#dedicated-servers
1 messages ยท Page 89 of 1
This is more than likely off-topic, but I'd like to learn something new
Is that safe to use at all? I manually open up the firewall advanced settings, press 'New rule', then allow the connection on any specified port I need, then name it accordingly. To me, those settings just seem like command line args of what happens under the hood when I use the firewall the way I have been
sweet, may take advantage of it if we can then, thanks for the feedback! ๐ซก
It's just the command line args to do the same process
Awesome, thanks for answering!
Yes I can connect by internal ip while connected with an external VPN
It's way easier to say hey open this and type this, then click here and here and here and here lol.
this broke my brain
Hi guys I'm having trouble connecting to my SatisFactory server, I put all the ports required by the game on Pterodactyl, Linux via ufw and on Virtualizor (Both UDP and TCP) but I keep popping up this: Failed to connect to the server API, I send an image of my Linux
Pinned messages
You need the workaround
As a workaround until we release the patch tomorrow, you can add the following command line argument:
-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
Patch still hasn't been released?
Pterodactyl eggs arent up to date afaik. (if thats what you're using)
Yeah, but they can modify the launch params
Also in the pinned messages
how do i see pinned messages? discord noob...
Top right ๐
Where should it be inserted that I have the server on pterodactyl
bet, thanks
with streaming disabled *, forgot to point that out
Any particular reason not to include multihome? In my experience, the issue there was that it would cause the HTTP server to bind to localhost, but the pinned flag resolves that. Iโve been using both arguments successful
with ultra network mode, and huge network bandwidth settings everywhere
(and automatic report disabled, 1 because I dont like it 2 because I have exotic settings)
Because it breaks everything, from my direct conversation with Coffee Stain since 1.0. If you're on Windows, it may work locally. But read the pinned messages for more info
is there a console command to change the max members?
ta
figured thats what you meant, but always nice to be crystal clear.
ta
omg....I hate myself.
I was so focused on the firewall and port forwarding thing that I forgot to just restart Steam... Quitting (disconnecting my account) and restarting made a DedicatedServer patch appeared. Which is weird because restarting the PC didn't do that... Anyway.
Updating the DedicatedServer from steam and now I can see the server and load a game in it. Let's see if I can join it and play without any issue now.
Thank you so much guys for the help btw. You are quick to respond and very respectful.
Thatโs not been the experience for myself and the people on mine. Iโm hosting on Linux and have others join remotely just fine
Please read the pinned messages
Imagine if a GPT bot could hold context for the last 3 days and just help people
It's probably the last day you'll need to honestly.
Everythings always hectic the first couple days, but then once everyone starts to figure it out and all the fixes go through then everyones a genius and knows everything
Those of use that typically answer questions in here day in day out, thank you most kindly for letting us have a day off ๐
If people could just read the pinned messages and FAQ ๐
Thank you for everything you do!!
If you want anything added to my FAQ or anything, just shoot me a message ๐ Might be helpful until 1.0 receives patches
Alternatively, the main wiki might be updated soon
Iโm not experiencing issues. On the contrary, I was trying to provide a data point that supplying both arguments has been successful for us to bind the game and HTTP server to a particular IP.
I appreciate that, but it'll be because you're operating within the known confinements of multihome. It is not safe to recommend it to most people, because it does break things right now
ok, so I had that set in the right place, is it expected for the server status to always list X/4 players on server even when you bump it to higher than 4?
No, it should list the higher number. Did you restart the server?
mind if i drop you a quick DM (just to say hello) so that once you drop i might find it easier to share anything we can?
yep
Absolutely!
Legend, ta
Then it's not set correctly ๐ฎ
grr
@sturdy gust haha
As funny as that is, you know someone is going to try those flags ;D
LMAO
you forgot --funroll-loops
๐
sorted now. I had set it in Game.ini, but when I checked the two lines were gone, so added them back in, restarted and now it's showing the right number of slots
Hell yeah, glad to hear it!
Damn, I have sent a few messages in here ๐ฎ
90% in the last like 2 days
man, I remember spending hours in here when update 8 dropped, helping people get their servers online and working out config options and stuff.
It's very... satisfactory.
fun times
I rarely sit in here because I don't generally have the time, but I made sure to clear my schedule for a few days around 1.0 ๐
I don't know how many times i leave this discord and then reappear months later when i need to check something.
my tick rate!!!!!!!!!!!!
Not to mention, I get enough people opening the same kinds of issues on my GitHub repo
Hello, i have a weird issue with the MaxPlayers value when making a server with Pterodactyl. The first time i launch the server, it erase the maxplayer value in the game.ini, and then i can't modify the number of players in the panel, i have to write the MaxPlayers value myself in the file to have it to work again. Anyone have a fix for that, so a fresh install can have a max players option works directly in the panel without adding it manually ? And yes, i have an Up to date eggs
is there a hosting platform that works rn? or a place to rent a vm, google cloud is good but I don't have a credit card :c only a prepaid
only way to change maxplayers pretty sure. the file is read-only so the game can't change it
I remember having 4 responses ready to paste, just sitting ready in a notepad, just because the same questions were being asked over and over and over
Thanks to everyone helping out in here. You guys are champs.
Special thanks to whoever mentioned changing CPU type on Proxmox VMs to HOST to avoid the crash on generating world. Everything works now!
I know I've mentioned it a few times, but I'm sure others have too ๐
interesting, do you have to launch it with that string every time?
Okay thanks a lot ! I will try with the -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Yes, use a script ๐
too late I've already tweaked the crap out of my ini files
i love proxmox ๐
I overhauled the Docker image to not do that, as it's annoying and can break stuff. Now we pass everything as launch params to prevent the in-game server manager not being able to modify state: https://github.com/wolveix/satisfactory-server/commit/a151b0c96c52858a813deb955362cbc951b25eb2#diff-d31ce0453051853c17ba2a5225b3d1bfab548e095bab0967d6acfd1b3ce1b35dR47
I could never rly figure out docker ... something about how it stores its containers with windows
WSL makes it pretty easy! Feel free to DM if you ever wanted to give it another go ๐
Interestingly on my windows server, i set the max players inside the game.ini file (in fact it was still there from my U8 days)... and it just worked the first time i loaded with no overwriting etc (no its not read only) so interesting to see others have different experiences in their environments.
gotta love consistency when troubleshooting ๐
Consistency is the exact reason I'm a strong advocate for Docker ๐ Makes things easily reproducable, outside of environment conditions, of course
HEARD!
'Morning automation people! Is there a way to change at what time the automatic server reboot happens ?
I don't mind at all the auto reboot every 24h but it happens at 8pm which seems like the worst possible moment
yeah I've had no issue with editing my ini files, even upped network quality and tick rate
It's configurable in the in-game server manager ๐
It's UTC, FYI
Clearly Nix is the user friendly answer for this /s
not in advanced settings is it?
