#dedicated-servers
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rather than 'word ' + variable + ' other word', you can use f'word {variable} other word'
f strings goated
all I know is psutils was taking an entire second to find PIDs and this does it in 50 milliseconds
this guy knows what's up
Were the RAM requirements for servers changed recently? The wiki says 12-16 gb recommended, but I've been running a server for the last 2 days and it has barely touched 5gb RAM
something something bigger world more people
once you get up to a server with nine power networks, a continent-wide rail network, and nuclear power plants you'll want that extra RAM
Those reqs are on the high end yeah, the more players and buildings u have the more ram u need
i meant task list but yea I shouldve used that
I kinda thought maybe just adding strings would be slightly faster
if I wanted to be pedantic, you can just use return instead of return None
yea well
f-strings are performance wise, faster
yea
I prefer explicit returns so that later-me knows that the None is deliberate
each to their own
I also have started using type hinting a lot more; present-me has thanked past-me for doing so
that reminds me you should probably do some shit like this to add world download compat
or dont im not your mom or anything
idk why I put bytes there
Actully looking at the PEP, you'd be right in keeping it consistent by explicitly returning None
so in one case you alter the response_data and in another case and only that case you return it? Interesting
boom
headshot
well when its json he parses it for errors and whatnot later
since the server only returns bytes when downloading world theres no need for anything else
I see you guys talking about the http api - were docs released for that yet or are we just feeling around for capabilities so far?

they're included with the client and stashed in a Pin here
docs are available with the client ... info on location is in the pins
Do you connect directly or via server browseR?
Potentially! I'll have to think about how I implement it
I was looking at adding world upload but idk how it wants me to form the request for that so I gave up
A cool thing someone could do would be an event-driven wrapper for udp API
@gloomy crown Here's how I implemented a wrapper for it, if that helps
be warned you cant download it without python 3.12
this worked for me, thank you!
hes raging
or you can and im just an idiot
It does support lower versions
Why do markers disappear when rejoining a server?
my day job involves writting API's for enterprise services... im heading out on hols in a few hours but something im looking forward to sinking my teeth in upon my return ๐
did you change it
basically any version that works with requests, which is most
๐
one of us! one of us!
just changed the .toml version now
gangster
python 3.8 +
that's reasonably paleolithic (:
hi all, after V1.0.0.1 the wolveix lastest image is usable ? or we must continu use the 1.7.3 ?
It autoupdates and he has also updated the image itself
dude I saw someone who was sending out one of those shitty python grabbers from github and he compiled it with the wrong python version so it errored on execution
so u can redownload it and use it
some improvements on how the game stores textures were made, so you should be fine with 8-10 GB
my current one sits ideally at 3.6GB~, with players reaches 5~ (but this is a completly new save, so I expect it'll increase as we progress)
Yeah, just switch to latest and do a manual pull
fine ๐ your are the best pal ๐
starting to wonder if I should build a high performance epyc or threadripper machine and just use pterodactyl
Some issue rn with pterodactyl and satisfactory
dockerize the whole ptero setup so u can redeploy in a heartbeat
thats what I did
Game isn't updating without forcing an reinstall of the server
Ptero, wings, cloudflare tunnel, and something else im forgetting
honestly I found pterodactyl to be a bit overkill if you're just using it for personal use, especially if you only have one server
I have a serious problem with wanting all my servers to have all the resources
Thats not unreasonable to say, but if u want multiple servers or for friends to be able to control said servers its nice
wait this whole time I thought Pterodactyl was a Docker wrapper.. Unless I'm wrong that's some mad Dockerception you're comptemplating
oh yeah baybee docker in docker
now i am as confused as i can get. Using Oracle's own network analyzer, it says that the connection can go through. but using port checker website, it says its closed
I host a server for every game we play that supports one
barf
only temporarily mostly
yeah servers never last that long in my friend group
@foggy belfry is the game server currently running on your host?
like I dont setup services for any of them or anything
its basically a docker frontend yeah
kinda like portainer, but for games
I personally am a fan of AMP, its a native application - but you can use docker if needed
amps nice but free is nice as well
I didnt wanna pay the like 20 bucks or whatever it is
isnt AMP for minecraft
you mean the 7 bucks?
lol
not installed the game server yet because I had a similar port forwarding issue when using for minecraft and didn't want to go through all the install steps and need to reset everything in the end if thats what it took to fix it
nah, supports a lot of games
Im frugal bro what can I say
if a port is forwarded, but nothing is listening on that port it will appear closed.
i dont like 1 button magic
honestly, fair
โ
Is there a community for it like there is for ptero/pelican or is it all done by the amp team?
community+amp team, its all on github
Cool
be displeased with myself
yeah, make sure the game server is actually running if you try to do a port check
that's why one of the first things I asked you was if the server was running @foggy belfry (:
I guess you thought I meant the host, not the program
ok. i have a class starting in like 2 minutes so ill be trying that after its done
anybody getting this?
Hello, had my server working just fine until half an hour ago. Now I get this
I guess you could say his port was forwarded but nobody was listening
xd same
u need to force update ur server
update your server
Trying to run 1.0 Dedicated Server using NSSM in Windows. It worked with update 8. After scouring the posts here, I need help with..
-
Where are the logs going by default when I use the
-logargument? -
When the service starts I get multiple "Ran out of memory" (no other useful information) warning entries in the Windows Event Log. Any ideas how to address this? The box has 128 GB of RAM and the service is using less than 200 MB.
-
I think addressing 2 should address why the http route handler isn't working - probably because it couldn't start.. However, when I try to hit the localhost API, as suggested to test the server, I get a 404 with the following JSON: { "errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": "" }
Env: physical Windows 11 box with 128 GB RAM, installed with steamcmd, ran manually in order to trigger the unreal dependency installer
How?
128gb ram jesus
I did get an update on dedicated server in steam, can I further force the next..?
๐ญ thank you once again for being my savior and for the support. ill get back with updates when my class ends and i try it
ur running it thru the steam library?
