, I have seen it mostly being mentioned in relation to Windows machines
I've changed the IP settings to specificly bind to 192.168.1.140 rather than all ips
Doesn't seem like the fix is live yet, hmm
Yeah, it's not
we have not pushed any patches yet
😭
Was going off of this message
quick an dirty test to see if it works but if it doesn't then ill change the workaround command
it works for me now
But the fix isn't live?
Unless you're using the workaround 😄
What setup are you using?
I am have the API iussus and all the fixes i have found have been for docker i am running it in a ubuntu vm (Can someone plaese point me in the right directions) I can connect local but when I try to connect to my public IP it doesn't work and I get the API error
Seeing it over here as well. Windows also.
shockbyte
Read the README please: https://github.com/wolveix/satisfactory-server
Yeah, they're using the workaround then
Which we were given yesterday (see the pinned messages)
Guessing your screenshot came from there, rather than this server 😦
ah
my server is running fine, but i wanted to add that several times when doing adjustments in server manager and hit apply, it doesnt actually apply it on the first try, my server i set it to save every 30 minutes but saved every 5 minutes instead, i had to do the adjustment 3 times before it actually applied it. same with server restart, this i did not adjust but it restarted after 1 hour, so i adjusted it and had to apply 3 times before it actually worked.
i am guessing people doing uncheck autopause and this phenomenon happens where it doesnt actually apply the settings
sorry to interrupt. other topic.
Is this confirmed that command line arguments does not work? When i start server on custom ports, clients does not see server.
".\FactoryServer.exe -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -log -unattended"
but when i start server on default 7777 port ".\FactoryServer.exe -log -unattended" clients can see server.
In both cases ports are forwarded.
Yep, get rid of the other ports
You literally just need .\FactoryServer.exe
Optionally -Port=yourport
Not even the unattended tag?
Haven't needed it on the Docker image for a long time 🤷♂️
ahh so for me to change port ".\FactoryServer.exe -port=15000 -log -unattended" ?
Coffee Stain were saying yesterday that you literally just call the underlying server
No additional args
No -log
Is this the issue that crashes the host out of the game too? Or a different issue?
I be windows steamcmd
No -unattended
Same issue I think
different issue, but if there are crashes too please submit them to the crash reporter and QA website
@errant geyser can you just confirm that we don't need -log or -unattended, right?
i'm on hosting not on home host
https://github.com/wolveix/satisfactory-server read the README
i'm on hosting
Check the pinned messages
if helps to debug. this works for me "".\FactoryServer.exe -log -unattended"" with both arguments
Yes, but you don't need them. I believe they're both toggled by default
ok so i need to wait :/
Depends on your host, but yeah you'd need their intervention otherwise. The patch should be dropping later today anyway
I had that error... I use windows with epic version using nssm to run as service. Had to remove the multihome flag and also open up 7777 as TCP in the router port forwarding
See the pinned messages 🙂
ah there you go
Is there a way to fix server desyncs? I can't paint stuff without it looking like that until I relog.
Check network quality, timeouts, etc.
I haven't actually played yet, been too busy putting out fires 😄
They're all fine.
Then it's probably just something waiting to be patched
Anyone had an issue of joining from the server manager and then when you disconnect the server pause? I set the server to mAutoPause=False in the config files
-log creates a console window, -unattended is implied by the dedicated server already iirc
you can use either, or use none, generally it does not affect much from the gameplay perspective
Thank you for the clarity!
yeah its still not working
Please, can someone explain what a CLI file is and how to change the port from 7777 to 6644? Also, why is my server always shown as offline even though it is actually online?...
I changed the workaround value to what you said
CLI is not a file it stands for command line interface
in the file you use to start the server add -port 6644
Sorry, i didn't mean to reply to that
Anyone else getting these or know how to fix? The server is up, and I can connect to it, but crashes when I try to create a game
Sep 11 08:03:33 factory FactoryServer-Linux-Shipping[4598]: LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
Sep 11 08:03:33 factory FactoryServer-Linux-Shipping[4598]: LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
Sep 11 08:03:33 factory FactoryServer-Linux-Shipping[4598]: LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
My reply still stands
It's possibly a permissions issue
Got this too but it works
I get a notification that "RemoteAddr: 127.0.0.1:7777" has timed out, but I can confirm that 7777 is on UDP/TCP, and on top of that port 7777 is known and working with other servers such as Killing Floor 2, Ark, and Necesse
Where are you seeing this?