I've only seen the frequency in game, not the time of reboot. I shall look if I was blind ๐ค
I've had no luck trying to change server settings in the server manager
it gives me the icon that the server needs a reboot and it never sticks the changes
Yeah, because you modify your ini files lol
See my comment about the changes to Docker ๐
Your ini files are readonly to the process running the server
Hence, it can't save anything ๐
Anyone knows what to do. port 7777 is open in the fierwall and on the server
Pinned messages, and https://github.com/wolveix/satisfactory-server/wiki/Troubleshooting-FAQ
hm maybe it's not translated properly. "24h" would be "24 - 4", = 8pm Montreal time .. Thanks!
yee "The amount of time", not "The time of restart"
that's why I didn't even try to change it ๐
eheh thanks a lot! Will change that for sure
interestingly in game the server restart time is written as an 'interval'
naturally i set to 24h... and then saw server wanted to restart at 00:00... im like, we were only 3 hrs into the game at that point, thats not 24hrs.... so im guessing the 'interval' is not actually an interval, but rather the time of day at which you wish for the server to restart (which it will do in 24hr intervals)
@sturdy gust i should say im not using docker btw
Doesn't matter
Same applies
tho if I need to run for whatever reason the server on my own pc again I'll hit u up for help w/ docker
that host-client disconnect bug is wack
in theory docker/VM would work right
because its like a socket listening error from the OS or smth
Running multiple servers on the same machine is so much better since I started using Docker. I can switch them on and off as needed by our group! I wish I knew how to create them myself, but it looks extremely complicated ๐ค
I decided to go with cubecoders amp manager the other day and it takes me 2 minutes to start up another instance of satisfactory. lol. No complaints here.
Delete multihome in launch command
Indeed
also I set my tick rate to 60, at first in server manager it said 60, and now it avgs like 33-38
ok the github page dident change anythin
If you're not using Docker, read the pinned messages
You need to change your launch command
i am using docker
Then you don't have your ports allowed through your firewall
Or, you're not using the latest image
i have
Change your image to wolveix/satisfactory-server:v1.8.1
If you're using my image, that is
i am
has there been any updates to game/dedi as of yet?
Then you have a firewall or port forwarding issue
i ahve done the excat same as my frined and his works
Yes, meaning the TCP port is unreachable
update 1.0 released
๐
@golden raven if you're 100% using the LATEST image (not the tag, you need to manually pull the latest version), then it's a networking issue
oh, yes I forgot to open TCP at first
Send your Docker compose or run command
Still no fix for server hosts yet?
lemao
docker compose up
Nope, they're still waiting
missunderstod for command
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=4
- 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
Run docker compose pull, then try again
Or, change the image tag to v1.8.1
Instead of latest
i got a dedicated server, my question is: when all player logout, our product line will still running?
Lot of settings from pterodactyl eggs seems to change nothing, i'm using an eggs that have 2 days, is there a better one by any chance ?
Change auto pause in the server manager to true
Bruh... my players are being antsy like why didnt they fix it on release?
ok
But hosts don't give you that kind of access
i want it keep running, so i have to turn it to true?
Oh, then change it to false
OK, i will try that
lol.
that dident work
Well, the error is right there
your dns is fucked
oh
ping something like google.com
see if you have proper dns
from my pc or server?
what I want to know is why doesnt my clouflare domain attach to my IP... ๐ฆ no-ip works fine
server
The server lol
type ping google.com
Has anyone gotten the dedicated server https api to work? I always get 'route_handler_not_found' when trying to curl it.
Example curl:
curl -k -X POST $MYSERVER:7777 -H "Content-Type: application/json" -d '{
"function": "HealthCheck",
"data": {
"ClientCustomData": "Your custom data here"
}
}'
dns broken?
yeah, your dns is borked
Do you have the forwarding for that subdomain turned off? (Grey cloud vs orange cloud)
yea proxying off, its why im confused as heck
what distro?
See the healthcheck for my Docker image, you need to include /api/v1 in the path:
https://github.com/wolveix/satisfactory-server/blob/main/healthcheck.sh
Ahhh v1... of course....
Pterodactyl eggs are broken and we have to use Launch parameter for everything we want to add in the settings panel right ?
Yes sir
@sturdy gust GOAT. Thanks.
I gotchu ๐
Itโs not a cname to something that is proxied is it? Otherwise thatโs very strange
Alright, please forgive me if this has been answered somewhere else, as I havenโt seen it yet, but did 1.0 fix the vehicle weirdness on multiplayer/servers?
some issues.
I think maybe they only allow web ports 80/443 8080/etc. A name set to public IP
Iโm mainly concerned with the random kicking/extra body issue
Yes, if you're proxying
If you're not proxying, you can use any port
that's still happening to people. if you crash while in a vehicle your body gets duped sometimes still. Less frequeuent but unfortuantely still happens.
do we have anymore details on the release of the api bug patch? I know they said this week, but anything more specific yet?
Nope
huh then im stumped.
dang. Oh well. Thank you!
Thatโs sad to hear. I hope they eventually get around to figuring that out. Thank you for the info ๐
the extra body issue after getting 'randomly' disconnected (which was common in U8, but ive yet to hear any instances of this happening in 1.0 yet)... was simply solved by being paitent before reconnecting the game client to the server.
the server needs to timeout the player in the world first, so if you wait 30 seconds after getting booted, then you should reconnect without causing the extra body issue.
Do you know if there is a way to see the number of people playing on a server without the token with the new API ? Or a way to get the token ?
i changed my maximum player count, when game save, will it turn back to default settings?
Oh, yes, I was aware of the waiting part.
Itโs still kind of a bummer because I had built part of a road network while playing with some friends and it ended up being useless as a result of constant kicks (among other issues)
should not ๐ (mine does not)
like I paid money for this cloudflare domain.. I wanna use it ๐ญ
But I appreciate the reminder
You can use cloudflare but you have to disable the proxy portion of it. Proxy only works for tcp not udp
not heard of this happening to anyone running 1.0 yet, so maybe, just maybe, the root causes of it may have been fixed... although if for some reason there was a network interruption, and one reconnected quickly, then its possible the extra body issue could resurface.
yeah it is off, sadly
its no big deal really, but i get you.
I cant find anything on it by googling either its like such a niche problem
because i think its cloudflare's fault
It's cause its not really a big problem unless you're a big server host.
nobodys gonna ddos a 4 man server
Sorry, wasn't following. @topaz echo what's the issue?
cloudflare doesn't wanna work for me even with proxying off
I in fact have 2 ddns addresses working -fine-
Do you have an A and AAAA record configured?