I remember when 128 MB was outlandish. Hell once upon a time 128 KB was a lot
It should prob be updated then
nah steamcmd, just noticed steam queued up the dedicated server update
Oh then theres a command to force the update of the game thru steamcmd i forget what it is tho
got 384gb in my server, tho this game hardly scratches the surface and with that many sticks it probs costs more in electricity o have loaded lol
I refuse to allow RAM to hold me back LUL
Ur gonna havce to do some digging around here
Oh I have that I think, thanks
logs go to the FactoryGame\Saved\Logs folder and youre probably just not using the api right
Bro thats mad
I was p happy with 32 in mine
different strokes I suppose
mines a minipc so its a little bit of a different usecase i suppose
lol im still running 16gb ddr3 in my main pc
same way you installed it
in 2 you mention the service ram. just asking the obvious: how's the system monitor / overall ram consumption. you sure 'out of ram' is a false negative?
curious what peole running to manage their server? I'm using PowerShellGSM because I had been for a while (and I have a spare windows machine). But is there a state of the art w/1.0?
yes
Thank you - that answers number 1
Pterodactyl
it has is uses cases that are largely off topic here ๐
nerds and their rack servers eh hehehe
systemd.
force update in steam or (currently trying not sure it works) if you're using steamcmd like me try:
steamcmd +login anonymous +force_install_dir SatisfactoryDedicatedServer +app_update 1690800 +quit
believe u me bro I would have one if only I wasnt moving every yr bc of college
humming at 7%
I am using steamcmd Ill try that, thx
tmux
any redox enthusiasts
just get a new one bolted into place every time you move. the people who move in after you will thank you if they have good taste
i wish bro
Linux GSM is pretty nice, I have it running in it's own lxc
Worked like a charm. Thank you so much
Got any good recommendations for starting out a setup for this? I'm somewhat interested in doing a home server but haven't worked up the courage or capital yet
ok so I reinstalled me entire game, made a brand new server on my machine and claimed it via the api and still whenever I leave it drops the socket
nice! gl pioneer
I have no idea whats up at this point
why pay a datacenter for services when you can build one your self right? ๐คฃ
Lmfao this is my setup
Proxmox - Ubuntu VM -> Docker container -> Pterodactyl/Wings/Cloudflare Tunnel -> Satisfactory
pterodactyl I'm in
Can never have too many layers
start simple with a raspberry pi home server, you'd be surprised how much you can actually host on a small rpi.
I graduated from that into a dell optiplex 7070 sff that uses <30 watts running 24/7
If u got a bit more money one of those minipcs u can get off amazon work rly well
Thats what I use
I was like 13 and said fuck it I want a dell poweredge
sometimes it gets cold, just looking out for your apps welfare clearly!
U get me
I have 2 rpi 3Bs laying around, I am very comfy in linux just haven't made the hardware jump. I'll check out the 7070 - as the spend on electricity is what's mainly keeping me from springing for it
the path from "repurposed headless laptop" to "RasPi farm" to QNAP NAS repurposed to ProxMoxBox to "now I have a 18U rack making all this noise and my power bills are unbelievable" is well-trodden
I skipped a few steps
or maybe all of the steps
is there any way to rack mount servers without rails
why would u wanna do that
Stacking on top of more servers.
because the rack I pulled some of these machines out of they were just stacked on top of each other
I dont have the rails
not for half of my machines
with great care and precarious-ness ๐
Instead of trying to play jenga
too old to find the rails
Huh
and I also dont care to that much
I dont understand rack depth
or how that connects to rail sizr
or rack width
I only know height
all I know is that the rails on the bottom server are probably very very sad
most rails are extendable, so they support a range of depths ๐
the two poweredges can probably be found rails still
the rosewill just maybe
the supermicro no chance
otherwise take a look at a couple of basic shelfs and place at front and rear then span the server over them (if you really must)]
Trust me if you find the part number eBay has it.
I cant find the part number
I got my 7070 sff with an i5-8500T on ebay for like $100 usd, works pretty well for what I need it for.
you know the model of your server... its possible to lookup for them.
will thank your self when the time comes to perform maintinance on em ๐
I dont know the model
It's not listed on it?
its a supermicro something from 2002-2005
tbh I should do the full compare
I dont rmember it being so, no
didnt do it yet
only the motherboard had the supermicro part number for it
will be watching out for your results/feedback closely (no rush tho)
oh regarding millennial hardware... i tried to repurpose one of those machines but when i checked the power drain I felt it really doesn't worth it
would someone be willing to help me figure out why I can't get a dedicated server to run? It seems to boot, but I can't connect to it or initialize it through the game
is the dedicated server bug fixed yet? Where when you have the host server and client on the same machine and after disconnecting the server shows it's offline, when it isn't?
alright, thank's y'all
My work recently decommd some HPE G9/G10s and I was super tempted to go pick some up
where is your server running? at home, same machine? how did you start/install the server?
at home, on a different machine, installed through steamcmd
madness
depends on use case... the dell 730xd units i have draw around 250w each... which is a fraction of the older r910 i had which would draw easily 800w when idle (weep)
have you added it via the ingame server manager?
when I enter the IP for the server it just shows as offline both to myself and to my friend who is joining me
thats not the issue and no its not fixed
Are you trying to connect to it with your internal or external ip?
I'm really not good with IRL tech. 250w thats 6kw/h per day? If i consider the monthly cost with my power plan. hmmm?! idk
both my friend and I are trying to use my external IP.
Does it let just you connect if you use the server's internal ip?
Did you port forward 7777 with both UDP and TCP
yes
yer its not for everyone, its really only for the seriously committed to nerding out on stuff heh
that's like three 100W lightbulbs if you're still using incandescents.
(which you shouldn't)
Search that part number for the spec sheet. That should have the rails part number in it.
in the US 250W @ 24H/Day is $60 a year
ty. what's the issue then? ๐
I lied its 200
or like boiling the kettle every 20 mins !
its just random people are cursed and whenever they leave the server it closes the port its listening on
just for the lulz. add the command line argument when starting the server?
./FactoryServer.sh "-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any"
thank you for mentioning what should have been an obvious option lol. That's what 4 hours of sleep gets me though
I hate this problem so much
I dont think a motherboard has rails
Titan had the right idea. I just needed to connect via the internal IP on my end to begin the setup process
๐ If it lets you connect with your internal ip, it's probably just a port forwarding issue. If it still doesn't work, then it's probably just not working altogether
in my case, im closer to retirement than i am to leaving school, and thankfully dont have kids, so my tech is my hobby, which folks will pour unthinkable funds into their hobbies
i hope all the best for you friend! ๐
If it has a super micro part number it does lol.
I'm able to do the configuration through the server manager now, so hopefully I can have my friend connect as well. I'll update shortly
wha
Some people buy cancer sticks. Some people buy MTG cards. Some people buy NTFs. Some people buy chunks of plastic with sand that we've hit with enough lightning that it can do maths for us.
photolithography is less lightning more lighting
I'm having trouble installing the new game version in steamcmd. I've done app_update 1690800 and included validate and it's still on the prior version
you're not trying to update it while it's still running are you?
or that
no it's shut down
do dedicated servers work
no better time for an oil change than with the engine still running
no
Yes
the short answer is 'yes'
the long answer is 'yes and no'
long answer is check the wiki
that's the long long answer
Or the pins.
slightly longer answer is good luck
the really long answer is "start scrolling up"
may the force be with you
someone should really start threading the FAQ and pinning that stuff
we mostly agree, your the 4th person today i seen suggest this, such is the current situ :/
the problem is that, this being such a big place, the mods are hesitant to pin links to FAQs we're posting on places not under CSS' control becuase they can't be verified or guaranteed not to change
it's delicated how to balance support. being too much rtfm comes of as harsh. being too much handhelding creates waste even nuclear plant designers have nightmares of.
