#dedicated-servers
1 messages Β· Page 84 of 1
In my experience the software is very lightweight, and if you're up against a NAT that will only terminate ipv6 at your door something like this may be the only option
We can go in DM if you want, I can see if I can found something for you
yes no prob just need to restart my pc xD
All I know is that I redeployed 30 minutes ago and it suddenly started working for my clients on the WAN.
Well, I'm glad to hear it!
Is anyone else having the API problem on a windows server specifically? I see the pins are talking about linux only
It's on both
Use the workaround
I finally got a hold of the server provider
@sturdy gust You are the Docker guy! Nice
I just tried a steam update and it did not update anything, still build 15636842 and the question of whether updates are posted is also settled by looking at steamdb
Hey! π Hopefully it's working well for you π
Just looked at your repo and saw it was updated 5 mins ago :P
Server won't let me save my game
If I get someone to play with I will use a dedicated server
Considering sponsoring you. :p
Permissions issue
I swear it worked before
Certainly not required, but always appreciated!
Double check your directory permissions π
Did you use the API or the UDP connection? I'm having issues decoding the UDP packet and wondering if someone who's had success could share a code snippet.
my router has wireguard built in. anyone used that for tunneling or avoiding cgnat? Sheesh man... this is above my level of knowledge. Why do ISP's make shit so hard these days...
They are using the HTTP API
Well a VPN itself would need a port forward on the CGNAT
Because there aren't enough IP v4 Addresses left and they have to do something cheap (CGNAT) or expensive (switch everything to IPv6)
Otherwise others cannot reach your router
ISPs in Denmark do not even give IPv6 to residents ... Only business
I am getting this message when trying to connect to windows server. the Server Message keeps reappearing
Wireguard has a tunnel option too though. or so it says. But I dont really know. That level of networking is above my knowledge
@errant geyser not sure if you are the guy to answer me this question, but why is every API function under one endpoint? I don't see any advantage in it
yep thank you :)
Glad you got it figured out! π
Yeah but at the network level, or NAT level, there needs to be something that routes to your router
Wireguard is still just UDP at the low level
Yeah most connectivity still relies on IPv4, but the industry has known about this issue for decades and IPv6 is still not widely used
You would need to have a wireguard server for everyone to talk to
Ah, great, so all server host providers are basically out of luck then
got it. so something like cloudflare that has that..external setup.
Until the patch drops later today, yeah
It is so dumb lol. At least I can buy a public IPv4 address as part of my subscription, which I have
does anyone have solved the issue with that "Faild to connect to Server API"
Do you have any itch in your nuts for en ETA?
Thats what I wanted...but nooo...business accounts only...at +170 a month for the same service... its...crazy
Well, given that I'm not Coffee Stain, sadly not!
We're currently talking about it
damn...
a lot of people have, if you describe your setup we can start talking about how
Check the pinned messages for the workaround
Some VPN providers can offer port forwarding. That is not a VPN in your router, but at the VPN provider
does not work for me
Then something is wrong in your environment
I tried the work around, but it doesn't work!
Then something is wrong in your environment
can we please get a different channel for windows and linux. This is super annoying
Does playing in a dedicated server allow you to build multiple habs?
Damn. My ISP is luckily non-profit with great pricing
The issues exist for both? The same workaround applies to both, too
No, it's always been co-op
Alirght, thanks!!
does this workaround also work for baremetal linux?
#dedicated-servers message I don't understand why I don't have the right hash!
but it doesnt work!
Im jealous. I have no options here. Its either firefly for fiber....or sattelite..
Friend, I know it's frustrating, but something is wrong with your environment. How about you give us some more details about what's going on, and then maybe we can help you? π
RIP, some outside clients still report not being able to connect to the API.
At the price they offer you for business you might as well just rent a dedicated server lol
(I'm confused now)
The image hash is fine, something else is up with your configuration
this
That's a totally separate issue to the API issue everyone keeps mentioning
Shoot me a DM, maybe I can help you figure it out?
do you know how to fix it?
dude i have no idea how to work around with my firewall i dont wanna screw up that stuff XD
i fixed the API issue in docker by using --network=host instead of doing the ports in the docker run script
--detach \
--name=satisfactory1-server \
--hostname satisfactory-server \
--restart unless-stopped \
--volume /home/thedevilsrevenge/dockerdata/factorytest:/config \
--env MAXPLAYERS=8 \
--env PGID=1000 \
--env PUID=1000 \
--env ROOTLESS=false \
--env STEAMBETA=false \
--memory-reservation=4G \
--memory 6G \
--network=host \
wolveix/satisfactory-server:latest```
Could you give details about the issue? What does your environment look like? Are you running Windows? Linux? Are you running in a VM? Are you able to claim the server? Etc. etc.
That's no longer needed
oh thats good to know
I've been using the API so far
is that the server that u self host or for other that u buyd?
Windows 11 EpicDS. Not able to claim the server. Server Manager sees that its online but then I get the authenication error
i selfhost on a linux machine i have
Right? Sadly my server is far better than the offerings those dedicateds offer...
Stop the server, wipe the data directory for the server, restart the server
I'm using the Docker composed method. I put this in a folder and run it with docker-compose up -d, What other configurations could I possibly have wrong? This was working before the 1.0 update. 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: - '/f/SatisfactoryServer:/config' environment: - MAXPLAYERS=8 - PGID=1000 - PUID=1000 - STEAMBETA=false deploy: resources: limits: memory: 12G reservations: memory: 12G restart: unless-stopped
Remove the uneeded ports, you're also missing 7777:7777/tcp
Mostly because functions in question are actual C++ functions and have names, but not full HTTP paths. Specifically making HTTP paths for them didn't look super worth it
Your ports should ONLY be 7777 UDP and 7777 TCP
already done. Same issue with SteamCMD too
Hi guys its me again, ive opened the server and one of my friends have joined but other seems to have some issues with it, for them the server name is still pending
OK, I'll make those changes and get back to you, thanks
Are you trying to connect to it on the same system? Or from another system?
Just figured id check here before I go build a custom javascript package and read their docs, anyone work on the http api yet? xD
different system. same network
Well that's not good
Check both ports are accessible from your system. I suspect one of them/both isn't, or are being filtered
Really?
maybe firewall at the serversystem?
firewall is disabled
Verify that you're able to actually reach the ports though
ok so the only directly tls managed bit is also http ?
then my bad, it should work fine with a 2 way tls (de)encryption proxying on tcp stream
canyouseeme says 7777 is open
Check both ports π
Also, verify locally, not externally
Is there a API documentation anywhere out there?
damn, wolvei logged off discord helpin people, went to bed and woke up to immediately start helpin again. haha
This guy just reads my mind
help how do i join server
i paste ip and press confirm
and nothing happens
how do I check both ports?