Assuming your network supports IPv6, that is
just A
Since Satisfactory needs both if they're both there
Or, well it's been a bit funny since 1.0
A record, DNS only
yep, hence my confusal xD
Should work.. takes some time to update
it's been set to my IP for months
if you query 1.1.1.1, do you get the right IP back?
do you ahve a static or do you need to setup ddns
static
Assuming external people can connect fine with the IP, right?
lucky! too damn expensive for me
yep, including my 2 ddns domains
To be clear, you're not trying to connect to it using the domain yourself, are you?
Since that won't work
ye its not just satisfactory that won't work
How to use docker in linux..??
I think my ISP has changed it once in 8 years, when they updated the whole system and changed the box and stuff
any one have idea on this?
@gleaming pike would it matter what I type in for "Name"? I used @ for root and it inputs the domain name itself
that looks like the game crashing (not the server)
if its a one off, just send the report and load the game again.
if its repeatable/keeps happening, then there may be addtional clues at the bottom fo the logs files.
Hey, could someone just check if my Satisfactory server appears on the list? krhosting.pl:25568
@ should be fine
Now thew server works thaks for telling me the dns was the problem
It isnt claimed yet.. you should claim that before posting that information. You need to add this into the satisfactory server manager and set up your admin password immediately.
I don't open it because it will probably be closed soon, I just want to know if it is on the list and I can access it?
Told you it was a networking issue ๐
Glad it's sorted!
is that the dedicated server still more rely on the main core speed? my server only be used 26%CPU 28%RAM 300KbpsNetwork, but it performance really slow down
Yes
Single-core performance is crucial
find a friend or someone looking for a group to test it for you, if you get issues, then post your issues here and we try to help.
respectfully you need to do a little homework yourself.
My server is using the Intel(R) Xeon(R) Gold 6148 CPU @ 2.40GHz, so it really work hard but still bit slow ๐ฅฒ
Nobody can access it till you set it up sir. I tried putting it in my list and it asked me if i wanted to claim the server. You need to do this.
Thanks. So i need the token for the number of connected. Do you know by any chance if there is a way to automatically generate a token the first time an server is launched in Ptero ?
Nope, not currently possible as far as I know. Use server.GenerateAPIToken from the server console
on dedicated server why does my single player inventory comes up?
download it
Say again?
so when I satrt my new dedicated server my items in my single player inventory are in server
did you import the save game from your singleplayer ?
nope its a new server
dedicated server starts at tier 1 or is it 2... (is it zero indexed, i cant remember), anyways, you start with some basic materials, thats normal.
its 2
Idk what but wan is but yes I am connecting within the network I don't think its a port forwarding issue because I am pretty sure I port forwarded right
Kinda curious if anyone runs any open dedicated servers
Pretty sure WAN is Wireless Area Network, but I could be wrong
LAN = Local Area Network (network inside your house)
WAN = Wide Area Network (The Internet)
Wide Area Network, actuall-
RIP me not being familiar with a term i never have to use
But working with LAN and such
cubecoders had one and was trying to do a 'megabuild' with a ton of people.
new.instaban.com:7782
Anyway, kinda curious about setting my own up, but unsure on the limitations. Last time I looked into it, the limit was 4 people max
This was posted yesterday, probably still up.
Well, the official limit without possible issues
You can change it in config
are you using the internal IP (not your public IP and not a domain address) when connecting to your server?
They are using public I am using internal
Got a link to the thread? Having trouble finding it.
So you are connecting over LAN(local network) and your friend is over WAN(external network)?
Sorry for sounding dumb here lol
It's in a different discord. // it was an event they were running yesterday to get a big build going
Yeah seems right
is there a list of public dedicated servers somewhere?
just read your previous messages way up there... you connect OK internally, but friends stuggle from the internet...
sounds like a router port forwarding issue...
assumiung that you did set it up correctly, have you ever hosted stuff at home before and it worked?
Reason i ask is that some ISP's use whats called a Carrier Grade NAT or CGNAT... which allocates a single public IP to multiple customers, often with a CGNAT its not possible to route IPv4 traffic to resources you might host...
does your ISP use CGNAT, do you know, can you find out?
The alternative is to use IPv6, which is designed to not require the extra layer of a CGNAT
Ah. Well, not sure how to get over there.
Nonetheless, thank you. I'll look into it.
If they are still having the error from the screenshot yesterday then your ports are not getting forwarded correctly. Or something is blocking them ie: windows firewall if its on a windows machine.
I have hosted Mc servers they work fine I use xfinity
im launching a server using the "dedicated server" on steam and it works flawlessly and i can play with friends however if i leave the server or close the game i cant join the server anymore it just says "the server appears to be offline" however my friends are still able to join for some unknown reason
please help ;_;
I would double-check your port configuration, make sure you forwarded both TCP and UDP on port 7777. (Especially given how many existing resources and guides are now wrong)
OK, id suggest to revisit your port forwarding and review it carfully.
Just put it through a port forward checker and they aren't showing port forwarded despite showing they are on xfinity config
Some people were posting websites last night that can scan your external ip to see if the port is open and working. I would start with that.
Make the the servers running or it may not show as open from an external checker, make sure both UDP and TCP 7777 are forwarded from router to the host machine, and make sure the firewall rules are set to allow on the host machine. (for both tcp/udp 7777
Caveat, make sure the server's running when testing.
Yeah we had a person last night who said the server was not working, but they forgot to start it.
If I can join they must be right?
I am connecting from a Separate devicd
Not if you are local to the server and not using the external ip.
There are cases where people will stop their server, try to port forward, and then attempt to verify it without the server running.
If there's no server online, the tools can't verify that the ports are open. There needs to be something listening on those ports during the test. ๐
Um not necessarily. If you can join locally within your own network this tells me that the firewall is open on the host machine, but its likely not port forwarded. Port forwarding isn't necessary locally, only if you plan on accessing externally.
If you did port forward, then you should be able to access the server with your external ip. You can find address easily by just googling "whats my ip" and clicking the first link.
The external ip is what you would need to send to friends, or someone outside of your network to join your game.
~ Sometimes its really hard for us to troubleshoot and help people when they don't understand these differences.
In 2 different server, my first part on the token is the same. Is it the same for everyone ?
I don't know the official answer but based on just what you said, i assume the first part is unique to you and would remain the same.
Well, the first part is the same for everyone, when you decode it it just say ApiTokens...
So only the fingerprint is very important
I guess you answered your own question.
I already pointed out it is an issue with people connecting externally
I get lost in chat sometimes. Just be sure you're properly port forwarding both 7777 udp/tcp and giving your external IP for connection.
Anyone know if "Server Restart Interal" can be set to restart at like 6am everyday? is there a config file we can tweak?
Can be changed in the server manager in satisfactory. Its a setting under 'settings' in there.
Does server need to be online when port forwarding or just verifying
Just when verifying/trying to play.
Doesn't need to be online when port forwarding, only verifying.. or playing.
