#dedicated-servers
1 messages · Page 92 of 1
I do prefer to see things in context and with nuance, yes.
I am trying to run a dedicated server from an Oracle Cloud VM running Ubuntu. I have SteamCMD installed via Box64, ports 7777, 15000, and 15777 forwarded via TCP and UDP, and the server seems to be running. However, it only says "This server appears to be offline." and "Server name pending" in the server manager.
who is starting a fresh server. lookin to join.
I just don't much care for pointless whining.
you only need tcp and udp 7777
Not only do we have dedicated servers at all, we have native Linux dedicated servers. We're off on the right foot here
where are you all getting port 15000/15777 from still
can it be improved? absolutely
i fear the company that only distributed windows binaries for their servers
previous versions
who would ever do that
um, Space engineers, Abiotic Factor, Barotrauma for a long time, countless others
i know a recently 1.0'd game that promised linux servers way back, still hasn't delivered
dead game now anyway
V rising?
but thats like what every server uses
yup
how do you get your server client onto paid hosts without linux binaries
by paying more for a Windows license
at least their server settings docs are decent™️
how do you even do that in windows
Or you get games like the new Ark. No public dedicated servers, instead made a deal with a single server host, giving them a monopoly on multiplayer sessions.
it can be done, it just sucks
Eve Online is a private service with no public dedicated servers so it's not even relevant here
that's the joke
I prefer Eve Offline anyhow ||aka X4||
that's not correct. public dedicated server files are available for windows...which run fine using proton. I run a cluster and don't pay a dime
I blame Activision honestly
they started the trend of killing dedicated servers with Halls of Shooty
Curious. Several months after its release, I still couldn't find anything on hosting the servers.
this is two days after its release
Ark in general, and servers..I'd rather not touch it. It's all a mess.
its some star citizen level shit
I removed the other two, but it doesn't seem to have made any difference
I wonder if CIG will make good on their 12 year old promise of dedicated private servers
maybe you should left that "shit" game after you and wine at a other place?
honestly some of the tech they're making is pretty impressive. They just did a test with 1 kiloplayer servers today
what
I SAID SOME OF THE TECH THEY'RE MAKING IS PRETTY IMPRESSIVE
say that again
that again
👴
😆
What about... a kibiplayer?
Not not sure, it could be the admin
can't test that scale until we have the Singularity
damn dude its been 6 hours
i mean either way its probably the same issue as always
no fix
we sleep
and suffer
"If only they'd built it with 6001 hulls!"
Is there a way to elevate a user to admin maybe that will fix?
christ on rye with bacon and provalone. The devs just crunched out a point release and are assuredly working on more. Let them cook and more importantly let them sleep
give them the admin password
K
so dedis run on docker....is there anything else needed to make them publicly available? don't have anyone playing with me right now (so can't test it properly) but there may be in the future with a group of friends who I played with in the past.
port forward
outside of the normal stuff
also dedis dont run on docker unless you want them to
firewall on the bare-metal host and port forwarding. If you want I can test the UDP and TCP API endpoints for you
like at first setting the wing to network mode host was necessary
joined the server and all our markers on the map are gone 😦
I have a problem I'm hoping you all can help me solve. I have a dedi running on Linux through a hosting site. My game client updated today with the hotfix, but my server hasn't updated yet (it will when I reboot it). I want to force save the game on the server before I restart/update it just in case, but since my game client and server are mismatched versions, I can't interact with my dedi through the Server Manager. Anyone have any ideas on how I can do that?
Not through the hosting site, it seems. They do have a console, but commands I've tried to send haven't done anything. It appears that it is only showing the log output and not doing much else.
i know its probrably a simple answer, in a dedicated server through steam, how do you set the port?
startup arg -Port=7777
thanks.
ctrl+c on the console will also run a save.
just tried that and it doesn't appear to do anything. The server doesn't really acknowledge it and I don't see any new save files show up in the file structure. My hosting site put this together in a hurry on Tuesday after the release, so I wouldn't be surprised if they didn't get console working correctly yet.
can you connect to the Server Manager at least, if not to the game as a player?
i guess theres not much you can do other than shut it down
revert your game client to the older build
I mean 1. I'm running through a hosting site, so I can't really send keyboard combos like that (I don't think) and 2. wouldn't that just kill it?
requires some steam console fuckery iirc
If you can type it should work. Also yes but it saves on kill.
Any idea? I get the certificate pop up and accept, but then it goes to this
is there a page i can submit bug reports?
running it on server
its kinda 'sus' but if you give me your server ip and admin password I can probably save it for you
In game has a button.
i havent been in the forum since closed alpha xD
thank you
im not in game, i be an engineer reading log files talking to players
oh then yea go to the above linked page.
If you can get into the Server Manager you can force it to save the game, download the save to your client just to be safe, and then on the Console (through the Server Manager) shut the server down gracefully
I don't think its receiving your tcp connection correctly in this case but I have not seen this error.
that error usually means the clock on the server or your PC are set incorrectly
if he cant get into server manager then how would he do that ?
hence the first eight words of what you quoted
oh havn't seen any clock errors. neat.
TLS/SSL handshakes will fail if both sides can't even agree on what time it is (:
but.....the time is set same on both
thats a new one
do i win a prize?
but what's the date on the cert
time and date? Neither host has something like the time set "correctly" but for the wrong time zone so it's actually thinking it's in the future? I've seen that a lot
Timezone also? Maybe restart the server to regen a cert?
I set up a dedicated server this afternoon, I gave my IP and port to my friend to join through server manager, I'm able to connect just fine but he's getting a tick timeout error and cannot join. Any idea why?
My server goes offline everytime I disconnect from it. Anyway to keep it live? The command window doesn't close it just can't be connected to anymore.
restart the whole host? or just the server app?
aw poop
why even allow files if no embed
sure as shit, the timezone was set to pacific, but the time was showing correctly
Server first. If that doesn't fix it the host. Then double check all the time/date settings.
has anyone been having a version mismatch issue ever since the hotfixes came out?