(this thing about catching a fish vs teaching someone how to fish)
The dedicated server version is still the one from yesterday, right ?
wrong
"give a freezing man a match and he'll be warm for three seconds. Set a freezing man on fire and he'll be warm for the rest of his life."
Why does my steamcmd then not download anything ?
i luve that! much more than my thought of the moment of splitting dedi channel into "rented server" vs "self hosted" server channels.
must be the CDN endpoint you're hitting; I got the update in a timely fashion.
i doubt its that
I had a version mismatch today even a steamcmd update couldnt solve. I had to use a different install dir for newest server version.
The client updated no problem, but the server seems to be the old version still in steam...
just re-ran the update, no download
give a different folder a try (or rename the old install to -old at the end and try again)
your save files are in a different location so you should be good with that, yeah
i know that, thx
give a man a server he'll be happy all day
teach a man to server and he'll hound you with questions for the rest of your life
i am running a dell r720xd lol
welcome to the club ๐ (well mine are the 730xd but not far from what you got there ๐ )
Dell's enterprise hardware is as good as their consumer hardware is not
Has the dev team acknowledged the crash when the user that claimed the server exits?
Update today did not fix.
i even added the xd protion myself
yes, and that seems to only happen on servers running on the same host as the client.
anyone had any luck running dedicated server on proxmox lxc?
Thats how i'm running mine right now
you retrofitted the xd package?
yes
thats pretty cool
and you are not getting any errors?
so added the internal riser and tray? ๐
ok, so it seems like there may be some kind of port forwarding issue
friend can't connect, but server is up and running
and some boards
No, I am using a debian 12 lxc and installed Linux GSM.
I just got my hands on an r720 last month and maxed it out
did you forward both TCP and UDP ports?
for the rear mounting slots
This is nuts. Impossible to follow. There has to be a better way to get server help....
hmm, will try that out, thanks!
Make sure you forwarded 7777 (BOTH UDP & TCP) to your internal server's IP.
main use is freeNAS
what are you trying to do
Vsphere 6.5 as Hypervisor
Trying to get the Ded Server running
What is failing?
It is happening for me and I am a different client not related to the host machine. All I did was claim the server once it was spun up
and youre getting memory errors when you try starting it yea?
ugh, I have actual work to do at work today, I'll be lurking for a while or three
what problem you facing buddy? perhaps we can focus and help or just a general observation?
Anyone having issues after update on dedicated server using chainsaw to pick up vegetation?
god speed
not sure if that pic I posted helps, but it should be pointing at the server's internal IP
Chainsaws p borked rn look at #patch-notes
You sure that's the only firewall?
what stinks is on october 21st im gonna wake up, buy space age and startup a new server with no issues whatsoever
I still cant join my own newly setup server via local IP or Outside IP even though ive setup the port forwarding and local firewall (Also tried turning OFF Windows Firewall). I only get this
And I know its attempting to connect cause I see all of the connection attempts on the server itself. This happens whether I use the local IP or Public Facing IP. I know Port 7777 works because I had a Palworld server using this same box and they use 7777 for their server and I had no issues with me and my friends connecting to that game server with that port.
and this is the string in the BAT file
FactoryServer.exe -multihome=0.0.0.0 -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any -log -unattended
Unless im missing something major. Adding it as server shows it as offline unnamed server (It is new, but I cant claim it). Im at a loss what to do now. Versions match, time is synced on my PC and the Server exactly. Other than Linux based server lines, I cant seem to find any other Windows Server based suggestions now.
remove multihome
why are you using multihome
remove flags 1 and 2
remove it
i have opened and forwarded all 3 port's. If i launch without multihost its work localy, but with multihost it's sending me that it's unabled to bind to 7777. Ip is public and was worked on other games. unluck?
holy moly. this proves my point. Chat is moving too fast to get actual help. Right now, the logs are not providing much help. The server API responds with a 404 as stated before. This is after completely blowing away the folder and rerunning the steamcmd - no other changes - just running the exe on the default port - same result
We dont use 3 ports anymore
Just 7777 in tcp/udp
It looks right, you could always try just restarting your router & the computer you're hosting the server on. You can google any port checking tool (i usually use canyouseeme) and see if it can see the open port. Make sure the server is running before you try to check the port, as it will always show closed if nothing is actively using the port.
bro why are u complaining, we are normal ppl helping other normal ppl
If ur getting a 404 thats a half decent sign as well
is the actual server starting all the way or no
Thank you for that helpful msg
It means ur getting a response
A suggestion ive seen alot, ive tried the bog standard FactoryServer.exe - -log -unattended which doesnt work either
from what I can tell the server should be allowed both through the router/modem and windows firewall
Yes
you should keep it that way to simplify things
two dashes? Is that a message mistype or is that ur actual start
and you cannot join it from server manager?
no, says its Offline
Theres the ghost dash after exe
correct
what is the server manager error?
Set up a dedicated server for 1.0 yesterday. Working well so far, but I see today that there is an update. How do I go about installing updates on my server?
but when I add it to server manager I see it trying to connect on the server side
the same way you installed it
brb - while I test again and get that for you
Man, super difficult to power a factory w/ bio fuel if you can't pick up any grass.
still LogHttpListener: Error: HttpListener unable to bind to 0.0.0.0:7777
You run the same command line on steamcmd? Don't need to worry about losing saves or anything?
Did u forward tcp and udp?
yes
yes
Have you tested from some scanner tool or website?
welcome back. thats why I frowned. Private IP works. Good.
Server works and all. Routing seems the issue. I still would say try this bindIp Any thing. It's clone enough and in the pinned messages.
Maybe server only listens on 192.xxx
okay, thank you!
no its just crush on launch after this message
no, seperate box
same network?
Are u on proxmox?
yup, same subnet and everything
no, my own on another pc
Box is also on a static IP internally
firewall issue id assume
So its hosted on another windows PC?
truth be told I'm not sure of what site/tool would do me well since I've not really used one before
si
Okay
You should check if something is using that port already
look online as to how you can do that
just try connecting via your public IP. If that works its probably on your friends end.
Somebody get this person a website for scanning ports. I don't know one of the top of my head.
Hello, has anyone here already used the API function UploadSaveGame? I have read the documentation but I always get the error bad_request: Malformed multipart data.. I have tried different requests.
do you have tcp and udp traffic allowed on port 7777
Its trying to connect though
is that your machines ip
Add the pinned message argument. ini ip bind any.
No thats the gateway IP
using port 15200 and yes.
nobody im aware of
i couldnt really figure it out either
Anyone else having issues getting the steamcmd linux version to be on the same version as your local version?
just tried and unfortunately it doesn't work
as long as you set that port in startup args then that should be good
ok, let me know when you have found out
Yes, same here
I'd say the same thing as a minute ago. Pinned message. Add the ip bind any argument. (Im not sure in your case but maybe you're lucky)
Is your game server virtualised?