Is that what it means? that's kinda what I was checking ๐ "Interval" suggests it will now restart every 6 hours lol
As far as I know it's mislabeled. I was told to think of it as a 24-hour clock rather than an interval
Perfecto ๐ Thank you! I'll give it a whirl
seem to be a issue with corner wall 8m , works on single player but doesnt on dedicated server realy odd , its there but its not there
Would be good to make a bug report so the devs can look into it. https://questions.satisfactorygame.com
Shout out to @sturdy gust for all his work this week <3. Love seeing all the updates hitting github.
Is this a dedicated server issue, or do I need to unlock hard drive research? Can't seem to figure out where to put them in the MAM
Works fine for us on dedicated server after Radio Signal Scanning has been researched in the MAM
Is that obtained with a certain tier? Can't remember
Hallo kurze Frage ist das Problem nun behoben mit dem Verbindungsfehler ?
Ja
yes
@peak wedge danke den schau ich gleich mal ob der Server nun funktioniert ๐
how you invite your friends to the server? i already have it working but i dont know how to invite people
Vergiss nicht das Port 7777 TCP und UDP freigeschaltet werden muss
You send them the link to your server
Is there a table of GamePhases and Active Schematics somewhere? To translate between like /Game/FactoryGame/Schematics/Progression/Schematic_3-3.Schematic_3-3_C which is Vehicualr Transport
i do the server with steamcmd and opening the 7777 port tcp and udp
Is that tier 7?
what link? where can i get it?
Have you ever hosted a server before?
nope
@peak wedge no tier just normal MAM unlock
Okay, so when hosting servers, you generally need to expose them to the internet yourself. In this case you need to open port 7777 and have it forward both TCP and UDP traffic to the machine hosting the server. You open those ports on your router
Which category is that?
server disconnects when someone logs out , makes zero sense
- any user leaves server instance is still running but the game no longer detects it as running .
- among several missing assets , tilted walls for instance.
think this is worthy of a hotfix.
Found it.
Quartz
oh, i see. i have to do the same but in the outbound right?
Your router has a public IP address, that likely changes frequently. You should probably get a Dynamic DNS service set up that adds an FQDN to your IP. Your router would inform the DNS provider where to point that FQDN (the link to your router essentially) to.
ran several validations of server files no mods nothing fixes missing assets or server going offline once a player disconnects
Yea, not getting anything to scan, nor do I see a place to even put it on the MAM.
Maybe I'm just dumb and missing something obvious?
ohhh, i have to do it in my router config
Yea.
I'm experiencing this "Encryption token missing" error as well but I am not the server host - how can I join?
Gaming servers are not the user friendliest thing to setup. Some networking knowledge required.
How do I use the server manager as a non-host user?
@grizzled tapir So in summary, you need to get Dynamic DNS configured on your router, which will give you an actual web address you can share. If you use Asus, they offer a free service built right in. You need to configure the router to forward port 7777 TCP/UDP to the IP address of the machine hosting the server, and finally you need to make sure the IP address assigned to the machine is static, enforced by either the router or the host on the server, so port forwarding doesn't break. After that, you should be online assuming the dedicated server is set up correctly.
xD glad i could help
Now scanning
perfect, thanks for the info โค๏ธ
it's funny that i studied informatics and i should know how to do that โ ๏ธ
We all have those moments. I'm a Masters in Computer Science, specializing in AI, but ended up spending 4 hours debugging something very broken which ended being because a for loop was using the var i and instead of j.
Ooops
damn
Sometimes the little things are very easy to overlook.
All users join via the server manager ๐ Just add the server IP through the interface, and you should be good to go!
I found it but it's a bit confusing that there is a join game option separate from the server manager option. It's not very obvious that the server manager is intended to be use for this type of situation. The fact that I had to come here to even learn about it is a bit silly.
Probably nothing you can do about it though.
I agree, many people have encountered the same issue. Hopefully Coffee Stain improves the flow soon!
Or at the very least, makes the error message a little clearer
I think it's intended to be able to join through The join button, but there seem to be issues.. and the workaround is to add it to the server manager instead.
No, Coffee Stain said that that wasn't the case
Really? That's very very odd and misleading
i'm getting a crash anytime:
I use the chainsaw and nothing disappears
I return to main menu to reload and a crash happens
Epic game store is the dedicated server and I connect via Steam version
Everything works except this. anyone else?
From this channel
? that works though?
Dedicated server does not work. Can't even create new game, it crashes. Try to upload saved game -> crash.
I'm waiting for their fix, until then no dedicated server on LInux.
Yes it does, the issue is likely on your end
i'm literally running one right now. the only bug i'm having is what i just mentioned. 50 hours
Unless you're running <1.0, that's not possible. You cannot join a dedicated server through the join menu, you have to use the server manager
1.0
sounds like too less RAM
huh...10 gigs is not enough? docs says otherwise
He's not talking to you
Morning gents
The messiah returns
Meanwhile uve been up for like 8h id guess
No, docs say 12GB+
Yeah ๐
just to prove i am using a dedicated server and joining works
Last time I read it, that was for Windows hosts.
linux too
That's never been the case
In Satisfactory i have a 300ms ping to the server but if i ping the server directly i have someting like a 20ms ping is that a problem form satisfactory ?? loading inventorys and everything else is a bit delayed despite the the server not haveing a high load. Does anyone have an idea ?
Low single core performance?
(Small note: the same host I'm talking about was very much fine with 10 gigs, on Update 8, with many hours of play... but let's see, does not take too long to add 2 more virtual gigs)
Then, it's unlikely that that is the issue
Try spinning up the server with a fresh data directory
am i the only one who has run into this?
No, others have mentioned similar issues
i'm pretty positive it just had to so with chainsaw bio clearing and that is it
Manually cleaned up the Epic & Steam data folders, like a new installation (at least for the game and its framework) ... Moment, I add that mem
i'm actually streaming and recording what happened
Okay
What does your launch command look like?
is everyone just listing bugs here or is there a better place to do that?
ICMP ping does not equal game server response time ping.
ICMP ping is handled by your OS, on a CPU core thats not going to be busy.
While game ping will be handled by the game/server, so if its busy, it can take longer to respond, thus the discrepancy.
Example: my direct ICMP ping is less than 1ms to the server, but inside the game it says my ping is around 15ms.
if you got 300ms with a local server? then it could indicate that the CPU potentially is a little overwhelmed.
guys i need help over here
https://discord.com/channels/370472939054956546/1283795752564555927
that usually just means you need to wait a sec from my exp
added a systemd service, just executing the FactoryGame.sh with no params
post your bugs here https://questions.satisfactorygame.com/
I managed to get server working on my old host dedicated server as still got about a week left until it's cancelled. Created a new instance in amp, Didn't even have to do anything with ports just loaded up straight away. Popped IP in server manager and setup and joined. Just waiting for patch to fix new server to transfer save over.