Server manager
ye i do it there
add ip
and nothing happens
Lmao, yeah I've been here for the last 5 hours or so
Nothing happens at all? Possibly a client issue?
& @latent bloom it's in the client - #dedicated-servers message
I'll probably drop soon, as it's the same stuff over and over. I only rejoined to help people out with the 1.0 launch π
ye i just get sound of confirm button presed
and nothing more
That's really strange! Maybe try verifying your game files?
Documentation location should be pinned imo
fingers crossed we get a laymans patch. but i'm sure dozens of people appreciate your efforts. π
I wish it would be
Is there any way to make the server console not be in GMT?
you mean utc ?
Same thing, no?
could it be problem between steam-eg compatibility?
Hello me and my friend played 2 times then server crashed and server lost all save files. Did anyone go through the same?
no strictly speaking
Nah, I don't think so
I think it says UDP is being filtered
Currently, yes.
gmt is like gmt +5 gmt -2 etc
utc is source
Ah, sure. Appreciate the clarity, I mentally treat them the same π
Well, always yes
GMT doesn't change
Unless you GMT+1 etc.
left my server (win10/epic) running overnight, this morning tried to connect to it, and the client crashed (with the ue error send box).. had to restart the server process.. it came back up and all is good.. not a prob for me, as I have the server accessible via remote desktop to relaunch, hopefully stuff will gradually not do this anymore π
????
there are the so called leaping seconds
that did it, Thank you!
I missed the port info on this link https://github.com/wolveix/satisfactory-server/issues/260
but its made much clearer on https://github.com/wolveix/satisfactory-server
All right, if we want to be pedantic about it π
welcome to the world were the details matter, informatic
Either way. Didn't know if there was some sort of DST. Neither here nor there though. SO, any chance of that happening?
Glad it worked for you, friend!
The primary difference remains to be the fact that GMT is the denomination of a timezone, while UTC is the title of the time standard
Oh cool, thanks! That's interesting π
Come for a question, learn entirely way too much info about timezones and standards. lol
Search for GMT vs UTC. I did post a link but FICSIT bot removed it π¦
One of my favorite "lists" off all time is the "Falsehoods developers believe about time" one
If you would want to see what zerotier is like to at least use, you can try network 8286ac0e4784600a . This is a purpose built public zerotier that only routes udp/tcp 7777. It is 'public' in the sense that there is no limit to how many people may join it. It is a /16 so there are 65 thousand slots.
Install on your game machine, use 'add network' in the tray icon, and use the above network ID. Start satisfactory, and join server 172.27.110.89 port 7777. There is no step 3.
by both ports, you mean tcp and udp right? When checking open ports, I use my external IP address right?
deez are the rules on that network, in case you want to run your own
Yes for both ports. If you're connecting with your server's internal IP, no
ok I just tried the internal IP and I think that worked. Does the external IP not work cause Im on the same network?
If you operate your own zerotier, the limit of 25 devices to the free account applies, and you have to approve each joiner
There you go π No, the external IP doesn't work as your router isn't configured properly for port forwarding
Does anyone know how to change the time of the server restart?
Through the in-game server manager
the traffic is encrypted so there's no need to trust zerotier inc, who operate the moons which are used for a fallback when there's no clear route or UPNP trickery possible
Maybe put it in a thread?
Sure
Yes.... Ive got a full R740 sitting in my garage
Zerotier as a solution for ipv6 ISP's or people who don't want to, or can't, mess with their router
I mean unless it shows as a local network, which firewall are giving more freedom to
it becomes basically like an isp router without integrated firewall
I connected to a VPN and the external IP worked. Looks like theres some issue where you cant connect to a server on the same network with external IP
it's not that bad as every machine should have its own firewall
but it's not a great thing
hihi guys, i'm trying to get this dedicated server to work, i think i've set up the port forwarding for 7777? but what is this stuff about multihome that i'm seeing
i'm generally shit at this stuff so would appreciate some clarity if yall would be so kind π
Just wondering, does anyone know if the satisfactory server is able to run on ARM64 machines?
Read the pinned messages π
Doesn't work
i did and i still dont understand π¦
You shouldn't ever really use an external IP when you're on the same network anyway π
What are you confused about?
ok so I'm back from reading the doc
- having automatic reneved native certificate should be trivial
- you can use nginx to "proxy" but only on TCP STREAM mode, (not web proxying), and using a 2 way encryption/decryption of the TLS layer
fair but it still should work I think. I know it works for minecraft servers
Depends on the server implementation. Yes, it should work
What about api/v1/<functionName>? Would that already be too much? I'm not quite experienced with C++
Depends on the router
depends mainly on the router *
The mapping can be annoying, but it would be great
If you are running with -multihome= on the command line, OR inside of the docker container, you will be unable to connect to the Server API.
what does it mean by running with multihome
Do NOT use -multihome whatsoever
Literally, just call ./FactoryServer.sh (or exe) with the workaround param
That's it
Nothing else
The Docker container works as-is, if you're using it
I would recommend the docker container
I enjoy reading the API doc
it's a lot more detailed than I thought it would be on day 1
is there a really strong reason to change the API at this point?
already have very interesting third party management capabilities
I haven't yet found the documentation.
Have they fix dedicated servers yet for hosting sites?
It would be better since you could have a proper OpenAPI spec, but hey I'll take a working API over nothing π
in client game files "CommunityResources"
Not yet, awaiting patch
I don't know, that would be up to you, but it would be a lot simpler to use and document. openapi for example doesn't work because multiple specifications for one endpoint and method is not allowed.
So I see in server manager where you can change the restart interval
But the issue is it restarts at like 10pm EST every day
it did this in the old version
Yes, it's poorly phrased. It's a time, not an interval.
so it GMT?
UTC
π
Yeah okay
everyday ? you mean once ?
it released yersterday ?
which is why I wanna use mine and not an online service. besides...and online service for all the DC's Im trying to stand up would be as expensive as the business option lol
Are blueprints eaiser to get on servers now?
@deep turret It did it in previous versions
It had only been up for a few hours then ti did its daily
I changed it now so it doesn't happen a peak times
do any of yall want to play mp this weekend or have a reccommended server
wrong channel, here is about the dedicated server itself (installation, management, maintenance, use, setup, configuration, etc..)
go to #1201555265942724758 for group playing
Are local saves for offline play fully compatible with dedicated servers? And vice-versa? That is, does either create files that the other cannot/does not use?