I just updated mine and it worked. What command did you run to update it?
+force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 validate +quit
what language are you using
This, mostly
i use php
yikes
I assume the pinned message you're referring to is the most recent with the video? Also my server is not virtualized
Yeah u only need to run it on the server itself
This should work unless the update hasn't made it to the steam server you are hitting.
the up one is server cmd
steamcmd +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
actually the third: -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any
Interesting... I would have assumed my local machine and my server (across the room from me) would be getting the same update from the same region
How would I check?
file size is 13156329973
(sorry, pretty new to steamcmd)
Same command I ran. If it didn't update only thing I can think of is the steam server being slow.
It should.
It did update, although I'm getting the message aabove
Maybe if I readd the server to the manager....nope
its possible your server maybe isnt fully loading?
the http api will go busy when the server is working on something
Are you sure you updated to the right directory and you don't have the new version somewhere else?
try renaming/moving the install dir OR use a new install dir.
i couldnt update to new version. a "reinstall" helped
I'm starting to wonder that -- let me check something...
doing exactly that right now, almost 100% finished
its very slow at the end
Yeah I just updated my server about 5 minutes ago with no issues. And you ran the same thing as me.
Removed Multihome, restarted, still no connection though the server sees someone trying
It looks started. How would I tell?
Error or just showing offline?
Added that. No change.
I guess id have to see logs
yes
I'm operating a dedicated server for 1.0.0.1 on Linux and I'd like to know if updates will be applied automatically during a reboot or if manual action is required.
That was not a yes or no question.
Ok then something is wrong port forwarding related.
Yea sorry, its showing this
did you try double check the post. If this multihome applies for you and such. I'm sorry I had the error you've shown too and the bind fixed it for me :C
I use Linux GSM and it makes it super easy to do something like this. You could set a cron jobs to make sure the server hasn't crashed, auto-check for updates, apply updates, etc.
How do you do your reboot?
ok that does not look right
That's how mine looked.
As long as it doesn't fully timeout your good.
Ive added and readded the Port forwarding to the router now a few times. Tried combined TCP/UDP then I seperated the entries. This router doesnt let me select a specific IP on the network, it only lets me selects devices by name but this is what I have right now
Very interesting! I did eventually get a Success so I guess I 'll reboot the box and see what happens
@gloomy crown thanks for the info. Iโll read up on this
Sorry - no idea what multihome is.
Weird router. Have you scanned from external to see if the port shows as open?
Yea, it doesnt
Ive also restarted it multiple times after changing the port forwarding
can send a zip of it I guess. probably a bad idea tho.
And just to confirm the server was running when you tested?
correct
Whoah, there is a serious bug if a player dies and then exits the game instead of respawning. They won't be able to get their corpse and instead it just creates an offline ghost body that you have to revive, and then it slowly teleports to a location and then I guess I need to kill the offline body to recover the contents of the inventory.
Does the machine have a firewall built in?
Yes, I turned it off though to remove that barrier
Found out the issue. I recently switched ISPs and the new router/modem I have is not as intuitive when it comes to setting up port forwarding
Seems like more of a game bug than a dedi server bug
all is good on my end now
Did you reboot your router after adding those? about half the ones ive used need a reboot for port forwarding to kick in
well whats the most recent chunk of logs in the console right now, you can send an image maybe
Yep, multiple times now
Your 100% sure it's off? Also is your router external IP a cgnat?
IP starts with 10, ive read 100 is CGNAT but I dont know for sure
10.x.x.x is a local IP
@slim salmon @gloomy crown @quick mist ty for all the help!
CGnat doesnt have to be 100. Check your routers IP vs your outside IP. If theyre different..youre on cgnat
Yeah 10 is private IP so they have another nat happening and you need to get them to open the ports.
then lots of the last 5 repeating
This also fails if I try to connect from the local network 192.168 address
same issue
looks like the server loaded
strange. Reinstall fixed the version problem
If local fails also then I don't think the host has its firewall off.
and you went to the api url on a browser and it gave you a warning about self signed ssl certificate?
Sorry the outside IP starts with 99, used to be 10 at a different location
That's a public IP so that's good at least.
seems so. I assume the game Server Manager needs the API to work, this is why I had mentioned my failed API test....
it uses the same api yes
that should be working I would assume
you could try making your own api request if you can code and all that
I can.. C# and all, but shouldn't need to. The browser GET should be enough of a test.
not sure you might wanna POST :>
well you need to make a post
I think the docs said it supports get in specific scenarios
but you still need to send the function in a json packet
Hey, can someone help me?
I have just set up a Server following this tutorial;
https://www.youtube.com/watch?v=9NIYZHxYcas&t=389s
Now, I can join the Server by typing in the IPV4 adress and I can play on It, my friend cant though.
For him it says "Server Offline" and "Not Authenticated"
yeah the docs said a simple browser get test would be fine
did you port forward on port 7777 udp and tcp as well as allow the server through your firewall
- You need to connect via the server manager. Even if you manage to get a connection, it throws an encryption error
- IPv6 seems to be broken atm. I found nobody able to join a server over IPv6 yet. I made an issue on the forums, feel free to upvote so it gets more attention:
https://questions.satisfactorygame.com/post/66e348d4772a987f4a8ae1e9
yes
well technically the api is at /api/v1
but yea I guess its showing ok
same response
is your server port forwarded and everything right now?
And it works! Thank you everyone!
yes - and I get the same 404 from local (on the server) and my gaming machine (through the port forwarding chain)
(now I just need to figure out wtf is wrong with my routers port forwarding, but for now, I will enjoy a local network play ๐)
so I know it's getting through (the JSON error body is the same)
hi, ive got the same problem like @granite flume , u can add both protocols to the port forwarding and they all have the same internal port thats going to the server (7777), but they have different external ports, and i cant get around it. if i try to connect to the server in satisfactory (UDP - external 4471 internal 7777 port ) the server answers but with an API error (i added the 4471 port in the connection window)
if i try to connect local, there are no issues. Is there a workaround for fritzbox users, or can i assing the server ports different for TCP and UDP? Or can Fritzbox owners just not host a dedicated server?
what is the best service to buy servers for satisfactory?
i heard nitrado is pretty nice
i mean its not definitive proof the api is working but
good thing you replied to keep the thread intact.
I do remember! Sadly I personally haven't seen a fix nor could I replicate (or so I was told, I dont have the hardware)
An API error? What is your startup command.
no - the API is not working, but the networking bit is working.
could I have the server ip or no
mine?
yea
the default yesterday with the workaround, today after patch i canged it back
(oh use the workaround. today I havent got an API error but "server offline" error instead. the workaround fixed it for me)
you should have the option for "both" usually
sent
not in my fritzbox
So just ./FactoryServer.sh nothing else?
does anyone know how to update a server that's on linux?
so you dont have both, but you also cant make 2 different rules with same port ?
man I hate these box devs
./FactoryServer.sh -โ multihome=XXXXXX -log -unattended
yes exactly
Remove multihome and try again.