Or fix that first then try restarting the game server.
only until updating both the server and client
i have updated both and the issue persists
current version is 366202
if your server is not updated, you can delete the server install files without losing your save and reinstall to force the update to come down
Verifying does noting you have to rerun the install command.
ahh i see
I want to change the time the server auto-restarts. I see it's been asked a few times and the answer is always "configurable in the server manager"
But I'm scratching my head. I see a slider for setting "restart every x hours" but I don't see a way to set the time of the restart.
thats how you set the time
there's a setting in the Server Manager that's labeled as the restart "interval" but it's really just setting the actual time the server does its restart
Its a clock not based on when the server was started.
Ahh ok TY. That's it exactly - "interval" to me means "every x hours"
So 24 hours = midnight server time.
that's what interval means. They labeled it very poorly
hey everyone, pretty sure this was mentioned tons of time, but I can't find the "official updated" wiki where we get the most recent port 7777 as TCP and UDP mentioned. Found the Sastisfactory Wiki (org) and Fandom (official) where is still mention the beacon, query and game port that others as refered in the last hour.
If someone would give me the link, it would be super appreciated.
Do folks on here recommend any site for easy rental server? Or is this pretty much all people self-hosting?
personally I recommend self-hosting.
thank you !!
even self-hosting from your own remote host or VPS.
thanks so much!!
it's cheaper and better in the long run to have a server under your complete control than to just buy a slice and very limited access to someone else's
yes
Oh shit, that is super good advice
and the hardware requirement is very minimal
satisfoactory.wiki is the old one but is not in use. Fandom is just dog poop.
server version is still 365306
Did you install to the correct directory?
yes
if youre using steamcmd make sure you always use force install dir if you used it the first time
is there an incorrect one?
Most people change it on first install then don't add that change when trying to update. So they just end up with another install somewhere else.
i have never changed it
why does my dedicated server not work if I use my local IP, but when I change the address to localhost it works?
@chrome pumice , @quick mist , @acoustic patio that Restart Interval vs Time issue is here, if you want to vote it up (its a mild bug, but a UI/UX bug nonetheless)
https://questions.satisfactorygame.com/post/66e30f3b772a987f4a8adbb1
Probably haven't allowed it through your firewall. When you use localhost it kind of bypasses the firewall cause if isnt going external
Did it show it was updating when you ran the command?
Thats the inbound and outbound rules for the 7777 port correct? I did that part
if anyone can replicate https://questions.satisfactorygame.com/post/66e32db9772a987f4a8ade9d I'd appreciate some upvotes
Any particular recommendations for VPS hosts? (or ones to avoid)
Are you on windows?
Yessir
oh wait for some reaosn the files didnt delete for what reason lemmie try again
I gave you an upvote 👍
+rep
From my knowledge that is intended behaviour as per the docs "Function does not return any data on success, and does not take any parameters." There are a few other functions like that, that only return something if it is unsuccessful.
but thats what the report is about
It should still return at least an HTTP response header, not even that was forthcoming
even if there is no content I should get an HTTP/200 or something
it should send something so the request library doesnt assume the request failed
I mean its an HTTP api theres no value in saving data by having responseless commands
the docs do say I chould get at least an HTTP/200 OK or an HTTP/202 Accepted
where do I add the "-multihome=0.0.0.0" line? I can't add it in console in game
like these arent being sent every second or something
id hope
nowhere
You should not need it anymore.
dont use it
or HTTP/204 No Content
Also if you have the in game console you should be good to just play?
Not for me, I can get the server running and connect when I use "localhost" as the address, but when my friend tries to connect with my IP and port 7777 in the server manager, it doesn't work and the server doesn't come up. I've done the firewall rules, ports are forwarded, I'm not sure what else to do
What is your full startup command?
actually I think this is a bug with shutdown
now that I realise
Also where are you fowarding the ports. You said you were on windows do you have the windows firewall rules set + your router rules also?
the other no response functions respond with an empty json
I think they literally shutdown the api before it responds
Yeah, I realise that now after I do it.
I tested the "verify my token" API endpoint and got the same: exception thrown due to null response
I don't think I have one? I'm on epic, so I downloaded the SDS DLC, did those steps I mentioned before, and now I can connect with localhost. I haven't done anything else outside of what I've said so I'm not sure of what startup commands to use/ what they are. I'm kinda dumb with these things lol
I tried claimserver and it worked fine
it also says responds with no data
So you just run the .exe?
I guess theyre just inconsistent
Yep
responds with no data means I should get a response saying "no data", not no response which is not compliant with HTTP transaction protocol
I run the exe and it pops up a console and starts spittin stuff out then I connect lol
every HTTP request should get an HTTP response
theres not even a reason to send no data
When your friend tries to connect do you see anything on console from that?
I think I saw his IP pop a couple times, but I'm not sure and he's away rn
Yeah, I think @frosty gale is right. Looking at the console the shutdown API call literally Immediatly starts turning everything off and just abandons the HTTP module.
that may be true but other endpoints also throw an exception due to a null response
If you see is IP popup on the console but he can't connect. Then not all your ports are forwarded correctly.
Which ones, I haven't implemented all of them yet.
VerifyAuthenticationToken is the other example case I can point to off the top of my head
doc says it should return No Content (HTTP/204) but instead it's a null response
Do I need to forward more than the 7777 port? I have xfinity internet, so its done through the app and seems pretty simple
I feel like a child lmao I appreciate the help
you need to forward both ports: TCP/7777 and UDP/7777
Thats the same as TCP/UDP correct? I have that option, or one of each
that reads to me like it should do both, yes
Thats what I figured
Thanks boss, I'll have him try once he's back and report back with any issues lol
I appreciate yall thank you so much
cheers
Lol, found a new bug. If you send a request to the API during startup the whole API will be broken until you restart.
It still works but will be really slow and throws lots of errors.
that's odd, I was banging on the API to watch it transition from Loading to Idle on startup just to test it and it was fine
I haven't done testing on that so will see. Also i was hitting Verify Token.
oh the HTTP API is known to go down whlie the server is in loading states, that's documented
I always get a response, true if it is a good token. 401, invalid token Token is malformed if it isnt valid.
Lightweight Server Query API is available at all times when the server is running, except for when it is starting up. When the server is performing
a save game load or a map change, the lightweight query API will retain it's availability, but will report Loading as the server status.