Or wait, you upload your own saves and can download them too yeah
they are supposed to be completely compatible, as long as the reading game is the same build or newer version
I just wonder if it does some sort of conversion
Or if you can also literally drag and drop your save
but note that it will add player characters inside the game
Yeah that makes sense
it publishes a new network interface. the web console has the FW rules
there is a upload button in the server manager
I was responding to "anyone can connect" part, if anyone can connect to your endpoint, then your endpoint must be guarded behind your firewall too
maybe I just misunderstood and you were not talking about endpoints
I'm just in the better be safe than sorry pedantic spectrum
@sturdy gust Just disabled host mode and everything works great! Thanks for putting in the work!
I donβt know what the word endpoint means exactly. Everything is ipv4 and everyone can be a server
endpoint is a combination of ip address and port
guys, help me out here, satisfactory dedicated server app is gone for me from steam, I know you can use steamcmd to download it, but before 1.0 you could just get it simply from steam
not necessarily, here it's just a ip address
Any update on failed API yet except the work around?
On a private zt you manage which users may join it. On a public zt anyone may join so the rules had better be good. If youβre that paranoid about who joins a game server then the private zt exists
is this new licensing method, I do not own satisfactory on steam but on epic
How can I change the maximum number of players on a base server?
well they use it as such in .NET at least, the class IPEndPoint is an IP Address and a Port
sorry my english is not that good.
Can someone tell me whether the error was fixed with the API connection
Patch will release later today
See the pinned messages
zerotier is not about only connecting to the game server, unless you set it up (i.e firewall) for only accepting specific connection to the game server
Guys, let's move the Zerotier discussion elsewhere
you can't say "it has no firewall as it connect only to game server" because it needs the firewall to allow only game server connections
can you change the max number of players allowed in a game? if so, how?
Thereβs a thread
Yep, in Game.ini
where is that ini file located? I wasn't able to find it.
Or, add this to your server startup script:
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Anybody able to run the server without console window on Windows? -unattended doesn't seem to work.... π¦
I see not updates yet.
Shouldn't show up unless -log is there
Yes, indeed, it'll release later today
that's just one kind of endpoint, the word "endpoint" is not tied to .NET in any way
No it does...
I gave one possible definition yes
π€·ββοΈ
I don't really know the Windows version as well, it may have some nuances I'm unaware of
@versed turret this is what a Coffee Stain dev said earlier today in this same thread:
-log creates a console window, -unattended is implied by the dedicated server already iirc
Maybe send your startup script?
How are you launching the server?
I tried the Shell.Execute of VB script, that usually hides all windows. Even that failed here...
SatisfactoryDedicatedServer\FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -unattended
I've mostly given up on this for anything windows. I usually just make a new desktop and put servers i'm running over on a desktop that I never look at.
run it as a windows service
Run this instead:
SatisfactoryDedicatedServer\FactoryServer.exe -Port=7777
Windows for hosting is a PITA
not really, you can host much more games and most more stuff with better compability on windows
Windows in general is a PITA when it comes to dev stuff
unfortunately no Linux Pcs here π
That's a straight lie lol
Yeah, you absolutely can
Windows Subsystem for Linux
Yeah, but seems a bit unnessasary seeing how there were no real problems until now
Or even just run Wolveix's Docker container on Windows. Not sure if that offers worse performance than running Docker on Linux
docker on windows uses wsl
That makes sense
Yeah, not needed here. Remove the now-outdated junk from your startup script (the other ports etc.), see if it helps. If not, run it as a Windows service
I'd really be interested to know how to run a Docker container as a service. I've been keeping a open rdp session for windows docker
Just run it detached
That's it
I run all containers detached by default, even
I'll google that, thanks
If you're using docker compose, you should be set. Run with docker compose up -d
You just need to add -d to the docker run command
if you use a container manager by default it's already running as a.. thing lol portainer will restart a container if it's not running or if it fails.
Tried with just Port and port/unattened args. Still showed up. π¦
You don't need portainer for automatic restarts, it's part of the run command for a container π
Damn, sorry to hear it! Try running it as a Windows service?
I can't offer more support on that front, as it's outside my area of expertise
i keep getting outgoing reliable buffer overflow when trying to connect to dedicated server any ideas on how to fix this?
the only arg you need is -Port=x and only if you're using a nonstandard config.. although if you doin docker.. iono
I do a docker-compose up -d now, Are you saying I can log out and it will stay running?
No args needed for Docker
Yes
From RDP? Absolutely
Yup, never created a service before. I guess there is a first time for everything.
Correct
Shouldn't be too difficult!
ah, cool, Sorry about my noobness π€£
is there like a tutorial for dummies how to set this up? i dont understand the wiki page at all
No apology needed, friend π
if you're doing a windows server, from what I've seen is they're supposed to push a patch for them today. they buggy lol
Anyone know when the patch will be ish?
Your container image is still using Ubuntu 18? @sturdy gust
Later today
Ah okay great
Temporarily rebased amidst the chaos yesterday
i host game servers for a living (more than 200 different games in catalog and counting), there are certain games that dont have linux binaries for example enshrouded, and you have to use wine for example, same applies to certain tools, you can still host, but not natively and most times gives you side effects,
Okay bud π
π
You're absolutely right about some games needing to run under Wine (my original Docker image for Satisfactory did this, as it predates official dedicated servers). But saying more run on Windows in general is a lie man haha
will the update fix the outgoing reliable server overflow issue?
Not offering Linux binaries for dedicated server hosting is so beyond silly lol
The majority of games that have even half-serious server support, support Linux
No idea what you're referring to
I get not making a Linux version of the game itself. Fair enough. But for server hosting one should really not use Windows in practice lol
linux far way cheaper to host tho
Yeah, no licensing for one!
Thanks for all your hardwork on maintaining the docker image btw.
And just a lot lighter weight
So I tried setting up a Windows steamcmd dedicated server yesterday. Are there still the same problems today? (Offline/Not authenticated)
Check the pinned messages
Is there documentation for the HTTP API endpoints?
Linux is superior in most ways. I use it exclusively on my laptop for dev work. I do not even have Windows installed on it, nor do I have a license on my laptop
Thanks! Where'd you find this?
Read and tested, still offline/not authenticated on my end π¦
In the client files π
Environment issue my friend! Check the top of the README on https://github.com/wolveix/satisfactory-server
...astroneer is one that only has windows server.. and it's awful
What a joke lol
completely offtopic here, but fk that game. cute game.. but the choices they've made when doing their dedi server.. they've pretty much just told everyone to go buy gportal as it's their "official" hosting partner.
yeah sure it is, thats why some games on steam catalog dont even run even with proton lol get your facts right
That has nothing to do with Linux lol. It is not Linux's fault that some games do not run
has to do that windows has better compatibility overall, no discussion on that, just facts
Also not true
No. It is not Linux that does not support the games - it is the other way around
Anyway, offtopic, no one here cares about our conversation π
when you have a system that cant run all games, and you have a system that can run all games, just think
yeah bit of offtopic π
With your logic it is the PS5's fault that it cannot run Satisfactory right now
Offtopic
Yeah ok I will stop :P
Yeah slightly offtopic.. I like Debian.. xD
We're here for Satisfactory servers people! π
Debian, thx
ok so I had a server running yesterday and everything was fine, but it doesn't seem like it wants to start up today. I run the dedicated server program and it seems to run fine, but it won't show up as online in the game browser. I can't see any errors in the console logs so I can't tell if something is wrong.