Rerun your install command.
as I understood it binds 7777 UDP to ... 12345 UDP and when you try add TCP it binds to 12346 and gives you a warning that your wished weren't respected.
yes
you just changed your profil right ?
This fritzbox thing seems like a piece of shit ngl.
?
ok then I just had a brain bug
defualt german hardware xD
confused you with someone else
Tho with API issue tham means you are connected to the server but something is not handshakeing correctly.
honestly it sounds like a weird thing I'd ask manufacture support. (I havent found anything googling that issue).
Its a bit bizarre and I know not every fritz box suffers this issue.
Maybe search with exactly your model number.
and i think its the ports because technically the server is only recieving one protocol not both
(do we need both. have you tried just playing with one port.
If you make me guess (and I dont see any icecream but anyway)
try just UDP and see if game works. maybe TCP just for the nice http api etc stuff)
no if i only use UDP i get an api error
oh riiight. ugh.
you cant connect if it does not show you the connect button which is after server status panel
Not exactly before the updated today you would get that API error because the port binding on the host side was not working correctly. With the new update I can just do ./FactoryServer.sh with no issues.
tried, cant find server, not through local ip and not through dyndns
local ip ?
if you do not see it with local ip then it means your setup have problems
it does not go by fritzbox
no the satisfactory instance doesent get an ip
Does your setup have extra stuff going on. You should be working on local.
you keep doing less sense
runs in a proxmox vm instance
It uses the host IP.
with only the satis server
and a static ipv4
cant be any other adress
even opened firewall
did you setup other game servers like this before ?
ye minecraft for example but there it only need 1 tcp port
vm networking can be set up in several ways
"static ip" does not give us a lot of information
i found the solution
you meant you set up a static local ip on the fritzbox router settings ?
what was the problem
are the save files for the dedicated servers stored internally to another file? It seems the only way to get my current save to be seen in the folder is to save and then download from the server manager section
no in the ubuntu config
ipv6 did't allow to use connections for ipv4
so that the server cant get any other ip in my network
Ah yeah thatd do it
this will likely not be recognized by the fritzbox
If it's bridged to the proxmox host network. Make sure nothing in there is blocking.
there is nothing, for debugging i opened the whole proxmox (the base and the vm itself)
Can it ping the gateway or can you ping it?
yes i can ping it
For anyone here struggling like I was - former Update 8 setup.. You have to open TCP (not just UDP) when going to 1.0 - THANK YOU @frosty gale
I should get like a gold star for 3 days of this shit
I guide others to a treasure I cannot possess
but .. but it's written everywhere in all the news that now it's both TCP and UDP D:
Then if local doesn't work something is still blocking the ports.
it can only be the satis config, because if i try it with multihome it works (locally) fine
i use a CT rather then a VM in proxmox personally, but im not entirely sure the upsides or downsides of it. I'm running fine.
Does external work?
Anyone having connections problems? I left my server runing with me on it for a few hours, came back to a crash and now I cant join, does the loading animation but kicks me after with some error box ingame
I could be satisfying my factory right now but alas server no worky right
at this point im just gonna wait for factorio 2.0
That was a dumb question API error.
I know that game wont have any issues on launch
kinda, in told in the beginning, its the problem that i only get the UDP traffic through, becaus i cant bind the same external port for 2 protocols
ye
You could try changing 1 of the ports so the fritzbox thing won't have the dual port issue?
Sorry - I must have missed that, and it wouldn't have been something I would think to check when the API fails to respond to a local GET, when the instructions say that it should.
Http Listener and Api Listener run on 0.0.0.0:7777 says the console
that's good, that's what you want to see generally.
in the satis config?
I will stand by that, you configured an abritrary address, and now you ask the fritzbox to forward to it, it will likely not like it at all
Startup option -Port=<portnum>
thats for UDP and TCP?
I was still having a problem with the API error externally. For some reason my router didn't forward the port until I rebooted my router; which is odd since I haven't had to do that before.
yes man, it likes that, it even recognises the server in the port forwarding
that would be ~/.config/Epic/FactoryGame or something almost like %APPDATA%/Epic in windows
are clear
also no rules and offline
thanks for your help everyone, ill try out the port thingi tomorrow need to sleep its 11 pm right now
api more like ass poop indigo
my only recommendation, is to stop using abitrary static ip and let the fritzbox config it, as it's its network, and then tell the fritzbox to assign a static one and redo your forwarding rules to that
Hello ^^ I'm looking for help, I'll explain, I have a dedicated server under Windows Server 2022, I created a Satis server to play with a friend, we can join him, play on it without any problem, but when I disconnect from the server, my friend is also disconnected from the server and I have to restart the server to be able to play on it again, any ideas?
%LocalAppData%\FactoryGame\Saved\SaveGames is what I have been able to find, but when I go to that folder, the files were last updated on the 10th, but when I go into the game and look at the saved section it was updated 5 mins ago.
I think it changes both but not 100% sure.
what user is it running under
anyone else having issues between dedicated server and game version?
I just force updated both but its still saying the server is on the old version
whats your stack
do you have -log -unattended as launch arguments ?
hmm funny. silly question %LocalAppData% in your own pc or on the server. and isnt %appdata% and %local...% different paths? winfolk we need your powers!!
Know issue no fix eta. You got unlucky.
You sure it's installing to the correct place?
renaming the current installation or setting a new force_dir path.
so basically a reinstall. some people had luck with updates. for me the reinstall approach helped.
%appdata% takes you to the Roaming folder and %localAppData% takes you to the Local folder LOL
(sounds different to me. i dunno. Just guessing. the local tipped me of. so like you sure you see the server files and now your local saves? :> )
https://questions.satisfactorygame.com/post/66e35912772a987f4a8ae38e
Does anyone dare to try and help me reproduce this on their server?
(don't have anything valuable in your inventory)
this has been around a while haha.
oh boy
ya windows LOL... Anyways, I did check both folder location and the saves are in the Local\FactoryGame folder. its like the saves are not being saved to the cloud
I remember seeing this happen previously, and was caused by being connected to EGS (for crossplay) in one instance and then later joining without first connecting.
It also happens if you crash (bugsplat) while in a vehicle
sorry. I really dont mean that mockingly. I just dont want to give you bad advise. On which computer is the server program running?
Any ideas for this?
no worres ๐
thank you for trying anyways!
basically : it does not want to reconnect you into a dead body with the respawn screen, it just respawns you, but maybe then it ignores respawn settings ?
you have "keep equipment" in the settings ?
Context?
Port forward udp/tcp 7777
Not a problem all worked 4 hours ago
The server is running for almost 50h now
It's just a timeout. Server was slow to respond once.
Have you updated your clients and server? The game received a patch some hours ago.