In that state, HTTPS API becomes temporarily unavailable until the blocking work on the server is finished.
Yeah
Last time I tested the Verify Token API was before today's release; I'll have to test it again
Ah okay, I had the same results. before the update.
This is what I'm doing for reference
method: 'POST',
url: https://${config.server.address}:${config.server.port}/api/v1/,
headers: {
'Authorization': Bearer ${process.env.API_KEY},
'Content-Type': 'application/json'
},
data: {
function: "VerifyAuthenticationToken"
},
httpsAgent
if you look at my bug report, is there something you can see with my request that might be incorrect that might cause a null response? I'll freely admit I may have bodged it
I'll look
is anyone else seeing a lot of server instability still? it seems like mine goes unresponsive after a few hours. even setting the 'restart' option doesn't help
Mine has been pretty stable
Mine is stable. Only 1-2 issues
Yeah I have not had any issues since 1.0 launch.
I had a look at your report, I tested your code. It looks good and i can replicate the bug in javascript.
thanks for taking the time
All good, Happy to help. What are you making if you dont mind me asking?
I'm starting with proof-of concept tools to poke each API endpoint. I've already wrapped them into a "satisfactory ping" tool that can check server state. the next project is a Discord bot to monitor/control a server using the APIs
you guys do know that py factory proj yeah
has all the endpoints already
what are some easy ways of managing Satisfactory servers, I have been using lgsm, looking for alternatives
cubecoders:amp
yeah but I'm also using this to learn how to properly interface with APIs myself (:
how dumb dumb proof is it? might be passing it on to non technical people in the future
Ah yeah, I've got a bot half done. then I'm going to make a web interface.
cool beans
Once it's setup, which is fairly easy, It's all through a UI. Select an instance, install, start, play.
Where’s your repo ?
Bet i wanna look at it too
Thanks, ill give it a go!
For sure, It works with probably the top 40 games you can think of that you can run dedicated servers for.
Worth a look
is it a gui installed on the server or on a remote station that links with the server
running a headless ubuntu server for this
you install through linux then access the UI through web browser
is cubecoder amp any good?
that's what we're talkin about now. I recommend it, yeah. It's handy.
I'm off to bed though.
is it worth migrating from just a windows server to that?
Oh yeah misunderstood their question
Yeah use either
If its a single server ur hosting then whatever ur comfortable with
I can start a new instance of a satisfactory server in probably 5 minutes
I'm running a dedicated server using SteamCMD from a separate Windows PC on my network. It was working perfectly fine the last two days since launch—friends were connecting remotely, and I could play from a separate PC on my network. Updated the server to 366202 today, but now nobody can connect (including me). The server manager window says "This server appears to be offline."
I've restarted a bunch of times, I'm not using -multihome= or anything else in my launch script, and I've double checked my network settings and made sure port 7777 is still forwarded for the local IP of the machine running the server (which has not been changed). Anyone else having similar issues or did I miss something in today's update?
So your startup is just running the .exe nothing else?
did the host's LAN ip address change? I am do can read I promise
Can you connect locally?
Correct, I tried -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any as well
Good question, I don't have the client installed on that machine, but I can work on that
Don't use that the updated today made that not be needed.
Locally can mean any machine on the network
By Localy they mean over lan instead of external ip.
Like just enter the IP of the server on the network
exactly
Gotcha, that's how I was playing the last couple of days but it no longer can find the server. I will triple check the address
I see that you cant connect either but you never mention if you are using an external address or an internal one for yourself
Yeah thats a good place to start
I have xfinity hardware, so my local address is 10.0.0.130:7777
Also you said windows server. There was a person last night that could only get the windows server to run with -log -unattended -newconsole on startup. I have only seen this be needed for 1 person tho.
Does that work?
Can u hit it in a browser?
If it works you should get a cert error
can you hit that address on ur actual server machine?
like localhost:7777 in the browser
I think that should work
If that doesnt even work then your server instance is frozen or something else is wrong with it
localhost:7777 in a browser on the server PC says ERR_CONNECTION_RESET
I do see a message in the server console log though, one sec
Since it stopped working
It should have rebooted overnight, but when in doubt it's worth a shot
yup
you're talking Windows. Rebooting is always worth a shot.
double-check your LAN IP assignment afterward though
appreciate all the help btw
I mean i think that extends to most hardware in general
respectful, genuine, well-intentioned requests for help will always be treated well dude dw abt it
Hey guys, looking for server help. I just started to make mine on an ubuntu computer and I followed the instructions on the wiki. I got to the point of starting the server and when I do, it spits out a ton of lines and crashes. I'm assuming you guys would want some crash report, but I do not know how to find it so I would like some help please.
yes, like after running ./FactoryServer.sh
Steamcmd
is it crashing and dropping you back at a prompt or is it just stopping vomiting logs at you?
Been running since release for my server, updated and now it's segfaulting, yippy
so it ends with LogExit: Engine crash handling finished so I'm assuming a full crash
rip, did u remove the ip bind fix? (assuming you had it in the first place)
also running that one command to find running server does not work, indicating it's no longer running
a full-on crash at startup is somewhat rare. how much free memory is there? (free -m will show you this).
Can you find a point where it starts crashing in those logs
I setup rinetd to bind it, maybe I need to undo that?
That probably doesn't help yeah
apparently the app is really fussy about redirection
of any type
Im in a call with big con and he didnt stop our minecraft server
So that might've just helped me find a Minecraft server I left running from months ago
Are you able to scroll up and see why it crashed?
I got a server running I can connect to just fine, but every time my friend tries to connect he gets a error that says, "Encryption Token Missing", any clue why he might be getting this error?
Give me a second to stop it then I'll check it
lmfao
On a windows host. What limits the playercount in practice? Have a 3960x and 256gb of ram.
access the server thru server manager not join server
yeah that was it, i disabled it and starts up now, thanks
It is default 4. You can change it in the Game.ini file.
Nice np, lmk if u need anything else
Defaults 4 yeah, i dont think we have a good gauge of what the uncapped limits are though
I dont think anyones really experimented enough with it yet
I think the server might get Very Sad on a 20 player server with every player in a completely different sector of the map
But ur single-core performance will be the limiting factor long before your ram is
yeah thats probably a good guess, lesser when more infrastructure is put up
Claimed he did, but told him to do it again and it wored.. I think he never really did the first time, but thanks, it's working now.
lol that happens, np
Anybody have issues or know of issues with blueprints? Friend tried to load a blueprint he made yesterday to edit it and the server hard crashed trying to load it.