Can you provide information about your environment? : )
OS, network, etc.
How are you connecting, etc.
no we're not we're here for windows / Linux debate because that's never happened before am i right..
I'm running on my local machine on windows 10, connecting through a public IP (though it doesn't show up with a local IP either)
Next we'll be onto iOS vs Android!
Did someone say a patch is coming this afternoon to fix servers?
How are you running? What does your run command look like?
I just pulled the latest docker release from wolveix (amazing job btw), but I cant get the API to work when hitting localhost:7777, any ideas?
Later today, yes
i host own server
I'm just running it through the steam library program
You're probably on an outdated image π
lemme check
now players can connect
Manually pull an update
I am having the same issue with mine. I was using the Steam Dedicated Server tool during early access just fine. Now as of 1.0, the server will run in command prompt but I cannot see it in the game's server manager using any variation of local IP or real IP
My guy, don't send one line messages while trying to ask for help
They get too split up
try regular steam CMD
thats how i managed yesterday getting my server up
Your run command is possibly wrong?
well its up to date with the latest release, should I try by specifying a version?
I wanted to get running fast yesterday and my laptop didn't want to take a flash drive to install linux and so I just downloaded the dedicated server from steam... any issues with moving it to the docker and WSL on Windows 10?
So do not use the dedicated server tool?
Try v1.7.4 to verify
Docker should work fine
If you're still experiencing issues, send your runtime command
What's the command to change the ports?
Not a command, parameter
-Port=x
when i tryed with port 7777 players wanted to connect could not connect to api, if make custum .bat start file and specify ports (gameport , beacon port etc) it should boot up normal
Isn't it insecure to still be running Ubuntu 18 in Docker? I know you are updating it soon but still
That's not true
whas my experience
Hey everyone, we're having a problem with the dedicated server, we're getting increasingly often crashes with this error message. Tried searching for the issue in here first, can't really find something that seems to apply to our situation. Weird thing is, according to my friend there's no error/crashes on the console, but we all get kicked and the server needs to be restarted so that it works. Any clues? Thanks in advance :)
you need BOTH protocals.. tcp/udp
Yeah you sent that before. I am just asking as I am not an expert on Docker and how it works under the hood
Sorry, just answered it many times. Short answer, Ubuntu 24 broke permissions for some people, that's why people were losing their files
Same applies
>> curl -s -X POST --insecure -H "Authorization: Bearer XXXX" -H "Content-Type: application/json" https://<ip>:7777/api/v1 -d '{"function": "QueryServerState", "data": {"clientCustomData": ""}}' | jq .
{
"data": {
"serverGameState": {
"activeSessionName": "W0rld",
"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": 2067,
"isGamePaused": true,
"averageTickRate": 29.846771240234375,
"autoLoadSessionName": "W0rld"
}
}
}
Can confirm the HTTP API works, neat!
Oof. That sucks. What about trying Debian? Then you need to investigate as you say in your PR :P
ubuntu is bad linux.
Not bad, just less good π
Ubuntu is fine
But I would probably just use Debian personally, for hosting
Debian is love.
why the hate for ubunto regarding debian?
ubuntu is based on debian.. but I don't like all the extra stuff.. or the ads in terminal when you login to your server to get pro..
Ubuntu is just heavier, plus owned by a corporation yada yada
Will there be an update soon that fixes the conglomeration of issues, allowing for the old and easy port forwarding + steamcmd approach?
Plus the mess that is snap
Nothing has changed on that front
Send your runtime command if you're experiencing issues
Got it working, thank god
Alright, I'm gonna create a python wrapper for the HTTP API
wouldn't we actually have an update today?
One of many!
Yes, it'll release later today. People keep asking π
turns out that I needed to set my proxmox cpu in my VM to host
Don't see any yet on pypi, but I'm sure you'll be right
and just like that it works
Yeah, known issue
Has been for a long time
I wish I knew about it π
Well obviously you should have known to ask me! π
Save me all this debugging yesterday
for the volumes on docker, does "./satisfactory-server:/config" hold all the game files and config files? or just config? will the game files get redownloaded if the container has to be remade?
Everything
Game files persist

I set it up with the traditional steamcmd method, port forwarded to tcp/7777, but I still get an encryption token error. Anyone know the main cause of that?
u need udp as well
You need to claim the server in the server manager
and that
^
I claimed it using localhost so it would appear, but port forward as both and that's it? That's really all it takes?
Yep
Should be yeah
Hey all, issue here, Im running a windows server downloaded from epic, got it all setup but every time I leave the server it goes offline for everyone including myself and must be relaunced to join but if no one joins within about 30 seconds it goes offline
thats what worked for me
Known issue friend
hey guys, someone has a solution for "Server API" or "encyprtion Token missing" issue?
Have dedicated servers always been this desynced or is this new with 1.0? They said dedis were out of experimental I figured they'd work better.
Removing or painting foundations often desyncs.
Is there anything that can be done to prevent desyncs?
Join via the server manager
We got any news on when the patch fixes are dropping?
no fix currently im assuming
Later today dude
Well, I got the service installed now, and no window! Yay! Thanks for the help anyway.
Sadly not
Hey, glad to hear it!!
with server manager there is the Server API error
See the pinned messages
See the pinned messages π
did a dev mention it somewhere?
To me directly, and in this channel
ahh okay
Check the pinned messages
afk inside the base like in the old days, got it lol
Hahaha, you know it!
P2P, I shudder at the thought!
Also I did want to ask, are other ports not needed anymore? Are they removed? I thought it was just a Docker thing..
7777 UDP and TCP
Unrelated to Docker
No other ports
So I can remove my Port Forward as well then. Cool
As long as those 2 are allowed, yep
y
im so sad it uses udp
Game servers dude
i mean, many game servers use only tcp
True, and many use UDP π
Wolveix, I'm assuming that the latest docker version has the current work around applied to it correct? if yes, my issue is pretty much the same as everyone else, can connect locally, but not via WAN IP despite ports being forwarded.
Is this a wait for patch issue?
but only tcp is the objectively better solution
why is this something to be sad about
Yes sir. Nope, you have an environment issue
or like why do u care
many reasons.
its much harder to scale
Irellevant for this, no?