Anyone else having an intermittent issue where a client will seemingly become "desynced" with the server, where deleting certain objects (ramps, catwalks) deletes them functionally but not visibly? In other words, other clients see it was deleted, but the "desynced" client still sees the object and can walk through it like a ghost. We haven't tried to replicate the issue after today's bug patch yet, but I'll update if we can.
Ok, I was playing after the patch got released on my dedicated server, and then brought it down to update it and now that both my game and the server are fully updated I can no longer join. It crashes with a [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 4265] Retry was NOT sucessful. Fatal Error. Can anyone help me out with this?
Verify the install.
game or server, or both?
I would first re-run the installer with the -verifyfiles argument.
Which ever is given that error.
got it, I'll take a look. Thank you
im having issues running a server on my ubuntu machine, remote players can't join but I can locally. firewall is configured to allow tcp/udp 7777. I can run a server off my windows machine on the same network just fine and remote users can connect
Is there rubber-banding when walking through a ghost object?
is the game server or the ubuntu virtualised?
Is that after today's 1.0.0.1 patch?
nope
should be as i was making it after the patch today, but i can double check
Minor, but yes. I should also mention restarting the server seems to temporarily fix the issue (deleted item disappears), and the client re-logging can sometimes fix it, but the issue usually reappears fairly quickly with another object.
What is your startup command?
Orion: Have you tried to connect via public IP yourself. Also: compare the logs from the ubuntu and the windows server?
just ./FactoryServer.sh no options
Yes and I have the same issue of not being able to find the server as the remote users. I'll check the logs but nothing stood out to me
./FactoryServer.sh "-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any"
just for fun? (maybe without the quotes?)
Or just quickly verify what it's binding to with
sudo ss -tulpn | grep 7777
Since that's been the most common problem so far.
If the server is actually running the latest 1.0.0.1 patch then it shouldn't be a problem. But who knows.
Prob windows firewall causing havoc.
@quick mist Unattentianllay you have help me resolve my server issue and everything seems to be working smoothly now
For me i was trying to access my server through the external IP like before. Dope mentioned about accessing it througth the Internal. Once i did this i was able to set it up and access the server. Friends were able to access the server through the external
LogGame: Error: Failed to find lightweight buildable during construct deserialization this is bad.
"This is bad"?
That does sound bad.
What happened to cause this?
glad to have, uh, helped?
Lol
Not sure. I just happened to be looking at the log. I'm not in game rn.
I could ask the players if anything glitched?
hey, thank you! worked like a charm
If nothing bad happened in game I would ignore it.
I mean. No crashes or other errors? I'd might take it with a grin. Could be an internal note.
Players report no glitches so I'll ignore it.
it won't be that bad โข๏ธ
โข
Anybody experiencing map markers / stamps disappearing? Random clients lose all map markers when they connect to the server.
Did the developers at least take note to address the issue of the server going offline after you exit the game?
i used steamcmd to update my server using this command
steamcmd.exe +login anonymous +app_update 1690800 validate +quit
and im still getting this
update your server
no shit
"reinstall" as in: rename the current dir. or install to a new dir.
some people are on the unlucky end with updates. (me included)
if steamcmd still is not updating it, try moving the existing files out of the way and doing a fresh download
the savefiles are in a different location so you won't lose anything
anyone having problems with blueprint designer?
Still Same error ๐ฆ
game crashes after one of us made a blueprint
we had a wonky blueprint designer last weekend. it was some weird conveyer lift that hated to be deconstructed.
fix: uplaod save to map editor, delete the blueprint, load the modified save on the server ^^'
100% its something with the save data. My save with +40h doesnt work, the one with 20h works fine :/
anyone seen a tilted 8M corner wall kill the server yet?
is there a way to downgrade my client?
server admin already sleeps because the patch came really late and now i cant play anymore bc game and client are diffrent versions >_>
Depends if steam allows it. Some games they do some they don't.
satisfactory doesn't have an older version to select from on steam unfortunately, so no.
๐
In that case this seems to be the biggest problem the game should fix right now. i dont care that much for crashes every few hours
@gleaming pike but thanks for the anwser mate ๐
(i think you can stop steam to update the game automatically though. too late to help you right now but for the next days...)
How do i update the server?
go check how you installed it
@slim salmon that would not fix the problem, but nope you cant on that game i already took a look
it will be on the same location
uhhhh yes. uhh that's mean _for your convenience โข๏ธ _ ๐ถ
ok...so the patch did nothing for my API issues for outsiders.
@slim salmon did you really read that box?
the only thing is that that game only updates when you start it xD
so you cant play on an older version, because when you start the game to play it updates ๐
whats the quickest way to delete the server so I can find someone to help and try again?
yes. thats why I was making sad nerd noises T_T
anyone?
depends on how it was installed
Through steam satisfactory dedicated server
Windows or commandline?
windows
telling it to verify file integrigity might could force an update. Failing that, uninstall and reinstall should force a complete fetch of a new installation
perfect. ty @quick mist
strange how many people are having this issue
'course, the zeroth step is to just try restarting Steam itself
good luck mate @thick tusk
Ty... I need it. Ive never had this many issues with a DC before
anyone willing to DM with me and make sure Im not F'ing it up?
whats the deal
two pair with an king kicker
yeah nvm on the webapp idea; game https api doesn't send cors
nope. still a failure
plus you'd have to first manually accept the cert in the browser anyway
since i cant build up my base in the next probably like 15 hours or so i kinda feel tired and go to bed :/
hf fellas
can not connect from the outside. still an api error
@quick mist you prob understand what i'm talking about here
Anyone else running into issues with Blueprints? If I place then delete a blueprint my server crashes
Same if someone else places and deletes one
you can bypass the cert warnings, at least in Python, easily enough, for the purposes of making a Web UI. If you already have a token for your app you can use that to generate new tokens for your app's users (though that seems unnecessary)
i had this just last weekend. basically edit file in the online map, remove the blueprint designer, then load the edited savefile
Faulty Blueprints use to do that for me
i know python won't care, i just wanted to do a browser-only app for it
All I did was make a 1 to 8 Load Balancer - Very first blueprint on the server
It didnt like it ๐
may want to upvote the issue on the qa site so they see it
several have reported making "cursed" blueprints that even crash local games if the save is downloaded
so something isnt right...I deleted the server. Deleted the left over folders. reinstalled...restarted...and the thing started with the old server name again...like it had left over files somewhere... is there a 2nd file location for dedicated servers?
So ehh, maybe itโs been answered but whatโs the status on mods
@thick tusk yes, server saves and state files are stored separately from the server itself, so that you can remove and reinstall it without losing your world
bb: you could serve the webapp from the same ip (to avoid cors). and i just seen some cert docs somewhere. (path to cert file?) but cant find them right now :/
the only mod currently is Vanilla
you know the path by chance so I can try deleting 1 more time?