Ist it possible to activate fly mode for an active session on a dedicated server? When I load a save with "Load Game with Advanced Game Settings enable?" Only this screen pops up, until it's gone and nothing shows up.
Any guesses as to why on only one of our players has a timestamp expire which lags the entire server out?
My dedi seems to be unreachable (but the process doesn't stop) once the last player disconnects. I have to restart the server process once the server has emptied manually. Any ideas why that might be happening?

Using Linux too. Works perfectly. Sounds like you might have perm issues.
does their PC meet the specifications for the game?
are they using tin cans and a shoelace for an internet connection?
is someone else in their house downloaded torrents etc
12 gigs, still the same crash:
[2024.09.12-14.33.55:619][ 15]LogNet: GameNetDriver FGDSIpNetDriver_2147482188 IpNetDriver listening on port 0
[2024.09.12-14.33.55:640][ 15]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2024.09.12-14.33.55:640][ 15]LogCore: Fatal error!
and before you come at me: I have the TCP/UDP 7777 ports (and the 15xxx version of the m too) open. This is confirmed by the Server Manager in game, that I can configure and start creating a new world...
The debian host I use is fully updated, I see no issue there
Could also be a routing issue. Check you don't have a VPN going that's routing the connection through it instead.
Wdym?
Hello, we have problems with running satisfactory dedicated servers on linux. The server doesn't seem to read the configfiles. Changes the user makes in the interface are not written into the ini files. are we doing something wrong? The path of the ini files is FactoryGame/Saved/Config/LinuxServer. The game doesnt seem to load those files on start either.
If the server can't read/write to the config directory, it could crash.
Wouldn't that mean, that I cannot even connect to the host at all?
Check the server has full access.
No. If you're host is accessible to the internet, then it can still connect.
Nevertheless, there is no VPN within the infrastructure
don't tell me, that I have to run the ddsrv as root...pls don't
Permissions issue
"steam@factory-deb-ddsrv:~$ sudo /home/steam/satisfactory/FactoryServer.sh
Refusing to run with the root privileges.
libc++abi: __cxa_guard_acquire detected recursive initialization
Aborted
"
XD
Well I do at least. But then again, I'm in a Docker. :p
Explain pls
I am not finding a related pin. Care to elaborate?
problem on your site
When does this crash happen? When loading or creating a game?
patch drop yet?
U on proxmox?
not entirely sure an answer for this, but are you using some kind of application manager?
Is ur VM in proxmox
Refusing to run with the root privileges. libc++abi: __cxa_guard_acquire detected recursive initialization
says all
i would use docker
yes
Wait it did?
that was just a LOLz try...did not expect to work that way
<- Does Simon still work for coffee stain? Could all these problems be his fault? ๐คฃ
The one causing connectivity issues? I believe so, yes.
I am using NSSM on Windows 10. Has worked without issue for all previous updates.
yep looks like the github has been updated and the issue closed
Interesting, so do we not need the IP fix anymore?
No
In the startup params?
Ok
I've been up and running for almost 28 hours now
Oh so it was just an API issue then?
About the same yeah
Did we get a patch for the API connect issue after?
No, there was some network issue for sure, if I'm not mistaken. Either way, it's working now, and that's what matters. LD
๐
Fair enough
Hmm, maybe check your logs in search of errors. Not entirely sure what's going on here. It's odd that it's happening at the last player disconnect.
@wise carbon
Bro why are we lying in here
Yepp, I'm also using proxmox
The patch has not dropped
You need to change you CPU in your VM config
Oh I thought it did.
Make sure that ur VM CPU is set to host
I thought it was schedulred for yesterday
Huh..would make sense...lemme try it
Yes, but it hasn't released yet
Bros lying for fun and profit
well the issue is closed so what's the difference lol
For my Docker image, yes
Because of the workaround in the pinned messages
For anyone not using my Docker image, they'll need to do the workaround
That's the difference
Well, I'm a liar now. :p
What's packages for? ๐
The Dunes loaded paused on server
22GB RAM used
pauseChamp
๐คทโโ๏ธ
Yup
But in the meantime, the workaround does indeed work ๐
True
As us regular posters all know
Although I think my server works without
Yeah, specific environments will function
But not IPv4-only environments, essentially
do we have any workaround for the start at tier 2 thingy? could I cheat us back to tier zero with advanced settings?
Nada
Makes sense
Play p2p til t2 then upload to the server
uhh that sounds interesting...I'll do a dry run for this
down to 8% single cpu load
going to trigger a paused save
Permissions issue
Daaaaaaamn! XD
Maybe satisfactory calculator and then upload the savegame to the server
this is epic man
It's what I did and it worked fine
Do you have an idea if there's a value we can adjust if we don't mind the desync?
It's a child playing so it doesn't exactly matter how much they're in a desync :D
Hello everyone, I have created a satisfactory server and when my friends join, this screenshot appears. I am not much of an expert in servers and if anyone could help me, I would be grateful. Thank you very much for your time and your help.
7s save time at 4x100% cpu load
Why does that damned thing has to know what CPU it is running on?...or rather..why does it crash when it is KVM CPU for example?!
going to connect now
you need to port forward
It's an Unreal Engine quirk
It's been known for years here
This is why knowing people's environments when they report an issue is vital
The Docker container checks for this automatically ;P
Increase timeout
True
Well, thank you all for the meaningful advice and help! ... The factory must grow! XD
Wait
Ok guys I know youโre all busy . Any info would be great but.. hosted a ded server and it shows up on LAN as running as it should.. none of my friends can connect.. done the ports and they have the public IP .. getting the same screenshot as the guy above.. for them the server says itโs not initialized.. problem my end or steam side?
Your friends using the wrong ip @ ddragon, if they are connecting outside of your network ~
Because all the emulated CPU modes do not support all instruction sets. You should always run the CPU in Proxmox in host mode
Where do I increase time? thank you very much
Ah, a reformated question, can I increase the grace time/ desync tolerance?
Remove the quotes, add these as params to your launch command (replace $TIMEOUT with whatever you want it to be, e.g. 300):
"-ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:ConnectionTimeout=$TIMEOUT"
"-ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:InitialConnectTimeout=$TIMEOUT"
"-ini:Game:[/Script/Engine.GameSession]:ConnectionTimeout=$TIMEOUT"
"-ini:Game:[/Script/Engine.GameSession]:InitialConnectTimeout=$TIMEOUT"
Oh your friends are trying to connect to a local IP lol
You need to find your external IP and port forward
oh you're here @sturdy gust. Quick (but huge) thank you for your hard work. Installed a full dedicated server (including Debian install) + docker container in under 2 hours on release day (at night tho, so after you guys solved all issues in a few hours), no problems whatsoever, thanks to the work you and others put during the day. Much, much grateful
Any fixes yet to the server not responding after someone leaves?
FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Always appreciate messages like these, thanks so much! Enjoy!!