Everything should work if your environment is configured properly
and for someone who hosts thousands of game servers around the world, even a small inconvenience is bad enough
Hey Wolveix. Any interest in adding variables to the compose file and adding a .env file to make deployments a little more automatable?
I've done everything right and it still says the server is offline. Running the server in Wolveix's docker container. Both TCP and UDP ports are forwarded
You mean like it already is? π
whats the log say
so yeah, I also ran it through command prompt using this command .\FactoryServer.exe -port=7777 -log -unattended and it's still showing up as offline in the server manager in game. but now it's only showing offline when I use the external IP. connecting with a local IP works.
You're missing something along the way. Check firewalls if any are active
If on Ubuntu, for example
did you port forward on your router?
Do online hostings like nitrado, g-portal etc support the 1.0 version already? does anyone know
Those ports wont be externally accessible otherwise
Ask the hosts
hmm, the docker is running on unraid, anything off the top of your head that I should check?
yes. It was working yesterday, but stopped working today. I double checked a few minutes ago that the port forward was still active and it is
if they are using SteamCMD then it should be able to autoupdate. without any input from the host
Unraid is a little different. Others have it working though I believe, Docker is docker after all
i meant including the variables in the compose file in the repo so i don't have to make my own copose. just set some env variables. Specifically, I'd like to set variables for volume and memory.
oh my god I figured it out. my computers LAN IP changed overnight...
static set it in windows or on router prefered method on router.
Ah, I see. No, no intentions. That'll confuse people, I promise you. It's a very quick process to do yourself, and the repo example is just that; an example
lmao, why arent u using a static IP for ur pc?
most routers allow u to do that
because I'm new to networking, idk how to set it up.
tested it with -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any but still not working
google "(router name) how to set static ip"
yeah. easy enough. i wanted to use portainer to auto rebuild when there is an update to the github repo. but that means it will use the compose file in the repo.
that should be a good start
I checked and the Ubuntu server does not have any firewall active
Give more information about your environment, and hopefully someone can help π I've been active in here for the last 8 hours, I've gotta go and do some real work.
If you're still stuck, shoot me a DM and I'll help!
real work? what's that?
Pain
you are a factory builder now.
Why do real work when I can smash face at getting this server working lol
hmm I thought that would be the issue but it still shows offline
Your FICSIT contract prohibits you from working for other companies
What is the reccomendd CPU and RAM for the dedicated server anyway? (using an ESXI VM)
depends how many ppl. min ram is like 4gb
Please check out the wiki in the channel description
I did 10 CPUs, and 32GB of RAM
lmao
Min ram is like 2gb I believe but u rly want something more than that. 4 at least, consider like 8+ for more players
yeah thatl work
too many cpus
Yeh I have a Dell poweredge r730 for various servers
I hope you mean cores not CPUs lol
I haven plenty, not like I am running a company lol
past 8 you could have adverse effect at adding more
Mans got a whole 64u cage set up for his single satisfactory server
cores are called cpus in the server world.
redundancy and all
Well ESXI does it by "CPUs" and breaks the threads and cores appropriately.
Well, I have a lot of other servers too, but i was just wondering about Satisfactory π
im running my server on my epyc 7H12
I'm running the satisfactory server in a docker container in an Ubuntu VM on Truenas. The container is running. I've forwarded both 7777 ports on my router to the VM IP. I checked and the firewall on the Ubuntu VM is inactive. I'm just trying to figure out why the Server Browser in satisfactory says the Server is inactive. I can't for the life of me figure out why
vcpu
lol ik im just messing w u
Ya indeed
Do u get server manager screens? Like, can you create the map n all?
what if you try local ip?
debian 11. no docker (but also treid) all ports forwarded.
did you fully check your server logs/states ?
Do we know if the update coming later is just for dedi servers or for other bugs as well
I think the dedi fixes are separate from the main game
but id absolutely assume theres gonna be a bugfix for the game at some pt soon
but idk, just guessing
there are multiple things going on about the network connections management and processing
and it must all be matched and agree on connection handling
so it was not all fully align at launch it seems when it comes to binding
this is server specific
Just for the API issue
so the old dell laptop is running te save when i am not in game moved the save file between PC and server so the dedicated isnt under too much stress with it being a i5 6300u
got it
Why dont you just perma host on the laptop?
not enough ram or smth?
Anyone have a recommendation for server rental?
also its only using 5gb in total the laptop when not in game lubuntu only uses around 600mg
not ds related, but made me lol.. enabling 'straight belt' build mode is awesome when building in the horizontal plane.. but omg.. it tries to use it in the vertical too.. unsurprisingly a 100% vertical belt is always 'too steep' roflmao π
yeah only has 8gb
When are they publishing the fix?
soonβ’οΈ
soonβ’οΈ
As soon as humanly possible, have half a dozen hands sweating on keyboards
How u holding up bro
Same question here
i assume the office is chaos
I could chomp on some brocolli right about now tbf so don't come too close :]
ayo D:
Thanks team, we're fighting, but we're loving it <33
Is there anyone can help me? so confuse
is this an internal or external IP
are u hosting thru a server hosting co or is this a machine in ur house
bring round the bottle of whiskey when they're done π»
a remote server
Make sure ur forwarding port 7777 for tcp and udp
if both arent forwarded it wont work
this ^
ok,let me try
Best place to rent a server?
What's the best way to check a connection externally? I'm having the same Windows server connection issues as a number of people, where I have 7777 forward in both TCP and UDP but no luck connecting to public IP. I tried canyouseeme and it isn't showing an active connection, although I double checked the inbound rules on the server firewall as well as disabling the firewall entirely.
thats basically subjective
im having the same API issue, but i have my own machine and 7777 already had tcp/udp forwarded. still comes up with API error using internal and external ip
I would clarify that I can connect locally to the server, just not remotely.
and i found this when i run FactoryServer.sh, is it matter?
Check you're using the workaround, read the pinned messages
are you accessing the right IP?
anyone know if hosting a server on v6 is possible
someone have a fix i dont get it Gportal server
use server manager
Did you claim the server?
through the server manager
u need to set it up
the workaround being -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any correct?
can i still use my own ports or am i using 7777 with this workaround?
Yep!
You can use your own port, but make it far off from 7777
Gave up trying to get the steamcmd dedicated server version to work on Windows, can confirm that everything works with the docker image wolveix/satisfactory-server:latest β€οΈ
Any doc file /site for the Possible requests to the HTTP api?
just wondering.
Sad, the new API doesnt include anything regarding connected players, locations, object placements etc π¦
Thx
look in the community folder in the game files
or that
hey guys,
just wanted to ask whether you have any information why NItrado isnt working?