Youre better off asking in #satisfactory, did you check the QA site to see if someone has reported similarly?
I am kind of assuming its just server issue. I looked in the #1038092680493801533 and didn't anything similar, tho I didn't look very long.
Ha. Hahaha. puts on dunce cap.
So I apparently have two installations of SteamCMD installed on separate drives and I was using the wrong one. Don't do that! 😆 Thanks again y'all—time to get back to work 
Oh yeah thatd do it lol
So first, I ended the MC server to no fix, and second I scrolled up in the log and I can't really identify the source of the crashes, there's two warnings with localization, and there's a few things from CrashReportCoreLog but it doesn't seem to be about why I'm crashing
there have been several reports of people in servers making "cursed" blueprints that cause the server to crash, and even cause the client to crash if the save is downloaded locally to try to fix it
Interesting, is that something scim can fix?
If thats the right name of the map editor
scim has been the workaround, yeah
Cool
Anyone know the right thing to look for when trying to find the source of a crash?
Weird. He created it yesterday and was able to use it just fine a few time. Was going to redo most of it anyway so its not that big of a deal.
Are you playing non-english? There has been a localization regression as of this patch
No, I am using English
The part above when it starts crashing.
Oh I am just not smart, I had to scroll further uppppppppppppp
My dude, we're all idiots from time to time. Don't beat yourself up
So there's a few errors, including Invalid schema category lobby and invalid schema category lobbymember
Like the crash I just saw on my server had the players leaving right below the crash.
yeah when the server crashes it logs everything in the observable universe
Yeah it talks a lot.
Those are normal and benign
Anyone have an issue as an admin when you leave the server it kicks all players and requires a reboot?
A few people yes.
The big one is the fail to bound to port 7777, which I know for a fact I have forwarded because I used it for a terraria server, but I'm not sure if I stopped the terraria server
Both tcp and udp?
Hey I've stopped server, tried updating it using SteamCMD but it still shows a version mismatch. It was fine earlier today, and as far as I know there was no patch for satisfactory, so why could I be seeing this?
failed to bind to port usually means there's alrady something else listening on that port. use ss -plnt and ss -plnu to check what that might be
there was a patch today.
theres a force update cmd for steamcmd
and yeah there was a patch
One today
yes, what should I be looking for in these commands?
i was playing like earlier but
anything else listening on :7777
can i have the force update command
I do see port 7777 being referenced in a Listen state
Like 10/8 hours ago yes.
there's your culprit
11 hours ago
yeaaa it's probably the Terraria server, now I gotta dig through that mess
Just rerun the exact command you used to install the game.
Command not found: +app_update
Steam>app_update 1690800
Success! App '1690800' already up to date.
Steam>app_update 1690800 --force
Success! App '1690800' already up to date.```
I run a score of game servers for my crew, but I usually keep only one or two at a time running at once for that reason (:
Lmao. You need to do some server cleanup.
Its a real problem 😭
what next, an errant Space Station 13 server? 😄
Use install.
Yeah if u run multiple servers itd be good to look into a server manager like pterodactyl/pelican or amp
amp is easier to set up but costs initially
or just virtual NICs
My friend recommended me pterodactyl a but ago
I run ptero, its cool
I host all the servers for my friends because I have an extra computer
I have it dockerized so I can redeploy it if I ever need to
oooh that's sick
It is p cool
whats install command? i'm trying the app_update with validate command now
Wait it is just +app_update. Do app_update 1690800 validate
my bad
If it still says up to date then you should be good.
ok well validate actually went through and did stuff so let's see
Anyway that was my fix, to end my two other servers, so thank you guys for helping me out! Have a great day!
happy to help! Go forth, and be productive!
it couldn't connect the server API but now we goodd
(how does this server not have a FICSIT checkmark emoticon?) Oh I didn't know its proper name
well hopefully the "must update everyday" for satisfactory dedicated server isn't a thing
Nah its just because the patch just dropped with no external testing
It might but after the first week it calms down.
no experiment branch
You can add the server using your public ip address and it wont go offline when you disconnect.
how much does everyones server cost a month
free
Trying to set up a server on a second pc I have, I can connect with my main pc locally but friends can't connect. I've gone through the port forwarding steps but friends only ever see "Server name pending", "Not authenticated" and the server is offline. Any ideas?
Zero dollars per time unit beyond what I pay for having the host opon which to run it
Have you done the first setup on it yet?
Also host myself
yes
ie name it add password?
yeah
Well If it works locally but not externally, then your port forwarding is not working. I would double check that again and remember its 7777 tcp and **udp **
try forwarding by range and open up both sides of the port you are using. so if you are using 7777 open 7770-7780 etc
was running on 2.9ghz ran bad now on 5.5ghz runs so smooth on server
it only uses 5-6gb of ram
Sounds about right. Its very single thread heavy.
same with space engineers it sucks
RAM scales with factory size.
Yeah I loaded a kibitz world and was like 9-10gb i wanna say
It seems to utilize 3-4 threads
Should I use this range for the WAN ports as well?
does that matter?
idk if you need multiple ports
It doesn't but some routers like ranges better then single ports. I think those routers are shit tho.
what are you talking about?
what dark said.,.. range works sometimes for certain routers
my router was provided by my isp so idk if it matters either
there is no query port
all 1 port now.
you use TCP port 7777 and UDP port 7777
2 ports
fair
so the port start/end for local lan ports and wan ports only needs to be 7777?
It should be one that takes just single ports.
TCP and UDP. So as DopeGhoti said thats 2 ports.
I was just referring to this as context .\FactoryServer.exe -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -log -unattended
that is outdated and incorrect
Yeah fair haha
Can I adjust when the server restarts?
I think only -Port=(#) still works.
yes, it's (badly) labled as an "interval" in the server settings. It's not an interval, it's setting the time of day the restart happens.
Yes in the server manger its a setting. Its also a clock not from when the server was started.