What are the .ini changed i need to make to increase the bandwidth on my dedicated server, i tried a bunch and nothing worked
not off the top of my head on Windows, but maybe in %AppData% or %LocalAppData% somewhere?
yeah but that would require end user deployment
this was gonna be like a github pages static site that they could just go to
yup. Thats it. AppData\Local
would've been cool, oh well
like... if you really package it with <style> and <script (yes also the lib source if any)
you get away with a single index.html
so deployment would literally be put this file in a folder and run python -m http.server in it.... ...hmm well it's not really meant to a productive server T_T
well here goes 1 more attempt before calling this a failure
yup, that's already 1 step too many for most lol
if you can find a way around cors you can just tell them open this index.html in your browser. save it on your desktop. no server needed even. but cors...
(i havent dibbled. i mean. really. cant just js.post to any domain. its that strict? so long since i have tried)
threw a feature request into the void, we'll see
LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
[2024.09.12-22.48.15:653][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2024.09.12-22.48.15:654][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2024.09.12-22.48.15:655][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
are those errors an issue?
no, I don't think so
it all looks correct then... here we go. logging in on my main machine to "claim it"
go for it ๐ !
for claiming...should I be using the exter ip or my internal? last time I used internal
I'd say it should not matter. Internal to make it smooth. But later try external for yourself too,to make sure it works.
can anyone help me with encryption token missing
connect using the Server Manager, not Join Game
btw do you care for some help with your sf-tools
I'd be delighted to accept some issues or pull requests
local found it np. setting up now. External seems to still give an api error
How do you update a dedicated server? I am running it via SteamCMD
external might do that because a lot of routers don't like 'rubber-band' connection routes
the same SteamCMD sequence you used to install will also update it
(or should)
turn loopback on in the port forward port setting
still with an api error trying to join with the external ip...
any experts here that could help? Im seriously frustrated and dont know how to fix this issue
I can confirm it is always a bit better with streaming off on huge saves, the ram usage is less without stream than with streaming on after 10min gameplay (because I moved around but not much)
if you can connect on the Internal but not the External that's pretty common with most routers. If you want to share your address I'd be happy to check connectivity for you
DM'ed
has anyone else been seeing crashes when other people place wall power things?
that gives control over the server tho?
So I was able to get my dedicated server working by using "localhost" as the address instead of my local IP, what does my friend need to connect?
crash back to desktop?
either streaming does not disable itself with the option or it's automatic off on big saves
or it is enable/disabled still
but it is not useful in any way at big saves I can confirm no better no significantly worse
weird that it works a bit like bomb tripping btw
your public ip
Yeah, everyone but the person who palced it
happened a couple times already, oddly
having the issue where outside clients cannot get local isuer certificat (20) . wondering if this has something to do with it and what to do about it: [2024.09.12-21.00.26:564][ 0]LogServer: Warning: Server API is running using a Self-Signed Certificate.
[2024.09.12-21.00.26:564][ 0]LogServer: Warning: To verify the certificate integrity on the Client, make sure the following Fingerprint matches with the Client one:
Anyone updating their Dedicated Server but still saying client mismatch?
ok, so... everyone can enter my external IP and see the game online. People can ping and see all the ports open. But nobody using external IP can join. They still get the classic api issue. Does anyone have any ideas?
Looking for anything at this point because it failing makes no sense
my command line does not contain multihome, but it's behaving like it does. Are there default configs that contain multihome that might be picked up by the server at start?
still only 5GB with streaming disabled
I really dont know. I dont use command lines so I wouldnt even know where to look. Plus the patch was supposed to fix that
NoCarrot: I do not really understand the error. The fingerprint is the "internet way" to make sure you are talking to the server you want to talk to.
if you like you can compare the fingerprints with your friends to be on the safe side. but.. eh ๐
JRoy: Yes it was asked a few times. Basically rename the current installation dir or install it to a new dir. Some people (including me) got late or no server updates but a reinstall helped.
Vrokar: Have you tried the ini bindIp-Any argument. Sorry I haven't follwoed your case. I mean you're people seeing the game via external IP suggest port forwarding is soliud. API issue is what I have seen too. It would make sense. The game server just listens to local IP unless explicitely told to listen to any IP with the command line argument
I change trains now. I think I rest a bit ๐
no it does not. it manages connections to dedicated servers. you only get control over the server if you have the password the admin set up
I have not. Im not really sure how to use the argument
Could you help me with that bit?
how do you start your server? docker image. steam gui. command line?
How did you install it?
Directly through steam
can anyone help me with the server name pending and its saying not authenticated
right click, properties/manage? then theres an input field for additional command line arguments put the -ini ... int there. starting with the dash
Server start batch file. Originally i tried just -log and -unattended as the switches, but now I'm testing FactoryServer.exe -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any -log -unattended
like so?
i like that!
Hey anyone else have problems with the mk6 belts the throughput is between 1080-1100
I use steamcmd for mine
sorry for spoiler ๐
hahaha... did you actually think they'd do 1200?
Is that right @slim salmon ?
i really was hopeful they do it better then mk2 pipes ; )
that's just wishful thinking. given how the release has been so far I feel kind of letdown.
@thick tusk yes
ok
now if they got mk5 belts to handle their rated speed pretty reliability I'll be happy.
having my friend try again
a letdown, eh? that's certainly a take one can have.
the ship is out off the dock now i have time to find the errors in the game ๐
could someone on epic games tell me their game version?
366202
ty
No Luck. Same API error
have they rolled out an update for dedicated servers to be on the same version?
CL#366202
yes had to update the server 10 min ago
ty
but when you add the server in ingame server manager with your public ip it works?
hm. either some fancy NAT magic or problem seems to be on friends end. I don't know :/
no. If I use the public IP I get the same error. But all websites testing show everything open.
Yes
all we can see with the publick IP is all the game name info, ping etc.
Im thinking change some router settings...but everything is open...so...I dont know what I even could change
I was even able to test Vrokar's UDP and TCP endpoints successfully from outside their LAN
yea its...pretty odd
my test site has good IPv6 but my home does not
and from home my game client also had issues seeing Vrok's server
?
yea...I seriously have no idea what else to try
whats happenin
yea everyones been having this issue you need to delete the server and reinstall
the server is clearly not
where does the server put its saves on linux
~/.config/EpicGames/Factorygame/ and a couple more directories deep
ok so its still not in the install folder
no, the saves and state files are kept separate so that reinstalls won't destroy saves
this is true for both client and server
I am
have they not pushed the update for server yet?
they have but sometimes you hvae to force SteamCMD to fetch it by removing the existing server files to force a redownload
I thought they did. But it seems to have not worked
ok
ty
o/
Are people able to use Blueprints on their server? mine is not working, they don't seem to be saving when I save them in the blueprint maker
yes BP work well
Oh man, thats strange, neither me or my friends can on my dedi
Anyone else seeing the "Server Restarting in ____" messages, and then just... not restarting?
[2024.09.13-00.00.00:023][386]LogGame: Display: Session Restart Timer elapsed, rebooting the session to maintain clock stability/game performance.