Go ask them
Waiting on the patch to release
Most likely
Honestly, I wish people would ask their hosts directly π
I've tried searching and haven't found anything. Has anyone had an issue in 1.0 with destroying / deleting structures not syncing between client/server? It seem to only impact foundation / ramps and walls that were built in a previous session. Any foundation / walls I build and destroy in the same session are removed as expected. However, foundations/walls that were placed in a previous session are deleted server-side, but remain on the client until I relog. This is impacting multiple different clients connecting to the server.
ive got no anwer there...
still cant work, the server printed accept connection logs, but the game just cant connect to server
im in 2 minds abt it bc on one hand its the sensible thing to do but on the other hand we literally have heads of integration for certain hosts in this channel
Well, it's the same answer for all hosts. They're mostly waiting on teh patch
Yeah, that's true
ok thanks good to know!
But I still think the former is more sensible
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any how should i use these?
Give us more info abt what ur setup is. OS? Any virtualization? Stuff like that
Question for LFG posting, are we allowed to post discord links in the post for people that are hosting dedicated servers for players to join? I knew before we couldnβt but not sure if the 1.0 update changed that
its still not working for me for some reason. im running the server on win10 and everything boots up but the API thing still doesnt load with the workaround
Shoot me a message, I'll help when I can. So you're using WSL to run the Docker image, right?
i dont use docker
then start
Oh, apologies, so many people
Still have the same issue
People could use a vm or boot Linux instead of windows and it would be much easier ;-;
whats an exemple body to try for the API? like a default get/post request
I'm in China, server is Ali Server, OS is ubuntu 22.04.4 LTS, no virtualization
FactoryServer.exe -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
I've been bamboozled trying to get my docker image working and I appear to have stumbled across the discord channel with the right people 
Your system is probably blocking the port
Check Windows firewall for BOTH ports
It's 7777/tcp that's not working
Shoot me a message if you need help! But check the pinned messages, and check the README on https://github.com/wolveix/satisfactory-server
is it possible to host these servers on different ports?
cool
Interesting, didnt know alibaba was in the cloud space. Make sure theyre port forwarding 7777 for both tcp and udp
You mean the TCP and UDP ports separately?
No
You can change them together, not separately
Hey everyone, I have a issue on local dedicated server, I canβt start at onboarding phase, I only can on solo. Do you have some ideas ?
no, can i do 7777:7778, and then have someone connect to 7778?
Will do, thank you. I've just got back from a holiday and I'm playing catch up 
You can just rebind the port
Are you using proxmox
( I use your docker compose wolveix)
i try again..
No
thats what i mean. some game servers hate when you do that
Yeah, they do
I'd use the environment variable to change the underlying port
Then forward it as-is
hmm okay
if you have questions about systemd unit templates for multi instance handling I have a working setup
actually that would be nice, can i dm?
Hello y'all, anyone happens to be running a dedicated server on ARM ?
I have dm friend only
i dont think it supports arm
Nop
Only x86 windows or Linux
it doesnt work I believe
at least pre 1.0 didnt work on arm
You can literally just set -e GAMESERVERPORT=7888 -p 7888:7888/tcp -p 7888:7888/udp
yeye, i figured, but wasnt sure if i could keep it the same on the container side
anyone use gportal for satisfactory and can help me with some setup confusion im having?
omg that did it! thank you i can finally play with my friends!
does anybody found the new server console they showed in the video ?=
So pleased to hear it, friend!
Not released yet
I'm not Coffee Stain, so? π
ok lol π did he not said 1.0 ?
They said shortly after
But you are the defacto mouthpiece for #dedicated-servers
so
ah ok
get to it boi
I mean there are emulators, the biggest trouble seems to be steamcmd surprisingly π
Honestly true hahaha
thats wrong it is available. "-newconsole" and then you get the new console
Oh really? We were discussing it in here this morning
If you want the new Console just attach "-newconsole" and it should appear
If you emulate how ?
Cool, thanks for sharing!
Don't attempt it
'
Hey guys! i just set updated my dedicated server i made in update 8 it seems to be working but i don't see the multiplayer pannel anymore?
do you guys feel better performance? we are playing with 2 on server since yesterday and its stillt laggy ... but RAM CPU ist only at 30% on my server
Is there a site or service or anything that hosts these servers for people?
can't find the codes to invite my friends
CPU single-core performance is very, very important for game servers
Why ?
QEMU, via binfmt I already have a linux x86 system being emulated on this oracle cloud instance, it's just that recently steamcmd seems to have broken something...
Because it's a huge waste of time
OMG, thank you so much! @tender thicket
tons. Look at the history here and ppl have already discussed which ones are good and which ones arent
Glad I could help :D
Checked the pins but didn't read up. Ty
I can try on m3 chip if you want
Lol, have fun! π
That could be an answer for some people
I could also test it right now, my main machine is an M3 Pro
wait do we need an epic login now for satisfactory?
Id be interested purely for research purposes
But, lol
no?
Definitely not
Ok xd
then why arent my server friend codes appearing anymore since 1.0?
is the image even compiled for arm?
How do y'all get the satisfactory server game files on the arm machines though ? I'm seeing the same issue a few others seemed to experience... steamcmd just crashes on a random error (spotted on box86, qemu-user-static and docker on a m1 mac)
well yeah they changed that this patch
recompile
Screw debian then, time for bleeding edge... Seems to be some library that might've been fixed upstream
they changed how dedicated servers work?
Is there a list of the new console commands/startup options?
yup
debian is bleeding edge. unless you want to bleed from the edge, then there is arch.
Yeah
i bleed when i edge
Since when is Debian bleeding edge??
okay how does my friend join me now i went here but nothing is said https://questions.satisfactorygame.com/post/66e0629a772a987f4a8a9842
is there a script i can start server as service on linux system?
They use the server manager, same as you
^
If you're using Docker: https://github.com/wolveix/satisfactory-server
Otherwise, FactoryServer.sh
generally considered as such. something that i would consider not such is like redhat
so i just give them my ip instead of a security code? that seems weird
Debian is stable, not bleeding edge. Fedora is more like bleeding edge. RedHat is more enterprise stable, if you like
How else would their clients know what to connect to?
not docker but a remote server
Docker or steamcmd are both solid options π
that bot said fuck u wolveix
I did nothing
im using steamcmd on ubuntu22
that was to me
in update 8 they connected via a session id?
oh
i tried to post a link to debian dalies
so which server cpu would you say is best @sturdy gust
Which don't reflect the distribution as a whole lol
Do you have the game installed?
i can change .. π
Very vague question, very vague answer π
Any CPU with strong single-threaded performance
Google can answer better than I can
I think this may be related to my issue where destroying walls / foundations doesn't sync between the dedicated server/client. But anytime I use MMB to try and sample a floor / wall that was placed in a previous session, it comes back with "Currently Building: N/A". It's not just my client that does this, either, it seems. Anyone ever experience this? Sampling/demolishing any other item other than a floor/wall seems to work.
ok thank you
Anyone else still getting certificate confirmations with a LetsEncrypt cert? ISRG Root X1 is in the windows trusted root certification authorities.