So 24 hours = midnight and 12 hours = noon.
Your server time that is.
ok gotcha, yeah they need to rephrase that field
Question im using a dedicated server host and yesterday when server restart happened the game continued and then the server seamlessly reconnected (it showed it in logs even) however today server restarts are booting us back to menu. Has the seamless restarts gone away. Or was it never a thing and just my server was bugging.
Hey everyone, running a dedicated server on 1.0 and am curious if anyone has any examples for the HTTP/S api?
I have, yes
Do you know if the update modified the games ability to run on secondary IP if host box has multiple gateways?
Man has a notification setting in this channel for "api" lul
I just have this laptop on one side while working today (:
lul same
Define seamless restart more, because it has always kicked me out to main menu.
cheers!
You working on a tool?
several (:
Im probably gonna migrate to linux / docker and then start writing some stuff
Yesterday when it went to restart all clients could not see eachother moving but were moving in their own game then once server was running again it auto reconnected and then continued like nothing happened. It was honestly amazing.
so this should be correct then?
work in progress (and PRs welcome) at https://github.com/dopeghoti/SF-Tools
mint dude im gonna creep hard
lol feel free (:
that looks correct
I have never seen that witch magic happen to me. You must have gotten lucky bud.
Yeah looks good to me also.
dang. It was honestly so amazing
welp still no luck. I'm at a loss
did you actually black out your internal ip?
Might just be the restart was really quick, but now you have too many things in the world and it is not fast enough? Tho I am only assumeing out my ass right now.
like it even updated anything any of us did. Like if we mined during restart it would of added the ores into inventory and then once the server kicked back in would still see those mined ores.
i wonder if its a server setting or something with todays server patch caused it to go bork
it looks like yo upblacked it out, but that iP is internal and should be your server
Trust me its not a setting or I would have it set. Its pure witch magic that I have never seen.
Don't want em gettin their megahurtz
I think if the server does it's housekeeping quickly enough, everyone stays connected; if it takes too long they get booted.
Are you on windows?
You think the dedi i had was just major bugging and never did the restart LOL
tbh would not surprise me
That was also my second assumption. lol
yes
I'm playing solo and I just got a message that the server is going to be restarting in 60 minutes but I'm not playing on a server to my knowledge
Is windows firewall blocking it? Also there are external websited that scan your ip for open ports could have one of those test.
What?
I added new rules for the ports in windows firewall so I don't think so but maybe? I have essentially zero knowledge on how this works tbh
Try and find one of those websites that will test your ports. To make sure they are open.
maybe my message isn't meant to be dedicated servers but I don't know where else to go
No I mean like more info. Are you just opening the game and hitting continue?
open port checker on google or something like that
no it makes sense that you'd posted here, but that you got the message in the context you describe doesn't
I've been playing since this morning that's about nearly 12 hours ago
Maybe its just telling you to take a break? LOL
it's 18 minutes after 11:00 p.m. my time I am starting to think that maybe the server restarting in 60 minutes is just saying it's going to hit midnight soon I could be wrong
I did get a "you've been playing for hours! FICSIT allows you to go get hydrated!" pop-up in single-player
is using pterodactyl pretty easy to use?
oh I have I just left the game or anything by mistake I took like 3 hour break for family and dinner time
depends on your definition of easy
yeah I get those pop-ups too on the left side This Server restart was on the right
far enough
Oh I know by default server auto restart at midnight so thats why you got that message, but if you are doing solo with no server connection you should not be seeing that.
Bit of linux knowledge and you'll be fine
so it only runs on linux?
apparently it's closed
that's what i thought, so i'm Confuesed XD
Isn't it UDP that you really wanna check anyways? I think most of those only check TCP which is your HTTP api
those FICSIT pop up comes up every 2 hours on the left side of my screen
you need to check both. My tool does so. not many web tools check UDP
(my tool is not a web tool)
How does your router work? Is it local ip to external ip or does your isp use another private ip? Or do you know nothing about what I just said?
Does the TCP port actually get used for the mp server? I figured theyd just be on UDP
yes
yes
Both do. UDP generally for game events, TCP for transactional things from the client to the server like chat messages
Neat!
I know starlink uses CGNAT
could be an issue like that
traceroute 8.8.8.8
check if one of the hits is in the CGNAT area
Yeah but I asked that question to see if they would be able to know that without posting their ip.
yeah fair
If the IP assigned to the router is diff from the public IP, it's an ISP subnet
Do you know how to check your public ip?
easiest way to see what your IP is is to go to ipchicken.com
Compare the external ip on the router to whatismyip . org
I sense an aged IT professional
If its different you might be fucked if its the same then back to looking at the port forwarding.
My beard is indeed grey and I speak regex.
the tongue of dragons
only metallic ones
rune ass dragon
WOOF. That means is CGNAT which does not work. sorry my guy.
complain to your ISP
who's your ISP?
Astound
they fail to live up to their name
indeed
or mayhap succeed albeit not in the way they'd have hoped
something tells me this was their plan all aloing
You could try to get it working with their support but I would rate that at like a .1% chance they do anything.
I'd rather piss into the wind
"I see," said the blind carpenter, as he picked up his hammer and saw.
JK this shit is sim card based. Not cable based I don't think it will work.
oofta
maybe try on an actual card and not a simulation of one?
By sim card based I was talking about 5g wireless. Last I use equipment that connected up it needed a sim like a phone. That was also like 6 years ago it might not need the sim anymore.
WISP
yer
things that are not the same, partial list: sims; SIMs.
I think most have gone to CGNAT at this point.
(also I was just making a pun)
ayy
rad.
o no my private ip
btw, works between vlans. Not that I expected an issue but I have seen it before
better hide it before someone finds out 10.0.0.0/8 isn't publicly routeable
Wait what? Unless you have routing between your vlans that should not work.
I do indeed
oh then its as expected lol
ye
nice to see someone other than me post a shot of that in use (:
I'm working on getting IPv6 working on a branch; it's just about there.
now theres something I will be zero help with
I really need to dust off that old david bombal series
the only thing left really is to look at the given address and not wrap it in square braces if it's a hostname when doing the TCP test.
which I do (:
rune dragon over here
A redacted capture of a successful IPv6 test with an IP address, as presented in the README:
very cool
I guess helpful if someone has a dns server that returns ipv6 by default
or at all
well that just needs an AAAA record.