Ah, okay. I did that, but it’s still showing as offline. o_o
When I attempt to join my server
server crash?
All connection issues right now, are due to your environment to be clear. If you're using the workaround, and followed the information in the pinned messages, you have a connectivity issue
Try increasing the timeout, this is an old issue that I guess still applies
I had no idea there were pins. I just followed the guide listed from the Steam Developer Wiki
You posted this in the GitHub issue yesterday, right?
turn down the graphic settings
hm
thats not a dedicated server
This is the wrong channel
Sorry
this is more of a your end problem, not a dev problem. everyone elses is working fine
im just gonna wait like a week for all this to be sorted with AMPs docker image and stuff
Is it possible to reverse proxy the dedicated server to have a connect to satisfactory.myserver.com for example?
Yep
I tested it on different video cards from both AMD and Invidia but nothing helped
But it'd be easier to just point the domain at the IP
I wouldn't bother with reverse proxying it
Yo youre the dude with that docker thing. Couldnt make it work for some reason. Had to use Steam CMD
what GPUs are you using specifically
what are your video settings
did you do a clean driver install for both of them
Guys, this is not the thread
Use a different channel
Sorry to hear it! Glad you found a solution that worked for you, though 🙂
Hmm, so what should I use then to point to my IP. I usually just use Cloudflared to open up some stuff on my server
Just point an A record to your IP 🙂
you cant use cloudflared for gameservers
You can without proxying
whoever you bought your domain should be able to do it
no
But you literally can, what hahaha
cloudflared is something else like a proxy
Ahh yeah it was like the failed to connect to API. I saw some other issues on it but didnt really understand
did they release any fix for this?
You're right, my bad, dumb name lol
not an update but theres a few workarounds that might work
It's fixed, by the way 🙂
I tested on two different PCs each with the same processors (i5 12400f), but different video cards in one was from AMD rx5700xt and in the other INVIDIA RTX 3070ti. I also tried to update the driver, reinstalled the game and tried different graphics configurations, but this happens on FSR
hmm, thought they would be quick to fix the broken dedicated server in 1.0 release
make a thread in #1038092680493801533
also looking in there its a known issue with FSR
since you have a nivida GPU just use DLSS
and with cloudflared its just possible to tunnel http s things
They released a workaround yesterday, full patch is releasing today. Patches take time to figure out and work through Steam etc.
or tcp (not tested)
Yep, I'm familiar, just overlooked the name 😄 Appreciate it!
there are probs on dedicated servers ?
Ahh cheers lads for the help. Got it working!
Read the pinned messages
Ahh cool. Might try it again at some point 🫶
I appreciate the help on the issue, I'll be waiting for the patch to release though, doesn't make sense to go through 20 minutes of work for something that will be resolved on it's own anyway, good luck everybody!
Does the windowed server not come packaged with app ID 1690800?
kk
I have tried adding [/Script/Engine.GameSession] MaxPlayers=8 to both the Engine.ini file and theGameUserSettings.ini files but neither have worked. Is it a different file that I add this config to?
You put it in your CMD line arguments when you boot the server
thank you
thank you all, I'll try to solve the problem
I'm sorry, my knowledge of English is not very good and I'm using a translator and I just don't understand it
thanks for pointing me to the right channel
@sturdy gust hey, did you by chance see my question? I don't understand what I'm doing wrong! #dedicated-servers message
If i asked the dedicated server to reboot daily from the server manager, where is that configuration stored?
you need to create the game.ini file and put it in there, or you can use the command line option
thank you! would the syntax for the command line option look like -ini:Engine:[GameSession].MaxPlayers=8 ?