Nope, still awaiting a fix
Yaaayyy... thank you. Having it happen where it crashes once ANYONE leaves. It's fun ๐
I'm subscribed to github mails, I saw the chaos it was, so yeah, definitely grateful
Amount of Unreal crashes im getting on startup is mad
Running under Proxmox? Check your CPU model?
We need more information about your environment ๐
cpu as host lol
Yeah, that's all been sorted ๐
I've been running it in a ct rather then vm on proxmox.
Docker is right there ;*
same. lxc is lighter than vm
Yeah but i have proxmox running a ct that runs a manager that runs docker containers. ez pz
Docker requires running in an lxc.. why not run on the lxc directly?
Because Docker provides a lot of convenience ๐
Not to mention, reproducability
Dedicated server seems to be crashing? I have to keep restarting it or it shows offline?
Wait, to clarify, you can run Docker on the Proxmox host
More information about your environment please
Is it when everyone leaves? If so, it's a known issue
We are trying to start dedi servers under linux (no wsl, no docker). Game starts and runs, and we can connect. But we are having issues idetifying the configfiles. Are they read on server start? Whats their path, since there seem to be at least two locations where *.ini files are located: {gamedir}/saves/Saved/Config/LinuxServer/*.ini and {gamedir}/FactoryGame/Saved/Config/LinuxServer/*.ini. And whats their format? Thanks in advance
What does your launch command look like?
using it through amp instance manager, I can go drop a line over there as well but I do believe it was doing it with my other one as well through gsm, shows online on the managers but in Satisfactory it shows offline till I restart them.
Is it when everyone leaves? If so, it's a known issue
yes
sounds good thanks!
I'm using AMP instance manager in proxmox in a CT. No issues here.
it also doesn't remember my overide settings =/ lol
is anyone losing connection on a dedicated server every time you purchase something at the awesome shop...?
Saved is the correct place, but you need to make sure the game is auto generating these file or making changes to them won't work.
I had this issue (server offline after everyone has left, until you restart it) when running the server through Steam on my local Windows gaming rig, but haven't encountered it with a remote linux server I'm renting
chmod +x /{serverdir}/Engine/Binaries/Linux/FactoryServer-Linux-Shipping
./Engine/Binaries/Linux/FactoryServer-Linux-Shipping FactoryGame -log -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any -port=7777 -userdir='{serverdir}/saves'```
And by Saved I mean capital Saved.
-userdir='{serverdir}/saves'
You shouldn't be calling the binary directly, either
You should be calling FactoryServer.sh
you don't launch a script with chmod either
E.g. /FactoryServer.sh -Port=7777 -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
What are you trying to change? Everything in this command looks like default settings.
this is my launch script #!/bin/bash screen -S FactoryServer -dm /home/steam/factoryserver/FactoryServer.sh -Port=15000
@twilit plover you can make ini changes through the launch script, too. It's safer to make changes that way
E.g.:
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
I would be curious to hear an argument in favor of running the server "raw" on a linux host, instead of using a fully packaged docker, which has been tested by many people and requires little to no configuration besides user creation ๐คจ
Not wanting to mess around with Docker
That's effectively what that comes down to
Of course, my stance is clear ๐
welp, I'd rather "mess around" with docker in order to get the container running (of which I know for sure it's reliable), than fiddling around in order to get the server to run correctly
You and me both man, you and me both hahaha
I am running on a Debian 12 VM. I just like to do my own tinkering.
I'm on a barebone Debian 12 (didn't have the patience to setup the whole Proxmox shenanigans this time around, I already experimented with that and Kubernetes for my seedbox and stuff)
docker adds another layer of security between your host and the game.
Our infrastructure has evolved historically. So we are stuck here ๐
Complete sidenote, nice to see Kublai Khan in the wild!
Ha ๐ shoutout
that's kind of my reasoning for why you would want to run it.. I don't, but I might. from an infosec view, if someone manages to compromise your game server, they can gain access to your lxc or vm.. and if they find another exploit and gain root privileges' you're in trouble.. docker adds another layer.
I run pure open source stuff. Currently am using bhyve as my hypervisor.
thanks anyway! i found out what i needed to know. thank you guys and keep up the good work!
unless the docker container can be exploited directly, docker group already has root access.
that's commitment, my man
enjoy!
also managed to put together a nice little script to create a backup of current saves and send it to my Syno twice a day for my peace of mind
game changer, that's what it is
But I now have my full pterodactyl deploy in jt
Including cloudflared n all
Just so handy
I remember back in 2015 or 2016 when I first found out about it
more customization
In what way?
Anyone got a gigachad server for me and a friend?
You still have total control with Docker
Wrong channel: #1201555265942724758
interacting with multiple component, linking, multi instance, full multiunit control
mods
same as Wolveix, would be curious to know what you can customize on barebone, that you couldn't on the docker version
No difference with Docker, what do you mean?
I get this error when my friend try join me he plays steam i play on epic how to fix we want to play togheter
etc..
ultimately you could do all that in a single container, but to fiddle with different thing docker is restrictive
Mods especially work just fine with Docker, there is literally no change there
yes, I'm talking interaction between multiple components, with docker it have to be in the docker
What are you referring to when you say multiple components? That's incredibly vague ๐
for instance people have talked about nginx forwarding
if you want to symlink certificates
have multiinstance custom mod settings / dynamic loading
as I said ultimately it CAN be made insied docker
Sure, but you pass through directories. It's not a case of it even being tricky with Docker, it doesn't add any barriers there
but to test multiple interactive things docker is restrictive
I guess I'm just not following what you're saying whatsoever, but that's fine ๐
Could you provide information about your environment?
I play on windows 11 and he can join me through the ig server menu
How are you hosting the server?
Could you share your launch command?
does timeouts still have to be set on both client and server ?
Just server, I think? It's been a while since I've looked at it
Using the ig server /co op feature
-ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:ConnectionTimeout=$TIMEOUT
-ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:InitialConnectTimeout=$TIMEOUT
-ini:Game:[/Script/Engine.GameSession]:ConnectionTimeout=$TIMEOUT
-ini:Game:[/Script/Engine.GameSession]:InitialConnectTimeout=$TIMEOUT
Then you're in the wrong channel
This is for dedicated servers
can a dedicated server remain open if the host is offline ? I'd like to create a game with my friends and we would like to play on the same map whenever we want
Yes
As long as the host server remains online, yes. You as a player do not need to be in the game
I will test with only ipnetdriver
used to work fine
Do you know a youtube video wich can help me setup or most of them are good
๐คทโโ๏ธ
Im sorry where can i ask then
Pinned
There's a vid
if my pc is shut down the server will also right ?
Yes
sad
If u host it on ur PC then yep
what's another solution ?