If it has both, does it return ipv6 by default? Sorry probably a super basic q
guess it depends on the request
if it has both, you get both and whatever program you're running gets to decide which to use
Gotcha
which can cause "fun" problems sometimes
Yea definitely
I still instinctively just turn off ipv6 in windows.
ever troubleshoot domain joins for an hour just to find out its ipv6
I have for example host.example.com return both but 4.host.example.com only return IPv4 and 6.host.example.com only return IPv6
it's kind of a pain to maintain but worth it
and I don't add subdomains constantly
oh thats cool, yea have to maintain 2 records per host but if it fixes it
Has the "Could not connect to the server. Failed to Connect to the Server API" bug for steamcmd installations on linux been resolved?
I just deleted my whole server and reinstalled (after app_update not solving the problem) and I just got the error back again
it must be because I saw some docker images with fixes for it
usually that's due to not having opened TCP/7777 along with UDP/7777
Ah now we need tcp as well very good
yesterday it was 7777 15000 157777 all udp only
yeah that was a big change
it was a change with 1.0
maybe I was on the wrong wiki yesterday? it was a different color but otherwise seemed the same
might have been an outdated community version or something
gross
the wiki is going to take a while to get current
tru
also there are two deprecated wikis that are still out there
So I'm getting the API error still while also having 7777 open on TCP and UDP, with it also allowed on my firewall. I've updated the server and can connect to it locally fine (and have setup a user etc) but I still cannot get in externally (while testing with a VPN)
that did it thanks
Windows server?
No, my install is on Ubuntu
And you said you allowed it through UFW?
Yeah
what does ss -plnt | grep 7777 show?
I swear, I'm playing solo
Hiya! How do i downgrade my client on epic games? I was a dumb dumb and had automatic updates on and now my client is incompatible with the server >_<
I don't know that you can
it is 10 mins to midnight tho
10 MINUTES
The server does show up as listening to 7777
midnight? it's 2151! || yes I know how longitude works ||
I had a normal ip on astound go yell at them and they'd prob give u a normal one
But... but .. the server admin is asleep and I NEED to optimize factories and belts 😉
rip
play locally, then upload your save when the server is updated?
buy the steam version to support the devs?
I mean.. I did
Man I believe you. I wonder what will happen at midnight lol.
Could be worse things...
when it went up for sale on steam I double-dipped for myself and got a copy for a friend who was allergic to Epic Games
I hope it just says oh it's midnight and leave me alone
I wish I could afford that.. Maybe I will pop over to their office with a pan and sit outside their door with a sign "Poor student, need to optimize factory. Please give me steam key" ?
How do I change the dedicated server restart time?
If it does restart it should save. On the server it saves and restarts. You should not lose anything.
in the server manger settings, the "interval" is not an interval; it's just what time you want the restart to be scheduled
In the server manager it's a clock not an interval.
24 hours = midnight 12 hours = noon. Server time
Thank you
Not sure if you made this but the server needs to restart once every 24 hours or it has issues. So making it a check box is not something they would do.
i would just rather see the "interval" mislabel be corrected
"Scheduled maintenance time" for instance would be better.
yes I made that
Its wierd that epic even after all these years still havent seriously tried to get feature parity with steam. If they wanna compete they should atleast try to offer about the same features
epic right now is honestly pretty close to where steam was this long after Steam first launched
remember, Steam is older than dirt.
yeah I remember the olden days of steam. I was there 😛
is there a guide out there for mitigating performance problems for the 1.0 dedicated server? combat involve the monsters warping around rn
My SteamID is four digits long.
im just a baby
I can see the point of always having a restart...to clear up issues. Just trying to present sane logical options for people who want to use the in game options, and an option for people who want to manage it themselves....such as with their own server management software.
Its amazing how far steam has gotten.
it saved and reloaded in an instant (@_@)
that is confusing why is that in single player
lol
My achievement is bugged >_<
Does the game run an internal server? It must
Not that I know of. Can have everybody set mobs to passive. Also if everybody doesn't have the same setting for mobs that can cause issues in past versions.
even the single-player game might need to do some housekeeping after 24h of uptime, and if they just used the server code for that it might be hardcoded to 0000
thats what Im thinkin
frustrating, was quite playable when i last played, though this was before the Unreal Engine 5 update
Yeah UE5 update has made some things better and other not so much.
I've not been having those issues, have you done a file check on steam?
or are those issues wide spread
alright, I'll stop pesterin' ya'll here, ya'll have fun
what are you expecting a hash mismatch to cause?
a ton of stuff?
oh god im blind nwm. Its like 7 in the morning here
Does dust come out when u cough
more often than I care to admit
I guess that that achievement is the equivalent to the boomer "I have been subscribed to this paper for 20 years!"
yeah the UE5 update seems to have borked things pretty substantially...
Im going to drink my coffee and try to wake up! Thanks for answering my question!
Really? It's been pretty fine for me on 1.0. 0.8 patch was pretty bad tho.
Yeah its been great for me too
Though my hardware is relatively new, maybe thats an issue.
I'm running on a 4 core icelake vm, which had worked previously
could force it to be local, but then the sys-adminning becomes much worse if things go down
occassionally a single core pegs
on azure now, so i can't try disabling SMT and see if that improves things
you run an azure vm for your own stuff?
lol got some credits
niceee
had been using GCP, but the free money is nice
Yeah totally.
do people tend to be running these on local servers? could explain why others aren't seeing the same issues
I am, yeah. I have an R730 here
@quick mist I wondered what you were doing there. lol.
Have you bothered to upload your own cert yet?
not yet.
im thinkin bout it, just to say I did it.
I use LE for everything and probably will once I have some free spoons to set up the certificate update every 45 days.
Ok, I'm stumped as to why the "Failed to Connect to the Server API" error is still happening. Everything seems to be set up properly and it's updated. (Also worth noting that when I tried the temporary fix it didn't seem to make a difference before the update)
True, I'd probably forget and wonder why things didnt work.
Is there any known issues with unraid hosting a server?