Not sure, never used it
@sturdy gust
Ok I'm trying docker again since we haven't started anything big yet on the SteamCMD one but I'm still getting failed to connect to server API. Is there anything wrong in the Docker Compose?
services:
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '7777:7777/tcp'
volumes:
- './satisfactory-server:/config'
environment:
- MAXPLAYERS=6
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
restart: unless-stopped
healthcheck:
test: bash /healthcheck.sh
interval: 30s
timeout: 10s
retries: 3
start_period: 120s
deploy:
resources:
limits:
memory: 6G
reservations:
memory: 4G
#dedicated-servers message
thats all that was needed for me and it just worked (after i save the .ini file THEN launch the server)
EDIT: your adding it to Engine.ini... needs to be Game.ini
Good morning,
I have not set up a dedicated server for Satisfactory before and have to admit some confusion. How are people getting started with these? Is Coffee Stain providing the server space, do we need to host on our own machines or requisition a machine from a 3rd party?
Hi folks, my friend and I were wondering if there exists a way to have a live interactive map of our server running in a browser somewhere/somehow?
not currently, but maybe one day someone will make a mod or something that uses the new API.
Self host or pay a service provider.
Darn, self-host kind of defeats the purpose if I'm shutting off my computer any time I'm not in front of it.
I'm gonna be self-hosting a dedicated server soon for me and my friends, and I'm testing it on my own machine. RIght now, when I boot up the dedicated server I, along with my friends can join. But when I exit to desktop. It shuts down.
So not really so dedicated.
Is this something I'm doing wrong or game?
'self host' does not = running the dedicated server on your gaming pc... self host refers to using your own hardware (preferable, a machine set aside, either at home or in a datacenter, that you manage and host the 'dedicated server' from.
is there a ETA on patch?
How do you get the SSL cert from the game server to setup HTTPS connections?
There seems to be a known issue when you host on the same machine. @errant geyser was asking for feedback on this issue recently
I mean, I get that. But I'm not going to have a machine running 24/7 in my home. In a datacenter, is basically the getting server space from a 3rd party that I mentioned before.
And server space can be expensive. Especially with good hardware.
sure, both some server rental provides just an instance for a single game, while other options could be to rent bare metal in a DC that you could use to host any number of games that you choose
main point... hosting is not provided by Coffee Stain
If it’s not out the door in a few hours it will maybe be tomorrow
I don't think you can other than by dumping cert chain from TLS handshake. If this is a necessary feature we can add it though
The server gives it to you in connection. You mean dig up the cert file from the server?
It makes more sense to do the other way around, and that's what coffe stains already anounced to try to provide (you have a https/whatever cert, and you use it for satisfactory)
Alr Cheers
For now I have a reverse proxy in front of the HTTPS server, set to just ignore the SSL certs entirely. Substituting my own from letsencrypt to the internet. (Only for API usage, not the game itself)
This would be a good use case for the interactive map and http api
as the server will basically create a random key at first setup, you could also do it yourself then, no need to take it from the server
it does not provide any benefit
Ok, I do have an SSL cert from Let's Encrypt that I can try to use with Nginx proxy manager. I tried that yesterday and it didn't work, but it very much might be a me problem
Does this work in game? I thought the game may validate a part of the cert chain
I have the correct ports forwarded and allowed through the firewall and I can connect through the internal IP but not external, any basic fixes?
you said using nginx proxy, that is not having the satisfactory server have the cert
that is using a proxy that is obviously not designed to work with satisfactory server
If you have an actual certificate you can make the game use that certificate
nor does satisfactory servers are designed to work with proxying services
More info in API docs
Are you trying to access the external IP from internally, or is someone else trying to connect?
That might be the best bet then, thanks for the help!
So does satisfactory have to stay open... Or...
Does steam allow 2 instances of the same account booting a game?
internally just to test but I can get someone else to connect if necessary
You can't (usually) use your external IP from internally, Firewalls don't like it
then everything is already accessible as I said 👍
if you want to use the same random cert, just generate one and give it to server
if you already have one, you dont need to take one from server either, simply give your own to the server already
alright ill try to see if someone else can connect
no need to have more feature than giving one to the server
so if it's already possible, it's already featureful
Is the server supposed to send certificate confirmations to players other than the administrator?
Yep. Looks like they be SSL secured now
I'm guessing so, but only with a self-signed certificate?