Host it on another PC in ur house or rent a server from a hosting company
thanks
i mean some games uses cloud so players can connect whenever they want
Not to host your own though
Those are still hosted on external server
I have not had any timeout issues on 1.0
Servers*
but you don't have to pay to have your game hosted
for me this is an insane game, just need an easier server management
What game do u cloud host but not pay for?
I don't think I've ever heard of a game that does that
You always have someone hosting it or paying for a provider to host it
Hosting companies make it pretty easy to set up a server, but ur obviously paying for it monthly
It's in their interest to do so
How to find public servers to play?
as far as self-hosting goes, Satisfactory ranks pretty high regarding simplicity, among those I've personally tried
But you can play when their server is up correct?
So if they are off, you will need to wait
Thanks
We can't rly help u here for that
yup, they can chose whether it stays up 24/7 or not
Sorry for seeming new but I understand that I have to open and lso tpc and upd ports on my device or on the router? And the port number to be submitted would be 7777? thank you very much for the help
Router
Google (router name) how to port forward
You need to port forward 7777/udp AND 7777/tcp. They're effectively two separate ports
Inside The GAME !!
(my pc struggles very hard to follow the server)
you are right i thought it was much more the case
Yup
Will my pc struggle if I host the serv and play ?
Is ur PC good?
Eh it might be alright
16 might be low ?
3 including me
If ur playing on ur PC alone u could just p2p host
So have them join u
But then the servers not always on
Less complicated tho
16 GB are really low, when you host on your Desktop
Yeah ig, I just want them to be able to grind even tho I'm not home
where can we change ram and other things ? couldnt find server setting file
You have to run the game and the server and then there are guaranteed to be some programs running in the background
yeah
Yeah for 3 ppl 16 will be low (bc ur using it as ur normal desktop as well) so maybe look into getting a cheap host and splitting it 3 ways?
You don't it just uses what it needs.
normal ?
yeah i checked the prices, /3 is honest, it's like 7 dollars per month
You can only change like max players, timeout settings, and some network quality things.
Not horrible, especially if you consider that, often, these sessions only go on for a month
ahh i see
I don't think so. At least I have not seen those errors.
At least any time I play with friends that's what happens
How much ram do you have on the system
To recap, I run the game through SteamCMD on Windows 10. I use NSSM to keep the service running. I've done it this way for the last several updates without issue (fairly certain NSSM is not the issue). I run it with the -log and -unattended parameters.
When I start the service, the server boots up, I can connect and play. Once I disconnect from the server the server no longer responds via the server manager, but the process doesn't crash/stop. This is all that is shown in the logs (from the point that I connect to the point that I disconnect and the logs stop).
He said 16gb
64gb
people !
it works
I cant believe it works
it even works well
I think the setting is great, but it doesn't work, according to the specification you should be able to set the interval with which the server restarts, but it starts with this information at 6 o'clock in the morning ....
first times it works for me after more than 2 years
Good performance?
@cobalt loom Dang you shouldn't be having that issue
I screened it
Known issue
it is live
have only 16gb on avaliable tho rn
Hello, is there a new spot that the Ded servers are saving to? Not finding anything in the usual Local App Data location.
Oh?
only 16gb available tho
Yup. When the first joined leaves it freezes/crashes the server
Gotta restart to fix it
16 Still well enough.
Hello, does anyone have a solution for this error?
I host my server with docker
Good to know that it's known. Do others somehow get by without this issue?
Should be fine.
Are you exposing 7777 for TCP and udp?
Yep
anyone has any good guide for server-wide settings to maximise performance/network for later game to reduce rubberbanding and such? running a ded on ubuntu with 16gb/i7 9700k
Not to my knowledge no, but there may be some way to resolve it rn
Are you having issue connecting at all or is it doing something else?
There a thread or github issue or anywhere I can track it?
Bro thats like 6 pixels
i connected but this is my inventory ๐ i wasnt playing like last 3 year i guess
I can't read that
Not to my knowledge no
hosted my old save ?
Lol that the standard layout for skiping T1
Ok good, look at the pinned messages and add that to ur launch command for the server
How did you know it's a known issue? Was it acknowledged somewhere or just constantly reported?
Both I believe? Definitely dozens of reports but i think it was ack by css as well
if anyone wants a single-line command to run a linux dedicated server: https://github.com/steamutils/apps/tree/main/satisfactory
Requires: podman to be installed
sh -c "$(curl -fsSL https://raw.githubusercontent.com/steamutils/apps/main/satisfactory/setup.sh)"
@sturdy gust would know better
looks like better do install on ubuntu
Performance looks good for that.
This pinned message ? #dedicated-servers message
I dont remember the name of The Dunes owner
I'm bad at remembering name
I should ping them
this is a big acheivement to run their game on a dedicated server
Actually, it doesn't matter what you run Satisfactory on; Debian, Ubuntu. It's simply a matter of taste.
I'm a fanboy of Ubuntu myself, but I prefer to use Debian for servers
I will take the canon, hope it does not crash
What's up?
i see
Ubuntu is on quick create in hyper-v so i will go with it ๐
I contacteds support, they did something and then it worked ๐
I'm in front of it guys
Prob didn't have the ports correct on their end. Have fun!
is 4 core enough or go with 6/8 ?
I used your pic here. ๐ Lemme know if thats not OK and I'll scrub it (it has your gamertag in it)
https://questions.satisfactorygame.com/post/66e30f3b772a987f4a8adbb1
There are like six pins about API's this worked fine on the 10th but is not working now. After adding the server getting the error. "failed to connect to the server api"
can i set my server not reboot every day?
No, it's needed
The game will produce bugs otherwise
should be enough. My server uses roundabout 2 cores
The same information still applies
It's very single thread heavy.
thats fair
I disagree that it's 'necessary' in all cases. e.g. I only run my server when my boyfriend and I are playing.
But for me, it helps offload the resources to another system and prevents me from getting the save pauses.
Aren't the majority of games single-thread heavy? I might be dumb in that regard
4 cores is enough
Yes
I mean now I HAVE an argument experience that 4 is enough
Thank you for your answer but I don't see where I can put this command at startup.
i use this image wolveix/satisfactory-server:latest
look at the message immediately preceding my ping
I can freaking garantee you it's not going to use more than 4 for background processing even on the heaviest maps ever
going to break the trains gives
wish me luck
@sour rivet where is the tube station ?
A 2.7GB update just dropped
Has anyone determine what would be cause this to happen everytime i try to connect
dont see it in steam
I just got it as well.
restart steam
Any reason to use this over https://github.com/wolveix/satisfactory-server ? ๐
he uses Podman
Noticing any improvement with the stream disabled now you had a chance to dance about your world a bit, worth doing still? Cheers
Podman generally supports Docker images, no?
I'm doing all this with streaming off, as the save is huge and I'm only having 20GB ram use, I would say that's it's worth it in long run
Let's see if this update is accompanied with a server update too..