I don't know if this is particularly relevant but attempting to go to the HTTPS API locally in a browser as the wiki suggests as a test gives this error in the console
Though connecting & playing on the server locally works fine
Internal. Connecting to it from another computer on the same network with the servers internal IP
That's just because your browser isn't properly talking to the API like a REST endpoint; it's trying to fetch web pages from it that it's not serving
Yeah, I assumed as much but needed to check
bug
Hey it no longer says experimental
idk if this is a dedicated sever problem how to fix the belts https://imgur.com/a/XVXU2nc
and is there a way to up the tickrate ?
The server appears to be fine from the view of that tool... wtf is going on lol
sure, but it won't do anything if your hardware can't handle it
i have a i7 9700k with 32gb ram i think my hardware is fine
then probably not a tickrate issue
i was asking how to up the tickrate and fix the belts
most severs run 60 tick rate for games
i check the wiki says to use the ini file there is none
Are you testing that over the wan or internally?
Also do you know if you have loopback rules set up? Or are you testing from a different network?
That was internally, I have just tried doing the script again externally using the external IP and it doesn't provide any results. Also I am testing by using a VPN though I have gotten a mate to test it on their network and it still gives the same error in game
Oop, the script finally finished with the REST API aborting the connection as it couldn't find anything
that's indicating something blocking connection from TCP/7777 to the server
is it possible to reverse proxy the connection of connecting to the server api to my vps?
Huh, I'm not sure what would be blocking it as both TCP & UDP are open on the router and firewall
Hi all, I'm trying to host multiple dedicated servers from one machine. I've tried virtualization, I've tried steamcmd, and I've tried running multiple windows users, but every time, the first instance opens perfectly normally, and the next instance crashes immediately after boot. I'm at my wits end after trying to figure this out for 12 hours. Anyone got any tips that could help?
Does this look correct with what the server is listening to and what's allowed on the firewall?
for comaprison this is how it appears for my host:
(I still have to clean up the old rules heh)
Can't say for case of satisfactory, but I had similar need in the past with other game. What make me to run this is that I created multiple copies of files (copy-paste), because apparently when one instance was runned it locked some files for reading, so next instance was unable to read them as well. Don't know if it helps you here.
Another thing is that you need to use different ports in startup aguments
by default it use 7777, 15000, 15777
FactoryServer.exe -log -unattended -Port=7777 -BeaconPort=15000 -ServerQueryPort=15777
yeah, I'm stumped here too, I completely duplicated my file structure into my virtual machine, cause I had the same line of thought, I've been working with game servers for years so I thought I knew what I was getting into, but apparently I'm in over my head
If you using a server, try to use Docker containers
I've set my args to use 7777, 7778, 7779, and 7780, are the other three not valid values then?
the beaconport and serverqueryport are no longer relevant and should be removed from your invocation
they isolate files and network completely, should be able to run multiple instances
oooo
Huh, so mine is the same which just confuses me further lol
may be, that was an old command that I used since 2021
yep, the connection requirements changed with 1.0. now all you need is TCP/7777 and UDP/7777
YES this is happening on my server too. I was able to build a very small blueprint that contained 2 mergers and 3 splitters and some belt lifts, and when I deleted the blue print I could tell it was struggling, but I made it through. However, once I made a bigger blueprint or anything complex, immediately crashes upon deletion - whether its via the "clear blueprint" method or the "delete" while in blueprint mode.
@low gulch use pterodactyl, and I will send you an egg in private which works with 1.0 satisfactory
is getting a abunch of yellow warring fine like new/old root size mismatch or warring [begindestroy unloaded none
I cleared a blueprint not too long ago and everything worked ok for me
how big was the blueprint, I am noticing a small simple one can chug through ok maybe with some lag, but if its anything more complex my server insta crashes.
ok. Yea idk mine 100% crashes when dismantling blueprints or using the "clear blueprint"
anything in the server log?
and after a search many others are having this problem
is there any way or method that could make the server performing better on multi-cores? it still really rely one the main core speed
I have some notes in the logs on mine. Nothing ever crashed though.
is this bad
totally normal
well its not great
its a rest api, not meant for the browser
I'm using an Intel Xeon Gold 6148, the server stuck and lag but only like to take about 30% CPU usage
mine does that, no issues.
try making a more complex blueprint with many items, see if it full on crashes
yeah and other people cant join too, failed to connect to server api
ports open are 7777 tcp and udp right?
no bcos im behind cgnat but i reverse proxy it with nginx on my vps and thought that would work but found another way i think
im not good with network and stuff so i have no idea jumping on this one
I have mine forwarded right through and a cname set in dns
are people reporting crashes trying to load games after updating both client and dedicad server?
you had a good start with the rprox but I dont think itll work
What ports can you open?
its ok now i just need to send the wireguard vpn config and use tunnlto and just tunnel the game it works now
thanks
aight cool beans
the game now needs both tcp and udp to be open?
i had a server running since they became available with just udp
so that's a "yes, it now needs tcp too" then.
was a tick issue belt are moving better and the ting i looked for to change the tick rate told me to find a ini file that was not in the sever prob was for making a co op game
This is the same blueprint, but just for knowledge sakes this is what spits out in the server terminal
its over u leak your IP
||Your lan ip xD ||
same shit when its full of stuff
Does anyone meets performance issue around Red Jungle (-1,486 / 432)? my server goes stuck and 1000ms latency if someone get into Red Jungle
coords?
Even with a public IP hacker can't do anything so, Imagine with a local
No, DDOS isn't hacking, it's just kids paying in dark website, that's all
well, depends on what services are hosted on said IP
sure, if theres nothing there they can't do much.
put a wordpress site on that IP? have a good one
idc what port its on
So my server auto restarted, and the console shows finished but now I can't connect, server manager shows offline
Is there a way to disable that?
Yeah in server settings you can set the "interval" to a time of day in 24hr time
but you cant technically disable it. as far as I know
Is there anyway to stop this from appearing in the console all the time?