Since it says about fingerprint when first adding
I wonder if there is no warning if there is a CA and DN that agrees with that provided
does a server always start on tier 2? there seems to be no intro going on and we start with ressources in inventory
Set up a server through a hosting company, I can play perfectly fine as server admin but nobody else can. Server says it's offline for them, name shows "pending," and status shows, "not authenticated." There is a password for the server but they were not prompted for it and there's no place to enter a password.
yes, this have been the case with dedicated since it was first created
The password is for administrators not for play
Sadly that was the devs decision. You can create a normal single player world with multiplayer enabled and your friends will be able to watch the intro cutscene.
I just started a single player world and uploaded the save. It worked
Got it. Still not sure why nobody except myself is able to connect to the server
If you send me the IP you use to connect, I can at least confirm this.
any idea if we can just put a reverse proxy infront of the server with our own certificate? It would be great not having to deal with renewing certificates manually every so many days.
It seems that works
great stuff
what are your sources ?
they are not talking about tunneling
but about native connection
and an other comment above ran into issues
I would say no
A screenful up. I will try it myself now.
Dm'd
the game use a udp port, that in itself is already not supported by common proxying
Now if only I can replace that self-signed cert with my own.
also you would still need to update your proxy on renew
I'm going to look at the said API doc for mechanism
probably can renew on server automatic restart
did they fix the encryption token problem yet or are they even looking into it?
I am sure the join screen, which says it will take an IP, will be made to work right
Start a single player game at tier 0, watch cutscenes, immediately save and exit to main menu. Then go to your server manager and load that save into the server. Everyone that joins will miss the very first cutscene, but you'll have to do the tutorial
so I need some assistance. My ISP is behind a CGnat and im looking for ways around it. They offer no services or options or port forwarding to get past it. They say I have access to IPV6 but tests have shown no access. Might be something I need to setup. Looking for suggestions around this because Id like to be able to host dedicated servers properly again since I have a damn server in my garage
someone have a server running on the v1 ?
Bad news about the openapi specification. I just realized this might be impossible. OpenAPI doesn't allow multiple specifications for the same path and method. Yes, it's possible to define multiple JSON schemas for one specification, but it doesn't quite connect with the response schema
yes would have been great to just deal with a the certificate in nginx/træfik, not that the self signed certificate is any big deal.
Yup
sorry, but where is the api docs ?
I dont see mention of it on the wiki
please re read the point
I had the same issue, I just paid the extra$5 for a dedicated IPv4 address. IPv6 wasn't an option for my ISP though
They had no option for that. In fact their solution to that was get a business license so you can get a business account with us and pay an extra 170 a month for the same service + a static IP
Would you mind sharing some code related to how you're unpacking the UDP packet? I'm having trouble on my end... server state keeps coming back as "215" which is not a correct value :sad:
My hobby is helping people like you try out zerotier. It's an edge VPN that needs installing at client and server. It overlays an IPv4 network on those machines. It can be configured to only route satisfactory traffic. If you'd consider it, LMK here. It's super easy.
Local in the client or a number of people have posted it here
take a look at cloudflare secure tunnel, with that you wont even need to do any firewall forwarding.
Was in a meeting, apologies for the delayed response. Nope, all looks good there, make sure you're using the latest image, as I suspect you're not 🙂 You'll need to manually pull using docker pull wolveix/satisfactory-server:latest
From my limited testing, outside clients appear to be able to connect to the server now.
its a possibility, but having everyone that wants to connect dl a vpn might be a bit much
Thank you I will
Waiting on confirmation from my friends.
Yes, since last night thanks to the workaround
No, the workaround didn't work.
there is no eggs for pterodactyl ?
Not for me. I tried and tried.
There hasn't been any patch
So, if it's working for you now, you had something misconfigured
I've found one, but I don't know if it was updated for the 1.0
No. I just disabled host and re-deployed 30 minutes ago, and it suddenly came back up.
Does it add much ping?
if it by pelican i got it and no it's not updated
or maybe i need to change some thing to work but what
Something has, or the image was still stuck on the old broken one despite force redeploying yesterday.
I am unable to connect to my Win11 Epic server. Server Manager sees the server is online but keeps saying Im not authenticated and the connection and been lost
Anyone active atm had success in polling a dedicated server for state? I seem to be having trouble unpacking the UDP packet and wondering if someone could share some code.
Yes, it would've been because you were using an outdated image 🙂