Does satisfactory maintain their own list of cert authorities that doesn't have lets encrypt?
am i write it right?
how do I interact with the console with the docker?
I don't think you need -unattended on Linux. But I think the rest looks correct.
docker exec {docker id} -it /bin/bash
Does the server just plain not like being behind a reverse-proxy or what? Server works with direct connection but not if I want to go over the proxy. Everything in same LAN, no firewalls and adjusted to the new port
Don't do this
Use the console from the server manager
It does, but it's a bitch to configure it correctly
Ah, nah, I don't think that's what they meant π
Though, I could also be wrong haha
not the container console, the Satisfactory console
Thanks @sturdy gust
you"re right xD
I have started to edit the https://satisfactory.wiki.gg/wiki/Dedicated_servers . So far I have removed material related to EA and started to put in what I know to be correct about 1.0. Those of you with knowledge please make edits, be bold.
How to update a steamcmd Server? Incase of an update to dedicated servers, does he update automatically when startet or do I have to execute an update command?
is your reverse proxy something that only proxies http traffic?
If i'm not mistaken there's multiple protocols being served on the same port for this server (it binds to both UDP and TCP)
Rerun your install command to update.
Me wondering why my docker server isn't working when I've not been checking the "Re-pull image and redeploy" toggle whenever I update my stack 
okey ty
Will it overwrite files?
Do I need to change anything to get the server with ipv6 running? I am using the docker 1.7.4 on arch and can connect with ipv4 127.0.0.1 but using ::1 it disconnects when connecting to the game. I can configure the server in the server manager via ::1 though, so something is working.
And connecting to it from an external ipv6 gives me "failed to connect to server api" via the server manager, I checked the port forwarding with nc
Only the game files that are new/changed. I have not lost any save files.
Don't worry, it's only the 99th time I've told someone to update in the last 24 hours π€£
It works the same as updating the game client with steam.
It seems like IPv6 is broken atm. A lot of people waiting for a server update right now
ok, I was guessing that
which port should my friends use to join my server?
15777?
I'm trying to get it running with every workaround but nothing works atm. It's stuck at the API error
7777
7777
Is there a bot that can remind people to check pinned?
Pure Nginx stream config
Anything hidden I need to consider?
Weird question, but i guess you will only get this fancy windows when using a steam client, and not steamcmd? (And yes my server works fine, i like shiny things. :P)
I don't have the details I'm afraid!
i have lurked a lot but i finally got the docker thing to work, thx wolveix!
With steamcmd, run the server with -newconsole apparently
Thrilled to hear it! Have fun! π
just like any automation game. Comes down to determinism.
Mine is burning Doggo`s like a madman: Depends on the size i guess.
Hi Wolveix, is there any chance you have the info to run the new console with Epic version ? (tried a .bat with -newconsole but it doens't seem to work)
Like most games, Satisfactory is more reliant on a single main thread, though they have made some improvements to spreading tasks out to other cores. Single core performance is still the most impactful factor
its useless...
single game uses all cores.... ded use only one
:/
for me the game uses all available cores
yes single game
Game is not Server π
you ever considered that the stuff the game is doing on those other cores the server doesn't have to
ahhhh soz, didnt know the server was in question
We're in the dedicated servers channel
^^
Still beter then old one, i had a save which took the EA version 30 seconds to save, now it did it in 1 without hickups.
youd be surprised as to the amount of non-server talk in here
Whats wrong with that?
nothing, it was a reply to the above
oh
for me, the server is using all cores from one physical cpu.. I have 2 x e5-2690v2.. it's not touching the first cpu, but it's using 20 cores on the 2nd.
that's interesting.
has someone the correct startup line for pterodactyl, my servers not working, failed to connect to the server api
okay yeah, now i feel dumb. had the DunningβKruger effect work against me. though if i didn't specify a protocol it would work for both tcp and udp, but no, it's only tcp then. thanks for the hint!
Pinned messages
if anyone is interested, this is a working nginx config
stream{
#IPv4
server {
listen 7777 reuseport;
proxy_pass <Server>;
}
server {
listen 7777 udp reuseport;
proxy_pass <Server>;
}
#IPv6
server {
listen [::]:7777 reuseport;
proxy_pass <Server>;
}
server {
listen [::]:7777 udp reuseport;
proxy_pass <Server>;
}
}```
honestly i cant even measure the impact of the server, its less than 1-2% cpu usage. i dont see why you would need a multicore setup for that.
cant create a game...
Is there a fix yet for Windows Dedicated servers?
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any $(if {{DISABLE_SEASONAL}}; then echo "-DisableSeasonalEvents"; fi) 172.17.0.1 this is mine
nginx reverse proxy for the server itself? for a real ssl cert?
interesting
what does the ip at the end?
nginx doesn't handle the cert, just passes the traffic on in this case
it's the default gateway of docker to the host, something "static" through any standard installation, nothing to do with the network specific system you have in place
ah ok
Interesting, never thought of using nginx as a proxy for this
Anyone can recommand a hosting service ?
Has anybody used the -newconsole on Linux? I added it but I don't see a difference.
now my server is shown as offline xd
Self hosting after the initial fixes has been going great
Yeah i just can't host because shitty landlord
Won't give me access to my router port ect
It adds a lot of unnecessary complexity
how can I set a linux server for more then 4 players? I've set it in /FactoryGame/Saved/Config/LinuxServer/Engine.ini
I've added
[/Script/Engine.GameSession]
MaxPlayers=10
I dont know what to tell you :x
maybe try without the IP at the end
do i have to open port 7777?
got custom ports
ofc you have to with my command, as it doesnt overwrite the default
what server manager is this? looks clean
Whatever port you've passed as -Port, must be opened for both TCP and UDP
ok yeah ofc, now its running but i cant create a game
Permissions issue π
Game.ini not Engine.ini
can i see server fps anywhere ?
pterodactyl. But I would look into "pelican" if "new to the game", as this is the 2.0 version of pterodactyl. Just we dont want to bother updating on our end
Or, add this to your server startup script:
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
how to fix it? servers is mine
Depends on the OS
where is it located, I have no Game.ini. should I make one?
Yes, you can do that. Or, add this to your server startup script:
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Neat didn't know it could be a startup option. Wish they would release a list of all of these.
Any know if you can get achievements on dediservers or is that only for local/singleplayer?
Yeah, that'd be nice!
mine or the one from the server?
mine is win 11
Server
Have you started the server and created a save yet? I think it's generated on first creation.
its a pterodactyl egg, so runs on linux
Check the perms of the mounted directory
It's located in the same directory as the Engine.ini
yes
how can i do this?