[2024.09.13-00.00.00:402][386]LogSave: Warning: New/Old Root size mismatch!
[2024.09.13-00.00.00:414][386]LogGame: World Serialization (save): 0.388 seconds (game thread)
[2024.09.13-00.00.00:571][392]LogGame: Compression: 0.154 seconds (background)
[2024.09.13-00.00.00:571][392]LogGame: Write To Disk: 0.001 seconds (background)
[2024.09.13-00.00.00:584][392]LogGameMode: Error: CanServerTravel: FURL :0/Game/FactoryGame/Map/GameLevel01/Persistent_Level?loadgame=Great New World_autosave_1_continue?sessionName=Great New World blocked, contains : or
[2024.09.13-00.00.00:587][392]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 17768.66
are dedis still capped at 7?
that's normal; it's not a full restart just a momentary downtime to do some housekeeping and clock calibration. most times players connected don't even get kicked
Thanks
Was just thrown off by the Error message
what file do blueprints get written to
same location as the world saves I think
@sturdy gust Hey, just wondered if you might be able to help, when I try to save a blueprint the game just crashes out, and I cant get back in, i have to restore the game to a previous save, so blueprints are unusable?
four by default but it can be adjusted higher in config files. not sure how high the cap is but I've seen some running as high as twenty
you have your own servers at home or at a hoster ?
cool. I found the ini settings. thanks.
where is that?
think I need to change mine as well
The host has to navigate to %LOCALAPPDATA%\FactoryGame\Saved\Config\Windows\Game.ini, and add the following lines to the end of that file:
[/Script/Engine.GameSession]
MaxPlayers=X
should be in your server files in a similar location
Weird question, i see that some mods say they dont work on linux servers (according to SMM3) are they all non linux or will they work regardless
Anyone know a way to fix stuttering on a server youโre connecting to but host
All the people I have on my server donโt get the starters I do. Itโs really weird.
mine appears to be here BASEDIRECTORY/serverfiles/FactoryGame/Saved/Config/LinuxServer/Game.ini
thanks
i've been trying to figure out the http api, it's been an uphill battle. i've got a python implementation of the query service, and implementation of the HealthCheck function. no clue about how authorization works, apparently you can get server status information as a non-admin via client auth? ๐คทโโ๏ธ
i haven't found it in search, can you link pls?
its called pyfactorybridge
ty
its in the package manager
it doesnt support download and upload saves and the docs dont exist but it works pretty well for what it is
no results in google for pyfactorybridge. the project isn't on git anywhere, no wonder i haven't found it lol
thank you. pypi page needs to link to that. also 1.0 has been out for two days, it's baffling that none of this is locatable in search engines yet
Panic over, however if you want to use blueprints, do not end your game with a . or like me a ... as it wont find the mods, the folder names wont let it end in a ...
hey how can i setup ,y dedicated Server that when all players leave the Server do not shutdown?
thats a bug
oh ok that means i have to wait that it was fixed ?
you mean like the server shuts off when everyone leaves and you have to restart it
yes exactly
you just need to untick the box in the server manager that says "pause when empty" or something along those words
that i have already done but the the server shuts down
Auto-pause, but it doesn't close the server, it just remains idle until a player connects. If it shut down completely, as in closed, you would have to manually start it. Might as well just manually close it when everyone is offline.
The MK6 Belt Problem is only on Dedicated Server take down the Safefile to my local client there the belt works with 1200 on the Server only about 1080
dang it, that's what i was looking for
and they've already implemented everything
ty lol
My corpse got launched into the kill wall via some bug
Is there any commands to fix this?
rollback a save?
How can I set it so that it no longer pauses automatically
Disable auto-pause.
In the control center?
When you view it via the server manager, you can set it in the Server Settings menu.
Ah ok thx
or in Serversetting.ini
[/Script/FactoryGame.FGServerSubsystem]
mAutoPause=False
mAutoSaveOnDisconnect=False
mUsePacketRouting=False
If you have it disabled and you see something like this in the chat: "LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings)." don't worry, despite the message mentioning auto-pause, it'll behave as the setting you set.
someone beat me to it
does the interactive map site have a thing for moving death crates
you can add your items back to your player
yes but don't know if it's updated yet
You're better off using the Server Manager to configure it unless you don't plan to launch the game.
<@&387163995947270144> is there a specific day of the week that satisfactory gets updated? I have server just want to keep it live for people ty! ๐
Right now patches will come when there are finished. But i would guess that for the next 4 days no patch will come
no patches until next week wew
A better question would be whether or not they're scheduled for specific times of the day. Some MMOs do this at 00:00 UTC.
Not sure if anyone else has mentioned it here, but I use a tunnel server to allow connection to my server and we found the you need to make sure the Tunnel is a TCP+UDP tunnel to account for the API being on TCP
not to sound rude but that should be obvious
yes, it's documented that the server needs both TCP and UDP connectivity
new to setting up a server. I have it on a second computer and can connect to it through the server manager on my gaming pc but get "encryption token missing" when doing join with direct IP. I have all the port fowards the wiki says to have open and used .\FactoryServer.exe -log -unattended -multihome=192.168.1.xxx -โ ServerQueryPort=1577 -โ BeaconPort=15000 -Port=7777 -unattended
I can't find anything on why i get "encryption token missing" when i can join through the server manager which was set up with the same ip
get rid of multihome beaconport and queryport first off
use the right wiki, for one
If my friend wants to play, does he do the same then?
yes
The Server Manager is more of a Server Connection Manager
its a server manager in the sense that its a page for you to manage all the servers you have added
not necessarily own
it doesnt make a lot of sense but it makes a little sense
well that explains it better, only ever did single player until a friend asked. I'll give that a try, ty!
most games just call it server list
If anyone reach MK6 belts in the next days take a look at the max speed
honestly what they should do is make the client catch the token auth error and simply redirect the user to use the server manager instead
or remove join game and rename server manager to join game
but what would they do if there is a real token auth error when doing a P2P connection?
if you change the cert it'll ask you to approve again
what I'd suggest is Join Game -> Choose P2P or Dedicated -> either the existing P2P interface or the Server Manager
all they actaully have to do is when you do join game they send a single post to a supposed http api and if theres no response its a client and if there is its a server
If you ahve connection problems you should change your hoster
or just rename "Server Manager" to "Dedicated Servers"
or yea design a better menu but who cares about ui design
thats like
somebody elses problem man
honestly if the biggest beefs you have with a game is nitpicking the menu.. your game is in a pretty good state
weren't we promised a graphical UI for servers? where can I find that lol
ingame, lmao
this game is not in a good state
ok maybe I'm blind lol I'll check later
thanks
i am walking around the meth den commenting how the floor boards are squeaky
literally can't even start at tier 0 onboarding
the decicated servers still need some love, but the game overall? I disagree.
multiplayer is always an afterthought