AND IT'S FREAKING STABLE
I respect the research, thanks for sharing ๐ซก
Will look to implement the ole setting later.
Can I run two simulataneous sessions on the same server with different players?
no
I shall keep that in mind, and consider allocating more RAM at the endgame. The server's only been given 16GiB to play with so far.
You'd need two instances of the Satisfactory server to do that on the same host
look at this and tell me it's not amazing
I will benchmark the network usage while doing it again
it's far simpler, and does not run as root
no setting PGID GUID through entrypoint
My server appears to be downloading an update.
People go overboard with their entrypoint config, as well as the helper scripts that are chained together
Fair enough. I'm waiting on the client update before grabbing the server one. Limited bandwidth at home.
reading the release note's for wolveix's docker is as fun as reading patch notes for the game. thanks for all the hard work!! cool to see all the changes so fast on it.
- good news : the big physics numberous objects does not hit the network, it's running low bandwidth and fine
Patchnotes just dropped.
Where?
In the patch-notes channel.
Also, podman does not use the docker client-server socket model and is more secure, and it's more open source
and uses quadlet, which ingests standard k8s APIs like configmap/deployment etc
Docker is fully open-source, what?
only hit the network very low (<30kB/s) !!!
My guy, my repo is so incredibly basic ๐ This does not apply
guys pls help when iโm making a server is there a way to have everyone see the starting cutscene? or do i have to stream it to them. is there even a cutscene for me? i never set it up yet
No
I completely disagree that it's simpler, your version won't work with 1.0 right now, for example. Additionally, the average person is going to struggle with this deployment, or more importantly the maintenance of this deployment than with Docker.
I have it running right now.
Servers start at tier 2.
It starts at tier 2, you'll want to them have them watch the starting cutscene in solo play
oh okay so itโs prob just better for them to join from stream
You're passing through two ports that are no longer in-use, and you're not using the 1.0 workaround
in a regular session
my deployment.yaml has the old ports included, but it also has the new api on tcp 7777
still alive and running
what 1.0 workaround?
If they're new to the game it's worth having them play through the onbaording solo until they unlock Tier 1&2
Check the pinned messages ๐
I'm going to check if I can launch the server without the CLI argument, and have it bind now to the correct interface.
mine did not need this
Check patch-notes it might not be needed anymore.
do we need to update server for patch 1.0.0.1?
Yes
Looks like a patch came out 13 minutes ago, nice
yeah thatโs my plan so iโm just gonna do a regular session and they join from stream. but in THAT case do i have to stream the drop cutscene or will they also see it?
the 1.0 trailer had grey drop pods for the other players so is that new?
I will stop there, I'm loving it
I was running this yesterday
Lol
Read this channel
The workaround was needed for IPv4-only environments, and under other conditions. Yes, it's no longer needed as of 14 minutes ago
It wasn't needed
Glad it works for you
Udp as well
not in a container
Welp. Can confirm that this update didn't resolve the issue of having all players disconnect, and the server becomes unresponsive and must be manually restarted.
has it
Can confirm, CLI option removed and binding to 0.0.0.0:7777 TCP.
(IPv4-only server, v6 disabled via kernel arguments)
Yeah, the only thing the patch addresses it the workaround issue
your container has one ipv4 interface connected to your CNI switch through docker/podman. when the process binds to 0.0.0.0 it binds to all l3 addresses on host
Yes, I'm familiar
is the dedicated server updated?
it worked fine without multihome param
dont see any update
Yes, because multihome was broken too. If you had used it, you most likely would have had issues (per the pinned messages)
Mine updated.
Yes. I just re-ran the steamcmd download command.
Yup nothing mentioned in the patch notes
podman uses quadlet, which has an automatic systemd unit generator that can automatically contruct pod on system startup, even for rootless applications without the docker socket
its more secure and easier to maintain
versus having to write a specific systemd unit file per-container
I hoped the
Fixed several crashes related to both hosting and joining multiplayer sessions
might be related.
it allows unpriv users to run daemon-like pod dynamically
Nice
I guess we'll see. It's not very clear what was patched.
I guess the solution atm is to manually restart the server every time I disconnect last. ๐
Yesterday my BF got kicked out of the server, and he couldn't re-connect without the server also being restarted. I was connected fine throughout.
So if that's fixed, I'd be quite happy..
Hey, at least if the game's still buggy, we're guaranteed continuous updates. ;p
We might not see 1.1 but maybe we'll see 1.0.99
Yup, but the dev team gets a much deserved break this weekend
docker-compose is "yet another dsl" that is cruft aside from k8s APIs
that's a subjective point though
compose is a fine tool, it's jsut unnecessary
anyone else having issues with not being able to turn off auto-pause on a dedicated server? the settings aren't being read from the settings ini file for some reason
Within the Docker ecosystem, not using it to manage multiple containers is ridiculous
What alternative would there be, in your eyes?
podman kube play can support these APIs
#off-topic-tech if you guys really want to hash it out.
Do it through the server manager?
Cool, none of which apply to non-k8s environments
they do though
Awesome man
you can run those K8s apis on non-k8s env.
did that and when the server restarts it goes back
I'm really lost, I have the same problem since 1.0:
Both me and my friend are trying to create a dedicated server, we can both join our own with "localhost", we cannot reach ourselves or eachother with IPV4, and we cannot reach eachother with IPV6 but we can reach our own server with IPV6, getting a SERVER API error, we're both on windows, with firewall down, any idea what we're doing wrong?
Obviously, I don't know much about Podman compared to you ๐ My expertise is with Docker specifically
Fight fight fight
The settings don't seem to save anywhere, so they only apply for the current running session.
podman is 1:1 interchangeable with docker
Huh
it's just more secure, more open, and more compliant with the OCI container specification
Is port 7777 TCP/UDP forwarded?
Put it in the launch options then?
that is industry standard
Okay, so I can install it and docker compose up -d, yeah?
But it's literally not, though
As someone in the industry
can you add that to the launch options?
I opened it but I don't fully understand what forwarded means? where can I see how to do that?
That's not the same
All right man, well lets move this conversation elsewhere
This isn't the place for either of us to be talking about this
Are you both on the same home network?
docker (the company) imposes their own opininated features on docker, specifically, that deviates from the open OCI spec the industry uses.
No, different networks
On your router/modem you'll need to make sure that port 7777 for UDP and TCP are being forwarded to the computer running the server.
It seems IPv6 is still broken :c
Damn :/
k8s distros use a different low level runtime like crun/runc/cri-o/rkt/containerd
which comply with that spec
so compose is a... yet another api in the stack
opinonated
not wrong, just yet another
Google port forwarding ๐
?
Update.
You need to update
The server (and client) needs to be updated.
Apparently in this case..your client.
Alright, thanks guys. (Yes Client)
Did they fix the dedicated server problem? Was listed in the patch notes, but I can't test it from work.