I don't see it
I'll make a new file
I have Engine.ini and GameUserSettings.ini
should I add it to GameUserSettings
It's kind of odd that it didn't get created. I have about 20 different .ini files in that directory.
No only Game.ini
I would reinitiate the SteamCMD download, could be an incomplete install
Not sure about the egg specifically, but you presumably pass it a user to run as (or it assumes the user from you, being the user that ran it). Ensure that wherever your files live, that they're owned by that user
where do I kick players?
I think all the .ini files get created on loading into a save new/old.
It depends, sometimes Game.ini isn't there
normally they are bc its managed by steamcmd
Weird I have never had that happen to me.
I can just nano Game.ini with just [/Script/Engine.GameSession]:MaxPlayers=8 ?
I hope soon is soon π€ͺ
Haha, I encounter weird things all the time from people running my container π Different environments can be wild
No, if you were to use the file, it should look like this:
[/Script/Engine.GameSession]
MaxPlayers=8
Any news on if they fixed the server not showing online yet.
well yes. with new line ofc
That's an environment issue on your end
It's been working since the workaround was released last night
One of the pins in here fixed that issue for me.
Adding a startup option.
That's the workaround
After much messing around I got it to work! I do have another question though. How do I increase the player count from 4 if I installed via SteamCMD?
Ok maybe Iβm miss understanding. Last night when I tried it showed not online. Did satisfactory fix it on there side or is the work around needed to bypass the issue
Glad it's working! Read above, someone just asked π
They provided a workaround, please read the pinned messages in this channel
Thanks
Lol, thanks for reminding me how discord works π
I hope this patch drops soon.
The workaround works in the meantime
Would you know why it gets removed if I start the server?
Cant do anything with it cos of hosting company
Game perms, bit of a funny one. Mark it as readonly in perms, or pass it as a launch parameter (as mentioned above)
Ah yeah, sucks π¦
yeah don't have access to the files needed to do the workaround
If i was any good with Linux and had a vps as well as a dedicated server I would have had Pterodactyl setup
Wondering if anyone else has tried running both the server and client on the same computer and had any issues. I start the server up, the game client can see it and I can play. When I leave the game to eitehr the menu or back to desktop. The client cannot connect to the server manager again, it stays offline. If I restart the dedicated server, the game client is able to connect again.
Yes, it's a known bug
Great, thanks!
It's pretty easy to get going with Docker, but it's probably easier to just wait for your host π
yeah I had Ptero on previous dedicated server that someone setup for me was easy to setup servers
I used AMP after as that was easy to setup
The steamcmd wiki is pretty good then the satisfactory.wiki.gg has a good page on starting up a server.
pterodactyl is a glorified docker manager. Really you should stick to plain docker if the intend is to only do it yourself. If on the other hand, you intend to "share" the server to other fellow gamers, then pterodactyl comes in handy so that you dont just give out full access to anyone
yeah It's just me on the server mainly different Minecraft servers running
Would really love the ability to query the state of different blueprints via the HTTP API. My goal is to publish the current blueprint progress in a Discord channel or when a milestone/blueprint is completed.
NOTE: you have to specifically run the "quit" command on the server console in order for the game server itself to generate Game.ini. Save game or just exiting the game is NOT sufficient. If you create your own, it will be overwritten! Let the server generate it, and then edit it.
Hello ! my friend and i tried to create a serv with steam cmd but when i try to join it says offline :/
Are the ports forwarded?
pterodactyl is really the first step of industrialisation of game server management. I dont think alot of ppl are actually in need of such system. Kind of impressed it's even open source.
If you just have like 3-4 servers, then I would personnaly stick to docker cmds, maybe docker swarm if you really want to physically bind your servers to a maximum of resources
firewall yes
Looks like you are connecting with an internal IP so the matchine that is running the server is probably blocking with its own firewall.
Im really excited for pelicans plugin system
that will definitely make me jump ship
ohhh ok. thank you
Disagree. It's very nice to be able to easily run multiple containers without having to dig into docker. IP allocations, eggs, shared administration, easy console. Setup is just clunky for the less technical.
thx i will try to investigate ^^
if u dockerize it then the setups not even terrible (docker in docker lul)
damn pterodactyl looks nice. i usually write my own managing scripts for my game servers. running palworld / satisfactory / 7 days to die. wrote a memory manager to reboot them when their ram use gets too high / auto backups / etc
At the minute as I don't know Linux much I'm running a dedicated server with Debian 11 and Gameserver interface. That's why I don't have access to files to do the workaround.
I just wish years ago when I messed around with Linux Mint I actually did more things with it.
never too late to start learning bro
its nice when you need to manage 2 or more machines... there is other things one could use but would classify petro on the easier end.
I liked Ptero cos of the panel and the eggs were easy enough to add
What gameserver interface?
Any advice for getting an epic hosted dedicated server to be externally visible? Ports are forwarded.
Dunno it's just what they have
zap-hosting
Make sure the machine it's being hosted on doesn't have a firewall blocking anything. Also is it just offline or do you see an error?
well it didnt worked :/
If you're running the dedicated server on the same computer you're playing, why does closing the game close the server? lol They're seperate exe's
it doesnt normally
i see the serv offline
u prob have a misconfig
Shows as offline when going through my Ipv4, but online when using loopback - firewall allows it on router and localhost
Although console says this : LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
I don't know what to change in the config to change that behavior π¦
Summarises the majority of my messages here in the past 24 hours π
no, it's a legitimate problem that a lot of users are having. and it's not limited to dedicated on the same pc or even network. server owner disconnect is killing the server on exit
Hello all. Are dedicated servers actually working well now with the 1.0 update?
yeah, I finally figured that out, wasn't obvious!
Pinned messages
Interesting
That's a totally separate issue
Read above in this channel
mine didn't show up when following the wiki start up commands. i needed to remove all the optional arguments ( -multihome -log -unattended)
Read the pinned messages π
I don't have a start.bat though - It's the Epic run dedicated server.
Wolveix is 2 repeated questions away from blowing a gasket
ports open on both TCP and UDP and it is still online for me
Why does zap only have info for the windows vms not for Linux. Also it seems to show command line stuff for windows I would assume it has the same things for you Debian instance.
I just see a lot of crash reports. Crashes aren't really my biggest concern; I can work around the occasional crash. I'm mainly looking to see if all the desync issues have been fixed
I reckon you're my favourite person in this channel today lol
Is there an option to make separate progression for 2 players or for each clients ?
ima go cry
(kidding)
Bro the smile emoji says 1000 words
It would be great to collect all asked question and pin a link to a FAQ, like a markdown file on Github