No, that's what logs are for: logging events
mmm events
ok its just fulling the logs with that al the time. thanks you tho
You can disable logging but then you have nothing
there's prob an engine setting ini thing for it
how do i update the server version?
i think i have to enter some command on steamcmd but im not sure what command it is
same as install
run exactly the same command you used to install
after updating the game i was playing won't load now. just crashes. i can create a new server and play on it, but my old one won't work. happen to anyone else?
like the server stays up, the client crashes
I have not had that happen. Maybe something happened to your save. You might be able to download it from the server, load it up locally, and re-save it to fix it, and then re-upload that to the server
if the save is somehow so corrupt is crashes even locally (which has happened to some with "cursed" blueprints) you might be able to fix it with the online save editor
so do i literally just copy the save from the servers dir to my local one?
to try and load it?
Use the Server Manager to download the save, then just load it up like any single-player local saved game
lemme try it
I've been running dedicated servers on 1.0 without any issues up until about trains, where I've noticed mass dismantling can sometime leave ghost foundations/walls on the client? is this known? or a known fix?
I've seen some reports of ghost constructions; not sure about a workaround
i tried running it but nothing happened
app_update then the id
@quick mist sweet, it loaded singleplayer style. so how do i make the server use it again?
upload times
make a fresh save, then use the server manager to upload the save, then have it load that save
login anonymous then
app_update 1690800 validate then
force_install_dir?
Adjust your path from this to where you want it installed. Other than that use that exact command
including steamcmd?
i think this replaces steamcmd?
just app_update 1690800 affter the login
https://github.com/wolveix/satisfactory-server/blob/main/run.sh#L48
try this maybe, ymmv
or you can run this sequence of commands interactively:
> +force_install_dir D:\Path\To\GameServerInstall
> +login anonymous
> +app_update 1690800 validate
Heya.
I'm running:
- wolveix/satisfactory-server docker container
- default compose settings
- pfsense router, having forwarded 7777 tcp/udp
I'm experiencing:
- ability to connect via adding
[hostname].local, port:7777to the server manager - inability to connect via adding:
[external ip], port:7777to the server manager.
Just before I go to sleep on this, is there a trick to this dedicated server, or is my router just giving me problems?
back in my day we made batch files 👴
some people find that confusing ):
I think pfsense blocks loopback by default or some shit
i remember this used to piss me off
its like 1 switch somewhere
I have NAT reflection on to some degree.
wow a good support request for once
I figured it out, if your using the new console you can right click the line and click exclude word then NotifyAcceptingConnection and it will hide that in the console.
Most consumer routers don't work well with routing a connection from the inside out to the external IP and back through a filter to the inside. Just use the external IP for folks connecting from elsewhere, while you use your LAN address internally
I work in UI/UX for game development, it helps to be straightforward and thorough.
tyfys
Yeah, I'll wait until my Gamers™️ are online then.
well its probably not a consumer router
new console ?
Yeah, it's a... a... Netgate 3100 something.
yucky
it's a fair assumption for people connecting to the server on a LAN and then trying to connect to it from the same place via the WAN
Do you have a specific rule for loopback?
Look we have 4 people hosting all sort of homelab nonsense in the house, the Netgear router we had was screaming for death.
many routers don't even support it
didnt they say pfsense?
yea that talked about it in the update vido you have to add -newconsole to your batch file to see it
is it even worth it tho ?
I missed that. I know pfsense is very capable.
I dont use it myself, but I'd imagine theres nat rules
This is the ruleset that allows loopback to work for our other servers active in the home.
yes and no it just makes it look a little cleaner when you aren't running a to fancy server setup
do external tools say the port is opened?
It was either:
A) deal with dropped packets and random disconnects during high traffic hours
B) take on network IT as a second job to make my wife happy*
- It also did not make my wife happy
:snrk:
Canyouseeme.org says that port 7777 is open on my external IP address.
CYSM only tests TCP
need da udp
if you don't mind sharing your address I can test both endpoints for you
Hello fellows,
If i put server reboot to 00 h this disable the option ? In fact i already have my own tool which looking for updates and manage server restart every days so I would make sure the option is not activated.
do it privately
iiiiis there another option than dropping my raw IP into the ether
no it does not; it schedules the reboot to midnight
vpn out
and then connect back
TRUE
ah ok so no disable possibility ?
no, the server needs to do daily housekeeping or it gets very sad about timing
do you own a vps somewhere? lol
pog!
Llama's ass status: whipped.
did anybody manage to run a dedicated server on an Oracle vm or people are still trying to find a way ?
ok no problem if time inside option is the time of reboot i'll put the time of my tool reboot and disable my restart option in my tool. Thanks
WinAMP mentioned???
Ok, screw connecting via the same URL for internal and external. I'll take it.
use DNS and have it serve the LAN ip internally.
So, I saw the update notes said that there's a new console screeen. Where do I go for that, since the current dedicated server still shows the old cli version
then on paper it's still the same hostname (:
spooky dns magic
H... how do I do this
can ur router do dns?
Yeah, definitely.
or if you're lazy just define the hostname in /etc/hosts or c:\windows\system32\drivers\etc\hosts
or if your not lazy, set up a pi-hole
my second-favorite haiku
I need to get this printed
I actually just have it forwarding DNS to OpenDNS and Google right now because it was slow,,,
for dns i just use dns rewrite for my domain in adguard
sounds like over-handlin
Also, has anyone else had trouble loading saves on a dedicated server while ingame?
I also used to just run a .lan name server internally until ICANN decided it was a good idea to not have that be a private network TLD
ICANN, ruiner of dreams
I used to have a pihole!
The other people in the house complained.
They blamed me for DNS issues, because of the pihole.
put a pihole in a Proxmox linux VM. They'll never know
lame
mines just in a raw lil' kvm vm
I'm in game, and when I click on Load game, it gives me a "server is changing levels". Then a "lost connection to host"
when the server is changing levels, that's basically all it's doing; if that load takes a while you may need to wait and reconnect when the server comes out of its catatonia
I let nginx determine if domain is available public or not, that way i dont need to remember two adresses ever again ^^
ayy nginx proxy manager gang rise up
I'm testing on localhost, and being the only person online. I clicked the load game, and waited. Or are you saying due to the time it takes, I will just need to reconnect?
nice
Thanks for your help, guys.
you may indeed
hell yea glad its working man
To think I was about to try to set up reverse proxying with absolutely zero preknowledge an hour ago.